D&D 3.5 The Archfey of Storms
#11
After I have some food, the Philosopher formally introduces me to the other members of the 'clan'. When Rillia flies down from the treetops, [Position of Privilege] I approach him, kneel, and offer myself as his knight. Rillia looks confused. "I thought you were a Mar-keey?" Sigh...Do I have the patience to explain nobility to the dragonling?

Yes, and... +Twist: Emotional event / Changes the goal

This may be the Geas talking, but if I replicate the Cloud Court here, with Rillia as its king, maybe I won't /have/ to go back to the Feywild. Ah, but my family...Still, food for thought. I attempt to teach the dragonling about the intricacies of peerage in the Cloud Court. Does he care to listen?

Yes.

He takes an interest in it. Honestly, I think he just likes the fancy names. The Philosopher listens intently as well, and I occasionally have to correct his corrections with "The Feywild works differently." At the end of my lecture, I again offer to be Rillia's knight. Does he accept?

No, and...

He says he doesn't need a knight, especially one so much weaker than him. It wounds my ego, but I accept for now. I vow to prove myself worthy of knighthood. Next order of business: growing his empire. I propose the philosopher and I retrieve that devil. I'm confident that if the spell worked on me, it will work on the fiend. If nothing else, It'd be a nice trophy. We may even get some willing townsfolk to join us. Meanwhile, I suggest that the humans and bugbear capture the goblins to fill out our numbers. When we return, the satyr, the Philosopher and I can approach the pixies and attempt to recruit them as well. Thoughts?

Befriend.

Rillia loves the idea of getting more toys. Especially ones he's never had before. Especially because he doesn't have to do anything but play with them in the meanwhile. He's practically hopping in place. "Yes! Go! I want a devil, now!" It'll take several days. I'll need my arms and spell book back. We're also going to need the 5 black gemstones you took out of my pouch. And any number of loose coins would be helpful. [persuasion DC 10/15]

13 = 7[d20]+6

Rillia's hesitant to give up the gems, but if we're only borrowing them...and it means getting the devil, then fine. No gold, though. The philosopher hands me back my spell book and crystal. I take chain mail, shield, and longsword off of one of the humans. I also claim my backpack, which has most of my supplies still in it. I ask if there's any chance I can get my signet ring and scroll of pedigree back from the pile.

No.

When finished with preparations, the Philosopher and I head over to the docks. Once we're beyond the brambles and the thick of the forest, he gives me a stern look. "Doing as you're ordered is one thing, but actively encouraging that dragon is another. I realize you're new, but it should have been obvious we had the dragonling under control and content to sit in the forest." He waves a finger in the sky and the clouds reform into odd shapes. They look like letters, but not in a language I can understand. A signal for the Ferryman, I suppose. I ask him if he wouldn't mind teaching me that. He scoffs at me and rolls if eyes. "Maybe. If we have the time."

It's a quiet couple hours before the Ferryman shows up. He's surprised we made it out alive. I tell him there was nothing to worry about. The lights and disappearances were due to some overly excited pixies, and that the problem be taken care of now. Folks should be free to come and go from Brightwood as they please. [deception vs insight]

18 = 10[d20]+8

20 = 18[d20]+2

The Philosopher buts in. Dangerous animals are still a problem and it would be wise for common folk to stay away.
Boo. Killjoy. So that's how it's going to be between us, is it?

Anything interesting happening in town when we arrive?

Yes.

Negligence / Intrigues.

There's a commotion by the town hall. The mayor's on a pulpit trying in vain to calm down an angry mob of townsfolk. As we approach, it becomes obvious that the mayor is being publicly interrogated for the numerous disappearances by some inspectors from the city. There are accusations of him belonging to the Cult of Asmodeus.

[Thaumaturgy - voice amp] I call out to leave the mayor alone. We've just returned from Brightwood and can give everyone a sense of the situation. Pixies in the forest had decided to 'play' with the humans coming in. A lot of magic was thrown around with unintended consequences. Some people were eaten by animals. The others are staying back in order to rebuild. I poke the Philosopher for the names of the living humans. [deception DC 15]

14 = 6[d20]+8

[LR - force success]

The mayor agrees in relief. He confirms that I ventured into Brightwood in search of answers. Some of the other townsfolk also recognize me and the Philosopher. The inspectors thank us for our service and for confirming the Ranger's life.

15 = 15[d20]

They hand us 15 gold coins in gratitude. I ask the philosopher if he wants a cut.

No.

He doesn't have any need for such things. So, are we heading straight for the settlement?

Yes. +Twist: Organization / Helps the hero

There's a single wagon going that way. The driver is more than happy to let us tag along. Is the journey eventful?

Yes, and...

NPC negative.

Enemy soldier.

On the way, we're met with a blockade of guards. They say there's a chance the Cult of Asmodeus is starting back up. They have orders to sweep the countryside. No traders get through on this road without a search. I claim to be a nobleman and demand to see their captain. He comes around grumbling about good-for-nothing nobles. I tell him the Cult of Asmodeus issue has already been resolved. He can confirm with the inspectors in the riverside town, if he would like. [persuasion vs insight]

10 = 4[d20]+6

13 = 13[d20]

[LR - force success]
He's surprised, but says he'll send a runner down to town and make sure. He thanks us for the heads-up. They still have to search the wagon and our packs. I let them do so. We have nothing incriminating on us. They're suspicious of the carved gemstones, but I say they're just fancy dice. [deception vs insight]

23 = 15[d20]+8

14 = 14[d20]

The captain grumbles about good-for-nothing nobles before letting us through.

We say goodbye to the wagon and approach the cult settlement in the afternoon. The townsfolk are suspicious of us before the apothecary recognizes me. The Librarian is back in his hut. He's overjoyed to see his friend again and was worried we'd run into trouble. Any developments on the obelisk or ruins?

No, but...

He's been talking with the townsfolk about the devil. Everyone knows the truth of it now. They've also voted to shunt the devil back home without trying to drain its power for themselves. I bring up a new option. Would it be possible to trap the devil in a more portable rock? It seems we've found someone who'd be more than happy to hold onto the monster indefinitely.

No.

That's a preposterous idea. We'd be in the exact same situation we're in now, if not worse. I'm not asking if it's a good idea, I'm asking if it's possible.

Yes.

In theory. It may be wise to keep it secret from the townsfolk.
Good! What more needs doing, and is there anyway I can help?

Yes.

Escort royalty from the dark lair.

A group is searching the underground alter for more black gems and clues to its origin. He says I should go help them look. That reminds me, I pull out the 5 gems from my bag. No need to search anymore, eh? The Librarian is bewildered. Where did I get these!? I've had them the whole time. I wasn't sure I'd let you go through with the ritual, but I've made up my mind on it now. The Librarian growls in frustration and snatches the stones out of my hand. He shoos me off unceremoniously. The two of them need time to catch up and evaluate the situation.

I head to the alter and call off the search: the gems have all been found. Most of the townsfolk are thankful. The alter gave them the creeps. What now? Is there anything for me to do while waiting for the two scholars to get ready?

No.

I guess I have some downtime. How many days is it before the two get ready?

6 = 3[d4]+3[d4]

I'll spend the time implanting the idea that it might be best for the town to bind the devil to a different stone and send it away instead of letting it go home.

1 gp/day for modest lifestyle (6gp total).
1 gp/day for swaying opinions (6gp total).

Days needed to convince the town:

7 = 5[d6]+2[d6]

Can I convince them? [persuasion DC 15]

12 = 6[d20]+6

I bring up the point, but the townsfolk aren't having it. They've seen their fill of monsters and are in no mood to meddle with them any more. Rillia contacted me...

1 = 1[d4]

...once over the week. He's getting impatient. I try to explain what we're doing but the telepathy leaves me sick to my stomach. I had to go see the apothecary but he didn't have much to help me. Between the attempted convincing and herbal tonics, I'm down to my last coin.

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

Today's the day. The Librarian came together with a small band of townsfolk and set up his ritual in the morning. He and the Philosopher spent most of the day draining the fiend's magic. The Librarian assures me it worked. I really couldn't follow the ritual. Too much magic theory for me. It's approaching sunset, and we're now ready to banish the monster. Despite my best efforts, we're /not/ trying to bind it to another stone. I've been keeping guard on the proceedings in case of catastrophe, and am getting fidgety now. Are any townsfolk accompanying me?

No.

It's just me, the Librarian, and the Philosopher standing around the obelisk. Everyone else in town is using the underground alter as a bunker.

The Librarian places the last onyx at just the right point on the chalk circle. There's a boom, and the air splits open as before. The silhouette inside is much sharper. It looks vaguely humanoid, but not quite. It definitely takes notice of us.

"HA! HA! HA! HAA! Mortals! Fools! You think you can hold me!?" It was inevitable, really. There's a wave of heat and a large vertical crack appears on the obelisk. Another wave and the split opens wider. The figure inside runs towards the opening. I shout over the roaring wind, "I thought you weakened it!" The Librarian says this /is/ the weakened version. The figure tackles the split as if it were a pane of glass. I can see it's a centaur-like creature and it's holding a long pole. It strikes the split with the pole repeatedly. The Librarian swears he doesn't know what went wrong. [insight DC 12]

7 = 5[d20]+2

Damn it. I'll have to take his word. Weaknesses then? Because this thing is absolutely getting out. [religion DC 15/20 (adv-pooling our three minds)]

6 = 5[d20]+1

5 = 4[d20]+1

The Librarian shrugs as the Philosopher backs away.

Another boom. Another wave of heat. Standing in front of the crumbling obelisk is a black-and-red 'centaur'. It stands at least 10ft high with large, pointed ears, hollow, red eyes, and a flaming beard and tail. Smoke billows from the openings on its face. Fire erupts where its hooves touch the ground. It holds an enormous, serrated glaive in its hands. Golden armor covers its forearms and shins, and a stark white cape hangs from its shoulders. It roars, "You trapped me once! You will not do so again!"

[initiative: me, librarian, philosopher, devil, devil]

46 = 17[d20]+6[d20]+4[d20]+6[d20]+13[d20]

I cast Moonbeam centered on the devil, draw my sword and approach it.

22 = 18[d20]+4

11 = 10[d10]+1[d10]

The devil laughs, rears and kicks at me.

21 = 15[d20]+6

16 = 1[d8]+7[d8]+4+1[d6]+3[d6]

[concentration]

11 = 6[d20]+5

A spectral sword appears beside me and slashes at the devil, accompanied by a ball of soft light.

13 = 10[d20]+3

3 = 2[d8]+1

12 = 10[d20]+2

They don't seem to have much effect as the devil brings his glaive down on me.

13 = 8[d20]+5

13 = 8[d20]+5

Vines grow from the ruins of the obelisk and grasp at the monster.

18 = 13[d20]+5

He stomps out the vines with his flaming hooves.

"Keep him pinned in the light!" I call out. I summon my own spectral sword [Spiritual Weapon] to accompany the one already with me and attack.

23 = 17[d20]+6

10 = 6[d8]+4

9 = 4[d20]+5

6 = 2[d20]+4

10 = 6[d10]+4[d10]

The devil grimaces, light from the Moonbeam finally starting to burn. It bats me aside and charges for the Librarian.

23 = 18[d20]+5

11 = 8[d8]+3

9 = 3[d20]+6

The Librarian dives away from the fiery charge and scrambles towards me, his floating weapon meeting him halfway. The devil then raises a hand in the air.

61 = 61[d100]

He grimaces again when whatever magic he was gathering is sucked into the ruined obelisk with a bolt of red lightning. The Philosopher runs towards us and tries the grasping vines once more.

9 = 4[d20]+5

18 = 13[d20]+5

With a single stomp, the devil turns the weeds to ash. I redirect my Moonbeam onto him and stand my ground between the two scholars. I sheathe my sword and throw a hasty Eldritch Blast in his direction.

19 = 13[d20]+6

7 = 7[d10]

9 = 5[d20]+4

10 = 6[d20]+4

2 = 1[d10]+1[d10]

The devil roars in fury and charges. Who does he attack?

1 = 1[d3]

8 = 2[d20]+6

He tries to spear me through, but I see the attack coming and step out of the way. Unfortunately, he continues to run towards the Librarian. I slap him with my shield as he turns his back on me.

22 = 19[d20]+3

7 = 4[d4]+3

The Librarian turns to run but leaves his sword to deal with the devil.

15 = 12[d20]+3

9 = 8[d8]+1

I don't know what he was thinking. The devil catches him almost immediately.

12 = 7[d20]+5

14 = 9[d20]+5

10 = 7[d10]+3

5 = 4[d20]+1

The Librarian cries out as the glaive cuts across his back. The Philosopher steps away from the two, unable to really do anything to this monster. It's too far away for me to reach, but not too far for my spirit sword. I run towards it and Blast nonetheless.

18 = 12[d20]+6

9 = 5[d8]+4

24 = 18[d20]+6

8 = 8[d10]

My sword cuts it across the flank. The devil screams and brings his hooves down on the Librarian.

20 = 14[d20]+6

18 = 5[d8]+1[d8]+4+4[d6]+4[d6]

It rebounds off the ground and jumps into the sky. Burning hoofprints float in the air as it begins to gallop towards the clouds.

6 = 6[d10]

The Librarian lies there, bleeding out from the wound on his back. The devil stops in the sky, standing as if on solid ground, and laughs at us. He then abruptly falls glaive-first onto the Philosopher.

7 = 2[d20]+5

20 = 15[d20]+5

13 = 10[d10]+3

16 = 15[d20]+1

13 = 12[d20]+1

He laughs as he rises up again. I tell the Philosopher to go help the Librarian. Is the devil within reach of a jumping Misty Step?

No.

He's too far away for me to do anything but shoot him. I'll drop my Moonbeam and do just that.

11 = 5[d20]+6

[Philosopher's medicine check]

3 = 1[d20]+2

8 = 8[d10]

The devil circles around my blast and goes for the Philosopher once more, laughing the whole way.

9 = 3[d20]+6

22 = 17[d20]+5

8 = 6[d8]+2

23 = 18[d20]+5

7 = 4[d10]+3

18 = 17[d20]+1

13 = 12[d20]+1

The Philosopher is busy with his colleague and doesn't see the blow coming. My warning is too late. The devil stabs the Philosopher in the back before launching back up in the air. I run over to the two. The Librarian seems worse off, so I pump healing magic into him. His eyes flutter open. I tell him to stay down. [deception vs insight]

10 = 6[d20]+4

3 = 3[d20]

I step away from the scholars and bring my spectral sword to my side. "What's wrong, demon? Too much of a coward to face a lone fey?" The devil roars at my challenge and charges me head on.

22 = 16[d20]+6

21 = 3[d8]+7[d8]+4+2[d6]+5[d6]

8 = 3[d20]+5

25 = 20[d20]+5

[LR - blocking that, yikes]

The shockwave of his landing sears my skin, and it takes everything I have to hold my shield against his glaive. But he stays down this time. I strike him with both the real and the magical sword.

13 = 8[d20]+5

7 = 4[d8]+3

9 = 3[d20]+6

11 = 5[d20]+6

20 = 15[d20]+5

10 = 8[d8]+2

10 = 5[d20]+5

18 = 13[d20]+5

The glaive cuts across my arm and I feel the effects of some infernal venom. I decide to stab my sword into the ground and [Quicken] Thunderwave as I force back the effects of the poison [Lay on Hands].

7 = 5[d8]+2[d8]

14 = 11[d20]+3

15 = 12[d20]+3

The devil holds his ground and strikes again.

20 = 14[d20]+6

[LR - force miss]

7 = 2[d20]+5

25 = 20[d20]+5

[LR - force miss]

The onslaught is relentless. Another Thunderwave and another (spiritual) sword strike.

6 = 4[d8]+2[d8]

9 = 6[d20]+3

14 = 8[d20]+6

7 = 3[d8]+4

This time the wave knocks the devil back and my sword cuts across its chest. Two open wounds now, but it's not faltering in the slightest. It skids to a stop and breaks into a run at me.

25 = 19[d20]+6

21 = 8[d8]+1[d8]+4+3[d6]+5[d6]

I shoo away some licks of fire [Absorb Elements], but the tackle itself huts like hell. Does the Librarian step up?

Yes, and...

To my immense relief, the Librarian decides to ignore my advice and attack.

11 = 8[d20]+3

[I LR that! Hit Librarian. Save me!] With bravado born of desperation, the Librarian leaps at the Devil with black glowing hands.

16 = 5[d10]+5[d10]+2[d10]+4[d10]

6 = 1[d20]+5

The fiend screams in pain and gives me an opening as it writhes. I pull my sword out of the earth and strike.

13 = 8[d20]+5

[Thunderbolt Strike, 2nd lvl - Destructive Wrath]

With a flash and a crack I drive my electrified sword into its humanoid stomach. I quickly pull it back out and yank the fiend to the ground. I tell the Librarian to get something ready to bind the monster. And to be ready with a spell. I force its hollow eyes open and give it the smallest pulse of magic I can [Lay on Hands]. Its eyes glow as it regains consciousness and I attempt to Hypnotize it immediately.

7 = 6[d20]+1

It tenses as if about to thrash, and then relaxes. Librarian! Something to bind this beast to! Now! As the Librarian gathers chalk and pieces of the obelisk, I strip the devil of is meager armor. I make sure to kick the glaive far away with my boot; I don't know if merely touching it is enough to poison us. I tell the Librarian to carry out the ritual wile I keep the monster pinned. He says he needs the creatures true name for that. Good thing I have him hypnotized, then. What's your true name, pretty please?

[persuasion vs insight]

9 = 3[d20]+6

9 = 9[d20]

It takes a bit of cajoling, but it eventually spits out an incomprehensible string of syllables. I ask the Librarian if he got that. He nods and furiously scratches a stone with his dagger. He places the stone on another chalk circle around our fallen foe, and with a brief chant seals the devil within. As soon as the magic takes hold, the corrupted centaur roars insults and curses and threats at us as he's dragged into another split in the air, hands and hooves scrabbling at the ground in an attempt to crawl free.

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

We bring the townspeople above ground and tell them what happened. The Librarian apologizes again. He thinks because they drained the devil's magic into the surrounding air instead of into themselves, the creature was able to hold itself here instead of returning to Hell. Regardless, the monster has been taken care of and the town throws a celebratory feast.

The Librarian hands me a piece of stone with odd etchings, similar to the onyx gems. He calls it a 'Devil Talisman'. Because it has the devil's true name etched onto it, the monster is forced to serve whoever holds the stone. He warns me that it won't be willing to serve and it will take every opportunity to stab me in the back.

I ask where the Philosopher is. The Librarian says he didn't make it out alive.

[loot rolls]

25 = 1[d6]+6[d6]+6[d6]+6[d6]+2[d6]+4[d6]

10 = 4[d6]+3[d6]+3[d6]

7 = 5[d6]+2[d6]

2500cp, 1000sp, 70gp. That's a total of 195gp.

1 = 1[d100]

In the next couple days, the smith is able to melt down the devil's golden armor and turn it into crude coins. The Librarian offers me half the total for being the one to actually fight the devil. The town will take the rest to bolster its burgeoning economy.

Before I leave, I ask the Librarian if he needs any more help. He did promise me further research in interplanar travel. I know a lot of potential was lost with the obelisk, but I'm still looking to return to the Feywild. And the ruins below the village /are/ still a mystery. Also, I guessed he was a mage, but wasn't quite sure. He's far better at formal ritual magic than I am. Would he by chance know any minor spells he could teach me?

Yes, but...

Yes, but...

He promises that he'll have some more leads, but it'll take time. And with everything that's happened recently, he'd rather not rush into things again.
Again? You spent a /week/ working on the obelisk; more if you count before my arrival. How was that 'rushing into things'?
He says the Philosopher was pressuring him to make 'educated guesses'. He doesn't want to blame the dead, but it may be his fault the devil was released instead of banished.
(Rillia's influence I assume)
As for the magic, he doesn't have any formal training. He's just a fast reader with good memory and knowledge of many languages. Every ritual he's performed was copied out of a book. The only ones he knows are the complex ones he's used.

*Sigh* A shame then. But I'll take the talisman and be off. I give a quick poke to the villagers: the guy who wanted the devil is also hiring. Does anyone want a job? It's just over by the riverside town.

No, and...

Why leave the village when it's greatest danger has just been removed? Fair enough. Back to Brightwood! Is the journey eventful?

Yes.

PC positive.

Home.

Rillia contacts me as I walk. One minute I'm on a dirt road, the next, I'm in a forest. I keep walking and fall right onto the dragonling. Didn't realize you were /that/ impatient, kid. He grumbles in draconic and bucks me off. The bugbear standing next to us smiles for the first time I've seen. Anyway, success! We've bound the devil to this talisman. I pull out the stone with a flourish. Rillia's eyes grow wide. A pretty stone /and/ a new toy? Gimme, gimme. No. Can I impress upon my young master the risk of letting this monstrosity free?

Yes, and...

I'm surprised how seriously he takes it, though the Philosopher's death might have had something to do with it. It may be worth our time to know more about this binding magic before attempting to assimilate him. Maybe have some more manpower in case anything goes wrong. Maybe have a dedicated mage on hand to handle it. On that note, how's the conquest of the forest going?

No, and...

The goblins are proving dangerous. They've holed themselves in a tunnel system spanning the woods. They won't come out and there's too many to fight. Alright, I have an idea. Would you mind going into hiding for a couple days? I think I know how to catch the pixies.

No.

"No hiding. That's not dragon-y." How about calling a truce, then? A meeting? Like you and I were supposed to have.

No, and...

Rillia has no interest in politicking. What, then? You want me to get a net and go fairy hunting?

Yes.

More importantly, he wants me to stop arguing and just do what he tells me to. Fine, then. What's his brilliant idea? What does he want me to do?

Inspect / War.

He describes with wing gestures and wooshing and banging noises that he wants to beat the goblins to a bloody pulp for daring to stand against him. And then eat them, maybe. Two problems: 1) the goblins won't fight a war with you, and 2) if they do, by the sound of it, we'd lose. Unless you have a way to eliminate those problems, you won't get your war.

NPC positive.

Increase.

Yes. If we had more people, we could win the war. How do we get more people? How do we start the war?

Open.

I like this. We can take down the brambles, find some large animals, maybe even entice more people in. It would give us more room to move and we could leverage our superior strength against the goblins. What about getting them out of their cave?

Block.

Collapse the tunnels and seal up the cave? I don't know. I think the goblins would be more than happy to stay underground forever. I don't know how big their caves are, but maybe you could try flooding it? How about filling it with your poison breath?

Yes, and...

Poison it is. How about the pixies? I still say getting to them might be easier.

No.

Goblins first. Pixies after.

Maybe you should send the Ranger to the city. He can look for a way to either amplify or capture your breath. Plus, him returning can draw suspicion away from the forest for a bit; soldiers and inspectors were searching for weird happenings last week. Maybe he can look for a mage while he's there?

Yes, and...

Rillia wants me to go with him. Sure. It gives me something to do.
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#12
The Ranger leads me out of the brambles to the river. The thorny bushes are already starting to yellow. We plan to walk along the bank until we reach the riverside town. From there, we'll take a boat to the city. It's going to be a bit of a walk, but we no longer have easy access to the Ferryman. The Ranger seems bitter about that. He seems bitter about our mission as a whole.

Maybe it's because he doesn't have a Servant to feed him breakfast as we walk?

Is the journey to town eventful?

No.

It's a calm walk up the river. The Ranger keeps the alligators off us. Can I strike up a conversation with him?

No.

He's in a really dour mood. We make it to town without incident. A boat to the city, then? I don't think the Ranger's in a mood to hang about.

No, and...

This town's more Podunk than I'd thought. There are no ferries going upriver for the rest of the week. Merchants come through often, right? Can we join a wagon train as guards or something?

No.

We just missed a passing caravan and no other is expected for a while. It seems the townspeople are happy things have quieted down since the Brightwood disappearances. I guess we're spending the night here while we look for a way to the city.

No.

The Ranger says we should keep moving. How? By foot. We'll walk across the plains through the night. It's already late. Can I convince the Ranger to spend the night here and leave tomorrow morning?

No, but...

He's willing to stop for dinner, but he refuses to stay overnight. Too much time lost. Fine. I spot a gold piece for a good meal for two. We head out of town in the dark. Are we following the river?

No, and...

We're cutting across the countryside, not even following the road. Through the night. I would absolutely strike off on my own down the main road, if I knew the way. I think this is payback for breakfast. Wait! Are we not stopping for supplies?

No.

He tells me to fill my waterskin and get moving. We're catching our food as we go.

How long will the journey take?

2 = 2[d4]

Two days at our ridiculous pace. Oh joy. Events before sleep?

No.

Well into the night, the Ranger finally decides it's time to rest. He manages to get by on five hours of sleep, most of which I Trance through, before starting the next day at sunrise. Morning events?

No, but...

I shoot breakfast and lunch out of the sky as we walk. Cleaned and flavored with Prestidigitation, we eat as we go. The Ranger doesn't even give me time to summon my servant or use the mess kit I have. The land is flat and boring to look at. It's all grass with occasional trees. As far as I can tell, the Ranger's taking us in a straight line. Evening events?

Yes.

Kill / Advice.

Hired thugs.

Well after sunset but before we rest for the night, the two of us spot a light in a slightly wooded area. As we approach, we see a group of people standing around a lantern. They're all wearing formal clothes, something like a uniform. One of them has a spiffy hat. A hole in the ground, a nearby shovel, and a haphazardly sprawled body imply a funeral. The suits tense up as I approach, my chain mail jingling along with the nighttime bugsongs.

24 = 18[d20]+6

Hi guys. What're you doing in the middle of nowhere this late at night?
The suits shoot questioning glances at each other for a bit before the spiffy hat guy responds: We could ask you the same thing.
My buddy and I are heading to the City. We're in a hurry and missed all the ferries and wagons, so we decided walking in a straight line would get us there quickest. I point at my ears. We don't need much sleep.
Buddy?
Yeah. I turn around to point at the Ranger, but he's gone. He was definitely with me when we saw the lantern. I swear he was just there.
Spiffy Hat tells me I'm seeing things and it's probably time I go to sleep.
While I would generally agree, I've been bored out of my mind these last two days. I'm dying to know why you're having a funeral this late at night.
You're not from around here, are you?
Nope. I point at my ears again.
It's a local custom. When a businessman dies, his closest friends and family bury him at midnight.
In the middle of the woods? Seems like a weird place for it. Won't animals dig him up? Or is that the point.
It's tradition. No one stops following tradition just because it's stupid.
[passive insight vs deception]

13 = 8[d20]+5

Fair point. Mind if I stick around? My friend was the one who knew the way. Without him, I'm kinda lost. I think I should be good for finding my own way after sunrise. Pretty please?

No, but...

This was supposed to be a private affair and your presence is insulting the dead. But we'd be happy to escort you to back to town after we're done here.
Wonderful. How long will it take?

4 = 4[d4]

They just started, so about 4 hours.
Excellent. I can Trance while you guys do your thing.

I sit down beside a tree and doze off as the suits go back to digging. Not even five minutes into my daydream, the Ranger covers my mouth and wakes me up. He's at an odd angle behind the tree, out of eyesight of the other people. He whispers to me that these guys are hitmen, presumably working for a crime lord from the City. He assures me that they won't let me go alive. They can bloody well try. I've been walking all day and want to sleep. If you're so concerned about these folks, why don't you deal with them? He says he'd love to, but /someone/ broke all of his combat gear. I meant talk to them, you wuss.

9 = 3[d20]+6

The Ranger mumbles out that he's bad with words. Then shut up and let me sleep. If these guys are out for blood, they'll attack no matter what we do. At least let me have my nap before things turn sour.

Yes, and... +Twist: PC / Alters the location

...I'm back in Brightwood? What? Is there an emergency or something?

No, but...

Rillia says he wanted my advice on...

Triumph / Nature.

...what kind of animals would be cool to have in the goblin war. Did you really need to pull me here to ask that? Rillia says he didn't do that. Well get a better grasp on your magic. I'm now two days further away from the City. And the Ranger is alone with some possibly dangerous people. As for animals? [nature DC w/e]

15 = 14[d20]+1

Goblins really like wolves, so maybe getting a big cat? Something like a leopard or tiger. I'm not 100% sure what kinds of animals live here, but that's a start. If you can control enough cats, maybe the humans can ride them into battle.

Now, if you would please, I need to sleep. That teleport gave me a wicked headache.

Without the Ranger's intense schedule, I can get to the city at my own pace. I start back to the riverside town mid-morning. The brambles have more or less collapsed onto themselves by now, and I can make it to the river without issue. I walk along the bank as before. Any events?

Yes, but...

I come across some uncooperative alligators, which turn into a decent lunch. Otherwise, I make it to town after nightfall. Does that fancy inn have a room open?

No.

My god, this place is in high demand for such a small town. Apparently, /everyone/ is waiting for the next boat into the City. Is there a lower-class inn, then? Do they have rooms?

No.

I hate to do this, but I try to find the Ferryman. Would he be willing to let me stay over tonight?

No, and...

I can't even find his house. It's super late, but screw it, I'll call on the mayor. [Position of Privilege] Does the town hall have a spare room for visiting dignitaries or something I can use?

Yes.

I wake the mayor up with Mage Hand through an open 2nd floor window. He shows me to the guest room in the town hall. I don't make an effort to get out of bed until I get hungry. I pay at the inn for a solid brunch. Is there anything happening in town today?

Yes, and...

Punish / The intellectual.

I exit the inn to the sight of the Librarian getting tossed out of a store. I approach him and ask what he's doing.

Recruit / Nature.

He's glad to see me. He says he's looking to hire mercenaries to fetch something for him, to better study the alter. Unfortunately, no one's willing to let him put up a poster. Has he tried the town hall? That seems like the obvious place for this. He says the secretary wouldn't let him see the mayor. Something about a busy night and needing his rest. Well, I can help. What needs doing?

Purchase the high quality dagger at the charming grotto.

There's supposed to be a jeweled ceremonial dagger in an ancient ruin in Brightwood. Mentioning the forest, however, seemed to anger the townsfolk. A ruin in Brightwood? I've spent a lot of time in that forest and have yet to see any. I'll be going by the forest again. I'll make sure to pick it up. There's no need for hurry, is there?

No.

Good. I need to make it to the City and back, first. The Librarian wishes me good luck and I do the same.

Unlike the Ranger, I'm taking the main road to the City. It'll take more time, but I shouldn't get lost. I decide to head out around noon.

Oh! Before I go, I need to pick up a week's worth of trail food. Then I get going. Events on the first day?

No.

I set up camp at nightfall, just off the roadside. I watch the stars for a while before going to sleep. After sunrise, I head off once again, eating my rations as I go. Events?

No, and...

Now I'm getting bored. One day with nothing to do is fine, but two? I might start shooting lightning into the sky for the hell of it soon. Events the next day?

Yes.

NPC positive.

Attentive gambler.

Peacefully / Exotic.

The next morning, I meet a slightly glowy woman. She's walking in the other direction, but I'm bored enough to turn and follow for some conversation.

After some prodding, I find out she's an aasimar. So cool! I've never seen one before. Who's her father/mother? Where's she going? Why is she wearing armor?
She tells me to leave. She's had enough of mindless sycophants trailing after her.
Sycophant? Excuse me, but you are addressing Rollo of the Cloud Court, nephew of the Queen of Storms. You think I care that you're some mini-god? I'm just bored and curious.
[persuasion DC 15]

18 = 12[d20]+6

Cast a powerful spell at the enchanted sewer.

The woman sighs, but acquiesces. Her lineage is secret. But, she's been contracted to dispel some magic affecting a town's sewer. Oozes have been bubbling out of every hole in the ground.
Ugh. I've had bad run-ins with oozes before. Make sure to keep them away from your gear, or they'll eat it up.
Is that so? She thanks me for the advice.
I ask her if she came from the City. Does she know how long a walk it is?
She did and she does. It's about two more days down the road, but closer than that is a town, less than half a day's travel away.
Excellent. By chance are there any mages in the town? I'm looking for someone to help with either demon binding or dragon breath.
The woman rolls her eyes at me.
I'm being serious. You know the kind of nonsense mortals end up involved in. They always need us paragons to bail them out.

Yes, and...

She herself has some experience with demon binding, given her heritage.
Fantastic. How about this: I help you clean the sewers and you help me with the devil?

No, but...

It's fine. She can handle the sewer thing on her own, and it's going to take some time either way. I can check in with the Temple of The Visionary in the City in about a week or so, if I still need the help.
I thank the woman for her time, turn around, and head to this new town.

Happily / Beautiful.

It's a quaint little place, about the size of the riverside town. I find a decent enough inn to drop my things and rest for a moment. I want to ask around if anybody's seen the Ranger or Spiffy Hat and his buddies. [investigation DC 15]

19 = 14[d20]+5

No.

I'm fairly confident the group never came by this town. Do the locals know them?

No, but...

A few people recognize the Ranger. He comes through every now and then. They haven't seen him recently, though. How about a mage? Are there any spellcasters here?

No, and...

Stupid, boring, utopian town. No one here knows a lick of magic. I guess I'll just go to sleep and leave next morning. Events?

Yes, and...

NPC Action.

Failure.

Detached craftsman.

As I'm on my way out the next morning, I hear a loud rattle followed by a bang. The noise leads me to a carpenter scowling over a fallen pile of wood. What's up?

Passion / Extravagance.

He emphatically suggests that he is not a carpenter, but a sculptor. His next masterpiece shall be a scaffolding upon his house that evokes the torment of building as a profession and the gratitude felt by the masses who need not subject themselves to the horror of it all. He's having trouble keeping the scaffolding stable without any actual carpentry. I suggest he hires a carpenter to make the scaffolding. He says that would taint the purity of his vision. But what if the carpenter working /is/ the vision instead of the scaffold he's physically making? The process not the outcome? [persuasion DC 15]

15 = 9[d20]+6

I see the dawning comprehension on his face and leave the man to his work. Any events actually on the road?

Yes, and...

Close an event.

In the early afternoon, I see a wagon coming down the road towards me. [perception DC 15]

18 = 18[d20]

Spiffy Hat and three of his buddies are on it. I wave to them as I approach. The driver slows down as I get closer. "Hey! Sorry about disappearing the other night. Magical mishap."

Abandon.

I think they recognize me. The driver starts snapping the reins furiously and the wagon picks up speed. Nope! I Command the driver to "stop".

18 = 18[d20]

No dice. [Suggestion] "Your boss says you should pull the wagon over and talk to me" [3 pts > 2nd lvl slot].

17 = 17[d20]

The horses are in full gallop now and the wagon passes me. I Eldritch Blast the rear wheel [1st lvl slot > 1 pt].

8 = 2[d20]+6

Two more shots in quick succession [Quicken].

18 = 12[d20]+6

10 = 4[d20]+6

3 = 3[d10]

Moderate Damage: Hampers functionality significantly; will require repair/mechanical attention.

I manage to break a wheel and the wagon tilts to one side. Spiffy Hat jumps off before the wagon fails completely. Two of his buddies follow after the wagon's slowed down. The driver gets off once it's stopped. Spiffy Hat points a small crossbow in my direction. I guess we're not talking. [initiative: me, hat, thugs]

32 = 1[d20]+12[d20]+19[d20]

Two of the suits draw clubs and rush at me. The third pulls a much larger crossbow from the wagon and fires in my direction.

12 = 12[d20]

11 = 11[d20]

16 = 12[d20]+4

7 = 3[d20]+4

Spiffy hat darts in between his friends and sticks a small sword into my chest. Fortunately, it glances off my chain mail. Unfortunately, he's backed away just as quickly as he came in. I guess the Ranger was right; they /are/ hitmen. All this and I haven't even drawn my sword yet. Speaking of which, I draw both it and a Spiritual echo.

10 = 5[d20]+5

22 = 16[d20]+6

6 = 2[d8]+4

23 = 19[d20]+4

5 = 1[d20]+4

24 = 20[d20]+4

12 = 8[d20]+4

14 = 14[d20]

1 = 1[d20]

[2 hits]

13 = 3[d6]+6[d6]+4

19 = 15[d20]+4

11 = 7[d20]+4

One of them knocks my shield out of the way while the other wacks me with a club. The third shoots his crossbow and advances towards the melee. Spiffy Hat's in and out like lightning again. Maybe an electric sword will dissuade them?

17 = 12[d20]+5

22 = 5[d8]+3+6[d8]+8[d8]

26 = 20[d20]+6

12 = 2[d8]+6[d8]+4

That seemed to do the trick. A quick shock and one goes down. Do the others falter?

No.

16 = 12[d20]+4

19 = 15[d20]+4

12 = 8[d20]+4

9 = 5[d20]+4

20 = 16[d20]+4

23 = 19[d20]+4

[2 hits]

16 = 2[d6]+2+5[d6]+2[d6]+3[d6]+2

Spiffy Hat gets ever closer. While I'm distracted with one of the suits, he sticks a blade into the gap between my glove and sleeve. No permanent damage just yet. The two standing suits make sure I can't reach their friend without getting by them. In that case, let's drop another one of them.

15 = 10[d20]+5

16 = 4[d8]+3+6[d8]+3[d8]

20 = 14[d20]+6

6 = 2[d8]+4

This one takes the shock and keeps standing.

7 = 3[d20]+4

24 = 20[d20]+4

20 = 16[d20]+4

14 = 10[d20]+4

19 = 15[d20]+4

18 = 14[d20]+4

[2 hits]

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

The one I zapped grabs my sword and yanks me forwards as his friend punches me in the jaw.

23 = 18[d20]+5

19 = 6[d8]+3+6[d8]+3[d8]+1[d8]

24 = 18[d20]+6

10 = 6[d8]+4

I give him a nice branding with my sword for the trouble.

11 = 7[d20]+4

8 = 4[d20]+4

16 = 12[d20]+4

7 = 3[d20]+4

10 = 6[d20]+4

15 = 11[d20]+4

I follow with a Thunderwave before they can hit me again [2nd level, Destructive Wrath]. Can I hit Spiffy Hat with it?

No.

5 = 3[d20]+2

14 = 12[d20]+2

The wave sends both of them flying as I dash up to Spiffy Hat.

9 = 3[d20]+6

23 = 19[d20]+4

12 = 8[d20]+4

15 = 5[d6]+2+4[d6]+4[d6]

He cuts me nearly across the face as I close in.

23 = 18[d20]+5

16 = 2[d8]+3+8[d8]+3[d8]

21 = 15[d20]+6

8 = 4[d8]+4

16 = 12[d20]+4

14 = 10[d20]+4

16 = 11[d20]+5

7 = 4[d8]+3

He tries desperately to back off, but I cut his escape with my floating sword before bashing his head with the pommel of my real one. Are any of my magically slain foes alive?

Yes, but...

The one who punched me is still breathing. I make sure he stops. I just realized I don't actually have the rope to tie Spiffy Hat up. Does his wagon have rope?

No.

Does it have anything of value?

No.

Empty wagon. Just these suits riding in it. Wait! The horses' reins! I take it off the horses and tie up Spiffy Hat. [sleight of hand DC 15]

18 = 18[d20]

It's a bit clumsy, but I think I made it work. I pile up the bodies into the broken wagon and lead the horses away onto the grass. Spiffy Hat and his goons took a lot out of me, though. I'll rest and wait for him to get up.

1 = 1[d4]

7 = 4[d8]+3

9 = 6[d8]+3

8 = 5[d8]+3

8 = 5[d8]+3

Spiffy Hat's up within the hour. I ask him what all the hostility was about.

No, and...

14 = 10[d20]+4

24 = 20[d20]+4

I guess I didn't tie him up well enough. Spiffy Hat's on his feet and running for one of the horses. [Speak with Animals] "Get away! Don't let him ride you!" Do the horses listen?

Yes, and...

"Sure friend!" one says as they bolt away from Spiffy Hat. But Spiffy's way faster than I am. I call over to one of the horses. Can I ride him to catch up with Spiffy Hat?

No, but...

The horses don't want to be ridden, but they'll help me corner Spiffy Hat. [animal handling vs acrobatics]

9 = 9[d20]

5 = 3[d20]+2

The horses are kind of idiots, but I manage to direct them to cut off Spiffy Hat at every turn. He's wounded and tired and I evetually catch up with him. I'll ask him /again/ what all the hostility was about.

No, and...

[athletics vs athletics]

14 = 9[d20]+5

7 = 7[d20]

He tries to grab the sword off my waist but I shove him off. What's your problem, Spiffy? I just want to talk.

No.

Spiffy's not answering. What about the horses? Do they know whatever Spiffy Hat is so desperately hiding?

No.

Where did they come from? Do they know where they're going?

No, but...

I eventually gather that they came from the City with Spiffy and his friends, but that's all they know. I turn back to Spiffy Hat. Talk or I fry you like I did your friends. [intimidation vs insight]

19 = 15[d20]+4

7 = 3[d20]+4

Spiffy Hat looks very nervous. Where is the Ranger?

Fantastic distillery.

They took him back to their boss.
Where can I find your boss?
Top floor of the Alchemists' Store.
Now, last time I ask, why did you attack me?
Because you recognized us.
Well, pardon me for being friendly. I'm going to the City now. Can I trust you not to stab me in the back as I go, or am I going to leave you here?
He says I can trust him. [insight vs deception]

6 = 4[d20]+2

10 = 5[d20]+5

Is my Speak with Animals still active?

Yes.

I ask the horses again If they'll let us ride them. I promise them it'll only be for a short while and that they'll be set free afterwards. [charisma(animal handling) DC 15]

21 = 17[d20]+4

They agree after minor debate. No reins since those were re-purposed as faulty ropes. No saddles since these were workhorses pulling a wagon. This'll be fun. [animal handling DC 15]

7 = 7[d20]

I'm forced to spend my last bits of magic [Speak with Animals] to keep the horses on track and carry us to the city. Does Spiffy Hat try to escape ever?

Yes. +Twist: Emotional event / Changes the goal

He gets his horse to run full speed towards the city. I don't want to risk shooting the horse, so I let him go. Maybe we'll see each other again. I let my horse go at nightfall with a pat on the side. The city should be less than a day away, now.

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

Delightfully / Fancy.

I make it to the outskirts of the City by mid-morning. Active farmland all around. A bustling town surrounds the main road, and I can see a similar one straddling the river. A wall surrounding the inner city is up ahead, the town getting denser as I approach. I was expecting slums outside the city walls, but the area is well kept. I actually may want to spend the night here. Garishly ornamented manors take up the blocks just outside the city walls. Odd city planning. The homes of lesser nobles, maybe? Businessmen? Surely the actual aristocracy stays inside the walls.

I walk up to the gates to the city. Will they let me in without a fuss?

No, but...

The guards just want my name and reason for visiting. [Position of Privilege] I proclaim to be a noble from a foreign land. I'm here as a tourist. Do the guards have any recommendations for where to stay?

Yes. +Twist: PC / Alters the location

They ask for proof of my lineage, which is unfortunately in Rillia's horde right now. I tell the guards I was attacked by bandits on the main road, and give them the description of Spiffy Hat and the suits. [deception vs insight]

22 = 14[d20]+8

19 = 19[d20]

They recognize my assailants and understand my situation. One guard escorts me to a nearby manor outside the city walls. He says it serves as a high-class inn for visiting dignitaries. Stay will cost me 3gp per day but includes banquet lunches and dinners, a small staff of servants-on-call, and access to any other luxuries I might desire. That sounds wonderful. The guard says that they'll look into the bandit problem and will notify me if they find any leads.

I speak with an attendant in the lobby. He needs proof I can pay before allowing me a room. I show him my coin box. ~100gp isn't much for one's life savings, but it's all I have with me after the bandits. I reach into the box, pick out 1gp [Subtle Prestidigitation] and hand the platinum piece to the attendant, asking for one month's lodgings.
[sleight of hand vs perception] [deception vs insight]

9 = 9[d20]

9 = 9[d20]

15 = 7[d20]+8

3 = 3[d20]

He's surprised I so quickly found a platinum mixed in with all that gold. He looks the coin over and asks why it doesn't have any markings. Because it's raw platinum, not a mere minted coin. He says he'll have to weigh it to measure its worth, then. I pull out and display my crystal as if it was a signet ring. [Suggestion] "It would be rude to question my currency. I am foreign, after all. I think you should just take the coin on my word."

15 = 15[d20]

[LR - force failure]

He nods, admitting that would be the proper and respectful thing to do. He shows me around the building and takes me to my room. "Lunch will be served in two hours. Feel free to call on anyone wearing this uniform at any time for any reason. I'll have a city visitors pass for you sometime tonight." I thank him, lay down my gear and change into my Fine Clothes. I'll keep the sword on my hip just in case. I call an (Unseen) Servant to pack and tidy my gear while I head out to mingle with the other guests.

Is there anyone immediately noticeable?

Yes.

Introverted Dwarf hired thug.

There's a short man - dwarf, on closer inspection - wearing a suit reminiscent of Spiffy Hat. He looks a bit dour, despite his equally spiffy hat. I approach and ask after his hatter. Is he willing to converse?

No, and...

He just ignores me. I tell him I'm a friend of Spiffy Hat and was actually intending to join his 'club'. I already know I'm supposed to be meeting his boss at the Alchemists Store, but I have to wait for a visitors pass before I can enter the city. I wasn't expecting to meet someone out here. Does this catch his attention?

No, but...

He gives me a sidelong once-over, but does and says nothing. I ask again where he got his hat. Does he respond?

Yes, but...

He grunts an address at me but says nothing else. I leave Dour Hat to his brooding, then. Is there anyone up for a game of dragonchess this morning?

Yes, and...

There's actually a lounge-full of players and spectators. A casual game shouldn't be hard to find. [intelligence(dragonchess) vs intelligence(dragonchess)]

14 = 11[d20]+3

19 = 19[d20]

It seems I'm rusty, but I kill time till lunch and make some acquaintances. Who do I meet?

Resourceful Halfling royal advisor.

She works as an assistant to a lesser noble who governs the Ringside. She gives me the general layout of the City when I ask:
Dockside - inner city, by the river
         The central trading district of the city. If it can be bought, you can find it here.
Riverside - outer city, by the river
         The poorest part of the city. Lower-class district. She recommends I don't hang around there if I can help it.
Ringside - outer city, around the city walls
         Where I am now. Upper-class residential and middle-class commercial district.
Grainside - outer city, by the main road
         Where I came through. Middle-class district. Despite the name, doesn't include the farmland. That's private property owned by nobles and businessmen.
Castle District - inner city
         Upper-class entertainment and public offices district. Despite the name, there is actually no castle.
All of that said, there are shops and inns and manors all over every district. These are just the broad strokes she's painted for me.

Does she know where the Alchemists' Store is? How about the Temple of the Visionary? And Dour Hat's hatter?

No.

She doesn't know the specific stores I mentioned, but most likely they're Dockside. As for the temple, my best bet is the Castle District, but I'd have better luck asking laborers or something.

Did I meet anyone else?

No, but...

No one else stood out, but I did chat with several folks over lunch. Is anyone here familiar with the Ranger?

No.

How about the Hat bunch?

No. +Twist: Organization / Helps the hero

Move towards goal.

An attendant approaches me. Apparently the guards have verified my bandit story (which is concerning because it was a complete lie). They've cleared me for access into the City. The Attendant hands me a visitors pass. Is Dour Hat still brooding somewhere?

No.

I can't find him. I guess I'm putting my armor on before leaving. I ask the gate guards if they know the Ranger. He's supposed to be a detective or something.

Yes, but...

They know /of/ him. They recommend checking at the City Watch headquarters in the Castle District.

I'm absolutely convinced I'm going to find trouble, so I head Dockside and search around for the Alchemists' Store. Any sign of suits or Spiffy Hat or Dour Hat?

Yes.

Am I being followed?

No.

They confront me, then?

Yes.

Some suits interrupt me on a bridge over the river. They would like to escort me to their boss. I'll gladly follow them. Are they going to mug me in a dark alley? [insight DC 15]

20 = 18[d20]+2

No.

They look sincere. And after my run-in with Spiffy Hat, I don't think their boss is eager for a fight. The suits actually lead me out to the Riverside district. I don't know what the halfling assistant's deal was, but this district isn't nearly as bad as she made it out. Are the suits up for conversation?

Yes, but...

They let me talk, but they're not too keen on responding to anything other than basic questions about the city. They lead me to the Alchemists' Shop. It seems fairly typical: obscure things pickled in jars, animal bits hanging off the walls, colorful bottles on a rack behind the counter. There's even a handful of people inside browsing the wares and speaking with the two store clerks. Until my entourage and I walk in and they all go quiet. [Thaumaturgy] I make some small tremors rattle around the bottles as we step through a back door. A staircase takes us three flights up and the suits push me through an ornate set of double doors.

In front of a window looking out onto the river is a large oak desk. Behind the desk is a suited bugbear sitting in a large armchair. The Ranger, gagged and bound to a chair, is on his right. Spiffy Hat, in a new set of not-ruined clothes, is on his left.
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#13
Clear enemies at the insignificant room.

The bugbear tells me I've cost him a lot of money and not a little respect. I apologize, but point out I was never the first to draw my weapon. He says he's willing to make amends. There's a gang that's been giving his business associates trouble for a /long/ time. He knows they're based out of a Gentleman's Club in the Castle District. He wants me to kill or dissuade all of their enforcers and give a message to their leader: the BugBoss is not to be laughed at. Obviously, his involvement should stay under the radar of the City Watch. He doesn't care what happens to the club. If I succeed, the Ranger goes free and all bad blood between us is wiped away. If I fail, it's most likely because I've died. If I refuse or tattle to the Watch, the Ranger dies.

These sound like reasonable terms, given the circumstances. I accept.

I ask if he owns the Alchemists' Store below.He nods. I say I'm looking for something that can hold gaseous poison, specifically that from a green dragon's breath. I'm going to need to store and later release a large amount of said poison. The BugBoss laughs. He says he wasn't expecting me to actually be involved in this line of work. He says he'll speak with his alchemists, but it will take time and won't come cheep. I'm also looking for someone who knows about summoning fiends. Would any of his associates be of help with that?

No, and...

The BugBoss shrugs. He says I should talk to the temples or something. I wave goodbye to the Ranger and head downstairs. By chance, do they sell any spell scrolls?

Yes.

Any ritual spells I could copy?

Yes.

There are Alarm and Identify scrolls, but at 100gp per page, they are out of my budget. And Prestidigitation is probably not enough to fool alchemists. Maybe when I come back with more money.

In that case, I guess I'm off to the Gentleman's Club. But a place like that's probably not open till nightfall. I wander over to the Temple of the Visionary. The Lady Aasimar shouldn't be back here yet, but maybe I can find some other leads. Can I find anyone important-looking to talk to?

Yes.

There's a man in robes that reminds me a bit of the Philosopher, but with more gold trim. I tell him that I've had a recent run-in with a devil and would like some advice on how to handle it. He asks if I'm speaking metaphorically. I tell him I'm not. He says he would love to help, but their resident expert on such matters is already out on similar business. She's not expected back for a few more days. Figures, I'll be waiting on the Lady Aasimar then. Does he know anyone else who could help me?

No, but...

No one really jumps to mind, but there used to be a big Cult of Asmodeus following here. They were driven out of the City a few years ago. He suggests I speak with the City Watch's investigators. They probably know something about handling devils. I thank the man and ask him to send the Lady to me when she arrives. I give him directions to my Ringside inn and tell him it's nothing urgent. I also ask if there are any magical consultants in the city. I'm looking for someone who knows about enchantments.

No.

He's sure there's a wizard or two somewhere in the city, but those that delve into the arcane tend to shut themselves off. There is no mage's guild or magical academy. What little magic people pick up is from a lucky apprenticeship or their own research.
[Does the geas react to this?]

No.

I head to the City Watch headquarters. Hopefully the Bugboss won't get the wrong idea. I ask them about the Cult of Asmodeus incident. I tell them I've had a run-in with the cult myself and, consequently, had a spat with a devil. Do they have any experience dealing with the fiends?

Yes.

They say an imp will fall to a sword just as easily as a man. The trick is catching the shapeshifting little weasels.
What about more...impressive devils? Say, a flaming centaur?
The watchmen grimace at each other. They only had one such incident during their investigation on the cult. Stanleyhall Street was torn up in the fight, though it's been fixed up since.
Who was involved?

2 = 3[d4]-1

Shrewd cleric.

Loyally / Hard.

The Lady Aasimar and a traveling cleric lead the fight. They point me to the Visionary's Temple.
Where can I find the cleric?
They don't know. He was a wanderer visiting the city much like myself. He left after the cult was dismantled.
Do they have any loose leads on cult members? Are any of them still around? Maybe imprisoned?

No.

Cultists were either killed or exiled. Over the years, the remaining loose ends were tied up by investigators. There hasn't been genuine cult activity in years, despite the false alarms.
Like the one in Brightwood?
Yes. How did I know?
I was there when the investigators showed up. Speaking of which, do these watchmen know the Ranger?

Yes.

He's an out-land investigator. One of them jokes that the man just likes sleeping on dirt. He went missing a while ago. In Brightwood, too, no less. There was something about fairies in the woods? But the case has apparently been settled and the Ranger is supposed to return with an actual report soon. The joker speaks up again, "You mean when he gets the courage to show his face after getting whupped by fairies."

It's approaching sunset, so I head to the Gentleman's Club. A bouncer at the door stops me as I approach. "Members only. Get lost." I fish my crystal out of my pocket. [Suggestion] "Your boss wants to see me. Take me to him, please."

17 = 17[d20]

He says I'm talking nonsense. I tell him I'm here on behalf of the BugBoss. Does he take it well?

Yes.

"Is that right?" The bouncer leads me into the antechamber of the building. [perception DC 15]

16 = 16[d20]

There are two more attendants in the room. They look like they're taking coats. I notice the bouncer make a strange gesture to them. Looks of confusion and curiosity change to hostility. I reach for my sword as they appear to do the same. Unfortunately, my shield is back at the inn; I'm not wandering the town with that filthy thing in hand.
[initiative: me,bouncer,attendant,attendant][also HP]

43 = 17[d20]+12[d20]+13[d20]+1[d20]

26 = 5[d8]+5[d8]+2[d8]+1[d8]+3[d8]+10

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

9 = 4[d8]+3[d8]+2

I strike at the bouncer since he seems closest to me.

14 = 9[d20]+5

12 = 9[d10]+3

23 = 20[d20]+3

8 = 5[d6]+2[d6]+1

11 = 7[d20]+4

15 = 11[d20]+4

16 = 13[d20]+3

This is a small room and I don't have much space to move. Then again, I guess all subtlety has been lost at this point. And the BugBoss /did/ tell me to get rid of all of them. A quick thrust at the bouncer followed by a clap!

15 = 10[d20]+5

9 = 6[d8]+3

1 = 1[d6]

5 = 4[d20]+1

4 = 3[d20]+1

9 = 7[d20]+2

Alright, so that wasn't my best Thunderclap, but it should have gotten everybody's attention.

18 = 15[d20]+3

2 = 1[d6]+1

19 = 15[d20]+4

23 = 19[d20]+4

9 = 3[d6]+2[d6]+4

5 = 2[d20]+3

I'm really regretting not bringing my shield right now. Let's see if I can finish off the bouncer. [1st lvl > 1 pt]

7 = 2[d20]+5

21 = 18[d20]+3

8 = 4[d20]+4

7 = 3[d20]+4

5 = 1[d20]+4

10 = 6[d20]+4

14 = 11[d20]+3

4 = 3[d6]+1

No dice. A clap followed by a thrust, then?

4 = 4[d6]

15 = 14[d20]+1

2 = 1[d20]+1

9 = 7[d20]+2

12 = 7[d20]+5

4 = 1[d8]+3

The Thunderclap knocks the bouncer unconscious. The two remaining back away. I can hear shouts and footsteps coming towards us. I try to grab one of the attendants before he retreats. [athletics vs acrobatics]

13 = 8[d20]+5

12 = 11[d20]+1

7 = 4[d4]+3[d4]

The other attendant runs deeper into the building and is replaced by seven "guards". Some of them have swords drawn. Most have crossbows aimed at me. If it weren't for their red-brown vests, I would have mistaken them for the BugBoss's suits. One of them tells me to drop my weapon and come quietly. I let go of my sword and shove my captive into the mob. "Unfortunately, quiet is not my style." Thunderwave!

9 = 3[d8]+6[d8]

20 = 19[d20]+1

21 = 20[d20]+1

6 = 5[d20]+1

8 = 7[d20]+1

21 = 20[d20]+1

15 = 14[d20]+1

18 = 17[d20]+1

8 = 7[d20]+1

Half of the group falls on top of the other half. I pick up my sword and float over the mess of bodies to the door. Are more people on the way?

No.

None that I can see. The ones underneath me, however, are not staying down. [grapple, grapple, trip, trip, disarm, attack, attack, attack]

20 = 15[d20]+5

3 = 3[d20]

8 = 3[d20]+5

17 = 17[d20]

15 = 10[d20]+5

5 = 5[d20]

16 = 11[d20]+5

7 = 7[d20]

15 = 10[d20]+5

17 = 17[d20]

7 = 4[d20]+3

20 = 17[d20]+3

14 = 11[d20]+3

2 = 1[d6]+1

Two of them manage to grab me around the back. Another pulls my sword away. One tries to tackle me to the ground but ends up hanging off my waist. How many can I hit with Thunderwave?

6 = 4[d4]+2

Everyone in front of me. Excellent, I'll do just that.

6 = 1[d8]+5[d8]

10 = 9[d20]+1

6 = 5[d20]+1

10 = 9[d20]+1

16 = 15[d20]+1

18 = 17[d20]+1

5 = 4[d20]+1

[trip, attack x4]

20 = 15[d20]+5

6 = 6[d20]

8 = 5[d20]+3

9 = 6[d20]+3

6 = 3[d20]+3

7 = 4[d20]+3

The one on my waist tries again to knock me down, but I'm quite a bit stronger than I look. The vests still moving all try variations of punching me or stripping my armor. I Thunderclap to shake them off me.

5 = 5[d6]

15 = 14[d20]+1

17 = 16[d20]+1

12 = 11[d20]+1

3 = 2[d20]+1

8 = 7[d20]+1

That does the job. Only the two vests hanging off my back are still conscious. They shove me forward and run out of the building. I pick up my sword and look around. It doesn't seem like anyone else is itching for a fight. A large curtained archway leads out of the room. That's where all the vests came from. A quick peak through the curtain confirms; there's no one in the hallway. I've made a mess of the antechamber and coat room, though. Is anyone here critically injured?

No, and...

Not a drop of blood, either. It seems I've manage to shout everyone into unconsciousness today. While I'm here, I'll pick through the vests. I could use some pocket change. Serves them right for attacking me without a reason. If they'd waited a few minutes, I would have been at fault.

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Treasure rolls for this club

16 = 3[d6]+2[d6]+3[d6]+3[d6]+2[d6]+3[d6]

12 = 4[d6]+2[d6]+6[d6]

5 = 3[d6]+2[d6]

10 = 10[d100]

4 = 1[d6]+3[d6]

Coins on one "vest"

41 = 41[d100]

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

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

I manage to fish out 15 gold coins and 4 silvers. I'll also clean and tidy [Prestidigitation] the coat room. That was unintended collateral damage and the guests in this club shouldn't have to suffer. While I'm doing this, can I find anything incriminating on the vests? Something tying them to whatever criminal organization the BugBoss's rival runs?

No.

Nothing but the weapons, I suppose. Can I hear any kind of commotion from the street?

Yes.

I'll clean myself up, put on a vest, and open the door. There's a small crowd gathered. Any sign of the city watch?

Yes. +Twist: Organization / Helps the hero

They're trying to disperse the crowd. One spots my vest and runs over. It's the joker from the Watch HQ! I tell him there's a nasty gang-war going on inside. Bombs were involved. I'm dressed up as a worker here trying to get the guests out safely. It's really a ruckus in there and having the watch get involved might be a bit too much. [deception vs insight, persuasion DC 15]

28 = 20[d20]+8

3 = 3[d20]

8 = 2[d20]+6

[LR - force success]

The joker nods in understanding and says he'll do his best to help out. With that I head back inside. Has anyone come by to investigate yet?

Yes.

3 = 3[d4]

Three more vests have come into the antechamber. Before they have a chance to react, I tell them that the attacker threw the bouncer on top of me and ran through the archway, yelling something about the Bugboss. I just spoke with the watch. I didn't think we'd want them to investigate our...uh...business rival. [deception vs insight (adv)]

23 = 15[d20]+8

10 = 10[d20]

11 = 11[d20]

They complement me on my quick thinking. One of them says that they just came down the hallway and saw no sign of the attacker.
The attacker was a mage of some type. My ears are still ringing. Maybe he turned invisible? Or stepped through a wall? Mages can do that right?
They cast worried glances at each other before telling me to join them. [passive deception vs insight (adv)]

12 = 12[d20]

20 = 20[d20]

One of the vests asks me why I'm wearing chain mail under my vest.
I found it in the coat room. After the mage threw everyone around, I was kind of desperate for some additional protection. [deception vs insight]

18 = 10[d20]+8

14 = 14[d20]

The vest understands. He says he has half a mind just to run away now.
Well why doesn't he? Why don't we all?
They say the boss will kill us if we bail.
I ask them why a mage would want to attack us.
They say they don't know.
Do they have a plan? Or any idea at all?
They shake their heads. This came out of nowhere. If this is the BugBoss's doing, they're all in deep shit.

We creep down the hallway, passing several parlors. Most look like they were abandoned in haste. Turning a corner, we see another group of three vests coming towards us. They stage-whisper back and forth that there's no sign of the attacker. When we get closer, one of the approaching vests points at me and shouts, "It's him! The elf!" Oh. It's the attendant that ran away.

[Do the vests fight?]

No.

There's a brief pause. The three next to me sprint down the hallway. The attendant joins them. The two that were with the attendant draw swords, but falter as their allies leave them behind.

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

Accidentally lost a bunch of the log. I found a secret bunker under a lounge. Released some "hostages". Found the Owner with three bodyguards; one is a mage. Lost data mid-battle/chase. Lots of Magic Missiles later, I'm at 8HP and have 1LR left. Bunches of skills/spells were used. Picking up exactly where I left off.

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

I gather my magic, fly up into the lounge, and Thunderwave down at the staircase. The mage and both vests are within range.

8 = 5[d8]+3[d8]

2 = 2[d20]

12 = 10[d20]+2

9 = 7[d20]+2

All three go tumbling down the stairs as I drop back down. Can I drag the couch over and close the entrance?

No, and...

It would take too much time. I just run after the Owner.

How much do I know about the magic bullets the woman was throwing at me? [arcana DC 12]

13 = 10[d20]+3

I know it's a Magic Missile spell. Once they have a target, they'll track me until they hit. And I have nothing to block them...Or maybe I do? I stop outside the door between the lounge and the hallway and turn back towards the vests. When the mage pops her head out and starts casting, I Command her to "re-target".

8 = 4[d20]+4

9 = 3[d4]+2[d4]+1[d4]+3

The bullets streak further downstairs, much to the vests' surprise. I hear a "what the hell are you doing!?" as the other two vests run up and after me.

11 = 7[d20]+4

15 = 11[d20]+4

11 = 7[d20]+4

15 = 11[d20]+4

9 = 5[d20]+4

10 = 6[d20]+4

20 = 16[d20]+4

24 = 20[d20]+4

5 = 3[d6]+2

One may have broken my nose with a punch.

One of the vests is quite seriously singed. Let's see if I can take him out with Thunderclap.

5 = 5[d6]

14 = 12[d20]+2

14 = 12[d20]+2

The sound wave leaves both of them reeling. The burnt one clutches his ears and staggers back. He trips over himself, bumping his head against the wall as he falls, and doesn't get back up. While all of this is going on, I glare at the mage, daring her to attack me again. [intimidation vs insight]

6 = 2[d20]+4

11 = 9[d20]+2

She takes my dare and points a finger at me.

21 = 16[d20]+5

[LR - force miss]

A line of blue light snuffs the torch in a sconce to my left. The vest is a little put-off now that he's on his own, but punches me again.

14 = 10[d20]+4

15 = 11[d20]+4

I slash the bodyguard.

10 = 5[d20]+5

9 = 4[d20]+5

14 = 10[d20]+4

5 = 1[d20]+4

(Now I actually slash the bodyguard)

8 = 3[d20]+5

9 = 4[d20]+5

13 = 9[d20]+4

14 = 10[d20]+4

(3rd time's the charm?)

6 = 1[d20]+5

16 = 11[d20]+5

The man attempts to hold me down as the woman aims her shot [Help].

9 = 4[d20]+5

9 = 4[d20]+5

14 = 9[d20]+5

22 = 17[d20]+5

13 = 10[d10]+3

Unfortunately for him, it gets me in a good position to elbow him away and cut him across the stomach.

Separate.

The last remaining vest holds her hands up in defeat. I tell her to toss her book away. She does so. Does it sound like anyone's coming down the hall?

No.

I tell her to head back down into the safe room. Once I'm done up here, I'll give the guards directions to get you out. Does she comply?

No.

She understandably doesn't trust me. I keep my sword pointed at her as I collect her book. I then move away from the door to a corner in the room and tell her to get out of the building. Does she listen to that?

Yes.

She slowly moves out of the room and then sprints down the hallway. I let out a sigh. I snoop through the unconscious vests' pockets. I find a total of 34 silver coins in them, but nothing else. Can I find which way the Owner ran off? [survival DC 15]

11 = 11[d20]

I know he took a left down the hallway, but after that I'm lost. I'll search some of the other lounges, then. Are there any more secret tunnels? [investigation DC 20]

24 = 19[d20]+5

Yes, and...

On a whim I tried fiddling with the sconces in the hallway. One of them was a lever for a secret door. Again, a staircase down. I follow it considerably more cautiously this time. [stealth(dis)]

2 = 2[d20]

11 = 11[d20]

The clink and rattle of my mail makes me flinch with every step. I make my way into a bunker-room, much like the previous and just as decorated. Are there any people in this one?

Yes, and...

There are six vests and another crowd of patrons. It's the group that ran off before! I give them a friendly wave. How do these guys look?

Swiftly / Feeble.

Two of the vests are visibly shaking and the others don't look too eager.

"Come on, guys. I've fought off your entire organization by myself and sent your boss and his pet mage running. Do yourselves a favor a stand down." [intimidation DC 15]

16 = 12[d20]+4

I tell them to escort the patrons out the front door. The city watch should be waiting to receive them. The watch doesn't know the specifics of this event, and it would probably be in the business's best interest that they have no reason to search the premises. Not the least of which because of the secret passages that I'm /not/ closing behind me. The vests rally nicely and show the customers out. Before they all leave, I grab one vest - the attendant from the coat room, specifically - and Hypnotic Gaze.

6 = 6[d20]

I ask him if he knows where his boss keeps the money they make from their more illicit activities. [persuasion DC 15 (adv)]

22 = 16[d20]+6

26 = 20[d20]+6

He nods. "I know you're getting sleepy, but" could he lead me to the treasure trove if I carried him around? He nods again. [constitution (athletics)]

16 = 11[d20]+5

I'm worn out, but I have enough in me to carry the attendant bridal-style around the building. Are there any more people?

No.

Any sign of the owner?

Yes.

PC positive.

I eventually find the Owner huddled in /another/ secret room. This one has a sturdy-looking safe in it. The owner was holding a small crossbow pointed at the stairs into this room, but my unusual appearance gives him pause. I tell him he should go out and convince the Watch that there's nothing to investigate in this building. He glances between me and the safe. I roll my eyes and gesture at the thing.

No. +Twist: Emotional event / Changes the goal

He shifts to his knees and pleads for me not to take the money. He'll need to rebuild his club after tonight. Hire new workers, pay off investigators. His reputation, both over- and underworld, will be ruined. He has a family to think about, not to mention the welfare of his associates and partners.
"Fine. Let's see what's in the chest before I make any stupid decisions." Be glad I'm even considering it.

He opens the safe for me. It contains a small pile of gold, and a lot of silver and copper. Four pretty orange-and-brown striped gems sit on top of it all.
Here's my deal. I'll take the gold, the gems, and a pocketfull of silver. You can keep the rest. There should be plenty leftover.
The Owner cringes, but doesn't stop me.
I lay the attendant down and end my enchantment. When he regains himself, I tell him to escort the Owner out and help him clean this place up once I'm gone.

600sp, 50gp, and 4 tiger eye gemstones worth 10gp each.
And I was going to torch this place as I left, but that's not going to fly anymore.

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

I head out the front myself, my goodies tucked in my backpack. I approach the watchmen and reiterate my story. I tell them everyone not involved in the gang-war has gotten out safely. Most of the people inside seem unconscious, not dead, but I'm not in much of a state to drag them out. Ask the Owner for further details. I ask if they have a carriage or something I can take back to my inn.

Yes.

They have several carriages escorting the victims back home. They stick me on one heading Grainside and drop me off at the doorstep. The driver tells me to swing by the Watch offices to give some official testimony tomorrow. Can I catch dinner at the inn?

Yes, but...

I manage to catch the cook on her way out. I tip her a silver and ask her to warm the leftovers back up. I get some odd looks before I clean up and spend the rest of the night relaxing and leafing through the vest's spell book.

It's a pretty lame spell book. There's nothing of use to me in here. After breakfast, I'll head Dockside to the Alchemists' Store. I ask if they're willing to buy the gemstones.

Yes.

One of the clerks pokes at the stones with tweezers and a magnifying glass. She says they'll give me 40gp for the set of stones. I'll take it and buy the Alarm scroll they had. By chance, does the store sell the inks and quill I need to copy it down?

23 = 4[d10]+8[d10]+1[d10]+10[d10]

Yes, and...

40 = 20[d20]+18[d20]+2[d20]

The clerks realize my intent. They're willing to let me borrow the scroll for 60gp instead of buying it for 100gp. That's nice of them. I tell them I'll be back when I'm done with the boss upstairs.

I feel some kind of pressure on me as I walk up. I can't really tell what it is. Am I nervous about this meeting? Bah, that can't be it. I find the BugBoss and the Ranger in the same position as before. Spiffy Hat's been replaced by a new hat, not one I've seen yet. They've already heard the news and the BugBoss congratulates me on a job well done. He unbinds and ungags the Ranger, who for his part seems quite calm about all this. I ask the BugBoss if he has any more work I can do. I find myself in ever more need for money.

No.

He shrugs. He says he'll contact me if he wants anything. I tell the Ranger to head back to the Watch office. I'll be swinging by later today and we can catch up then. Heading back downstairs, the clerks have cleared a space on the counter for me to use. I thank them, hand over the gems and coins, and start copying.

As soon as I let go of the stones, I feel a lance of pain through my hand. It's intense and lasts long enough for the clerks to wonder if I'm alright. It fades away, but I'm left wondering what it was about. I twist and bend my arm around, but can't reproduce it. I've not even a scratch on the surface. I (ritual) cast Detect Magic before I start writing. Aside from the spell scrolls and occasional bottle, I don't pick anything up. The stones themselves weren't the culprit.

Once I've copied the spell, I thank the alchemists and leave. I head dockside and ask around if anyone is willing to buy a spell book.

Yes.

I find a bookstore willing to take it off my hands for 50gp. Done. I ask the store owner if he knows any practicing mages willing to sell their services.

Yes, and...

The owner says he himself is an aspiring mage. He's been collecting spell books and scrolls in an effort to teach himself the craft. He can't throw fireballs, but he can help with the little things. Does he know anything about devils?

Yes.

He has a book on them, which he's poured over a couple times. I show him my talisman and tell him I had a nasty run-in with a devil a while ago. I've trapped it in this stone, but don't know if it's safe to keep around. He asks if I got its true name. I did, but I don't think I could repeat it for the life of me. He tells me that devils are especially sensitive to true names. I should be able to call it out of the stone and compel it to obey me if I say its name. He doesn't recommend I do, though. Devils tend to be violent and manipulative. If I need help actually dealing with the monster, I should go see the sorceress at the Temple of the Visionary.

How would weaving the fiend's true name into a long-term enchantment work? The store owner shrugs. He assumes someone must have tried it before. Priests at the Temple of the Archivist run a modest library on obscure lore. If I can convince them to let me look around, I should be able find something. I thank the man for his help and move on to the City Watch headquarters.

I tell them I was involved in the scuffle at the Gentleman's Club. They usher me into a private room and call an investigator to interrogate me. I give the same spiel as before: violence between some rival crime factions; I got caught in the middle trying to get civilians out. [deception vs insight]

10 = 2[d20]+8

17 = 13[d20]+4

The investigator tells me I match the description of the attacker. Nearly everyone arrested corroborated that. About half of the victims, too.
Well, that's probably because I ended up fighting both gangs. I am quite distinctive in my appearance.
He asks me why only one of these so-called gangs were found. They've no evidence of a second organization.
Maybe because they sacked the place and ran?
Where would they go? The building has only one entrance and is surrounded on three sides by stone walls.
I'm guessing you guys haven't found the underground bunkers yet?

No.

I give the investigator directions to the secret room under the lounge. I found two such rooms where the civilians were hiding. I assume there are more like them around the club. If the owner, the workers, the criminals, and the patrons have all been keeping this from you, does it not throw suspect on their testimony? [persuasion vs insight]

8 = 2[d20]+6

11 = 7[d20]+4

It's still my word against all of theirs. How is the watch supposed to know the patrons were in the bunker?
Do you have a mage you can call on? There are truth detection magics.

No, but...

The Lady Aasimar has helped out in such fashion before, but she's currently out of town.
How about the Ranger? He can vouch for me. He knows I'm a traveling nobleman, not a street thug.
The investigator asks how I know the Ranger.
The mix-up in Brightwood; I was the one who bailed him out.
They'll confirm that once the Ranger finishes his report.
The investigator asks me what business I had at the club. I'm not the type to be accepted as a member.
Well, I wish I knew that /before/ I went over. I got a recommendation from a dwarf at my inn. He looked sad and wasn't much for conversation. All I got out of him were a few addresses.
Oh? To where?
One of them was to the club. Another is supposed to be a hatter, but I've yet to find the place. And the last was apparently a Riverside store. A herbalist or something. Visited it this morning. Nice folk.

The investigator nods and asks me to wait a moment. Do I have time to (ritual) cast Detect Magic while he's gone?

Yes.

I give the room a look-over. Any magic?

No, but...

I'm sensing something a little ways off, but it looks like my room is not being monitored. I sigh in relief.
What about the investigator as he comes in. Any magic on him?

No, and...

He comes in with a couple sketched faces. He asks me if I recognize either of them.
It's Spiffy and Dour hat. I tell the investigator that the dwarf is the one I spoke to at the inn. I was assaulted by the other one on the road into the City.
Assaulted how?
The knives-and-crossbows way. I fought them off, but *I point to Spiffy Hat* that one jumped on a horse and ran ahead of me.
The investigator tells me that it's possible I'm being targeted by some powerful underworld figures.
Well, obviously not /that/ powerful.
He tells me not to underestimate them and come to the Watch if see any other criminal activity. With that, I'm let go.

But there's magic in the main room! Can I still sense it? Can I tell what kind of magic it is?

Yes, and...

1 = 1[d8]

I get little puffs of abjuration from a bell hanging above the front door. It rings when people enter, but not when they exit. Neat. The watchmen give me strange looks as I play with it.

I wait at Watch HQ for the Ranger to finish whatever he's doing [short rest]. Maybe the two of us can catch lunch.

8 = 5[d8]+3

11 = 8[d8]+3

No.

The Ranger comes out briefly and tells me he's going to be busy all day. He's been gone for a while. Disappointing, but understandable. I get lunch for myself at a nice restaurant in the Castle District, and then go to the Temple of the Archivist. Will they let me into their library?

No, and...

A priest pulls me to the side and explains that the tomes entombed here are rare and dangerous. It is the Archivist's philosophy that such forbidden knowledge is to be kept away from commoners like me who may accidentally "kill" "time" while trying to "kill time".

Firstly, I'm /not/ a commoner.
Secondly, if I wanted to "kill" "time", I would need neither your help nor your permission.
Thirdly, you /are/ letting me into the library. [Hypnotic Gaze] [persuasion DC 15 (adv?)]

6 = 4[d20]+2

20 = 14[d20]+6

21 = 15[d20]+6

The priest wobbles on his feet and I call out for someone to get the man a chair. He nods unsteadily.

Defeat the manticore at the strong burrow.

The priest agrees to grant me access to the library if I promise a service to the temple in return. There is a manticore guarding a tunnel to the north of the city. No one's been able to explore the tunnel because of the beast, but it is believed to hold some ancient relics. The Lady Aasimar was supposed to handle it, but she is a busy woman and may have forgotten. Do they know the location of the tunnel?

Yes.

Then tell me where to go and consider it done. You wouldn't happen to have any books on manticores while I'm here?

I release the priest and let him lead me below the temple to the Archivist's archives. He second guesses himself every now and then, but I remind him that he already said yes for a reason. The acolytes apparently aren't allowed to follow. Beyond solid steel doors the size of a room is the world's largest collection of knickknacks and wasted potential. Sparks crackle off me as I step inside. Swords and shields hang on wall displays, buzzing with energy. Three whole shelves packed with grimoires take up the center of the room. Indistinct whispers float over me coming from every direction.

I ask the priest if this is normal.
He gives a curious glance around. Yes. Is there something wrong?
...No just an odd feeling. An illusion, maybe. The same thing happened on the boat into Brightwood. I strain myself and focus. [intelligence save DC 15]

21 = 20[d20]+1

It doesn't go away. I'm pretty sure this isn't an illusion. I think I hear a brief giggle within the whispers.
The priest says the Lady acted exactly the same way as me when she first came down here.
Really? How did she describe it?
She said she was being watched.
Did she get sick or something while she was down here?

No.

She was fine. The place must have just spooked her.
Okay. Has anyone else had these feelings?

Yes, and...

About a third of everyone who comes down here. It's probably due to the residual magic emanating from some of the artifacts. The Lady and I had the strongest reactions, though.
Residual. Of course.

The shelves are much longer than they appear from the front of the room. It takes the priest and I the rest of the day just to hunt down the books we're looking for. Did I have any time to get a quick glance over manticore-realted things? [investigation DC 15]

13 = 8[d20]+5

We had no chance to read anything. I ask the priest if we can set the books aside on a table or something, so I can come back and read them in detail as I have the time. He says that's acceptable. I'll stop by Watch HQ before heading back to the inn. I tell the Ranger where I'm staying and my plans for the manticore and the library. He says I'm insane, but I can do whatever I want.
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#14
The next day, I learn what I can about manticores from the Archive. [investigation DC w/e]

7 = 2[d20]+5

I don't get much more than a general sense of what the are. That said, I think Rillia might enjoy having one. I search dockside for a chain net - something to hold down large animals. [investigation DC 10]

16 = 11[d20]+5

I manage to find some restraints used to control large animals as they're ferried. I also buy a length of steel chain with a hook and fastener. (20gp total)

I pop over to the Alchemists' Store. "Are there any parts from a manticore you guys would fancy buying?"

No, and...

The clerks give me strange looks and tell me manticores are rare, dangerous, and not worth much. More for me, then. How far away is the beast's den?

13 = 13[d20]

It's a solid day out of the city. I'll start on it tomorrow. I while away the evening playing dragonchess at the inn. Anyone willing to bet gold on this?

Yes, and... +Twist: NPC / Appears

Snobby treasure hunter.

[intelligence(dragonchess) vs intelligence(dragonchess); betting 10gp each]

22 = 19[d20]+3

17 = 16[d20]+1

I have an intense game with one elvish fellow. We end up talking about my monster hunt in between moves. He wants to accompany me. He says he can't do much to fight the monster himself, but is dying to see the tunnel it's guarding. I've been vague about my reasons for wanting it alive and that too has piqued his curiosity. He's willing to bring along a cart to transport the beast and has a small warehouse where I can store it for a bit. We agree that any treasures in the tunnel are finders-keepers and set off after an early breakfast the next morning.
Anything happen on the way?

Yes, and...

PC negative.

Rillia contacts me mid-conversation. I have to get the elf to stop talking with the not-quite-pretense of having a headache. He wonders if we should turn around, but I tell him it'll pass. I just need some quiet.
What does my dragonling liege require?
He just wants an update. We've been gone for a while and things have been boring.
If he's got nothing to do, I tell him to search Brightwood for some ruins. They might make a nice base. Careful of any magical doohickeys in there.
That sounds like a lot of work. He's not interested. What have I been up to?
I've rescued the Ranger and found someone for the poison gas. If all goes well, I may also have a couple of new "toys" for you when I get back.
He wants details on the toys.
I was in the middle of a conversation before you butted in.
Details. Now.
The first is an aasimar. Talented mage and competent warrior, much like myself. Apparently the only one in this city who can get anything done.
What's an aasimar?
Half-god thing. The second is a manticore which I'm on my way to capture.
Rillia approves.
Can you tell where I am? Any chance you can fly down here by the end of the day? You'll get your toy faster.

No, but...

He can get there in a couple days. But it's far and that's a lot of flying. He'll see.
Good enough. Now please leave. I've got a bad headache.
I spend the next hour focused on holding in my breakfast.
Anything else today?

No, but...

After lunch I get back to conversing with my partner. It's a long journey and we have plenty of time to talk. Our conversation eventually drifts towards...

Control / The spiritual.

...magic. I learn that the elf knows some very basic magic. He, on the other hand, is quite impressed with the variety of things I can do [Prestidigitation]. We break off the road sometime in the afternoon, following the priest's directions. We come upon the area at dusk. What's the place like? Any immediate threats?

Abandoned chasm.

No, and...

9 = 9[d10]

There's a deep fissure cutting through the ground. It extends in either direction as far as I can see. The gap between the ledges is about 10ft across. The area around is dead silent; no birds or bugs or little furry things. I ask the elf if he knows what made this fissure.

No.

It's just been a part of the landscape for as long as he can remember. Is there any cover in the area? Or are we in the open?

No, but... +Twist: Organization / Helps the hero

It's flat grassland here. Trees are few and far between. The elf points out what looks like a weathered standing stone a little further north. As we approach it, we see a small ledge zigzagging down into the fissure. Any sign of the manticore, or any other large animal? [survival DC 15]

1 = 1[d20]

...I ask as if I know what to look for. The elf gives a shrug and starts walking down. I follow with an eye to the skies. [dex saves; me, buddy]

8 = 8[d20]

21 = 19[d20]+2

The ledge is narrow and unstable. As I round the first corner, it gives way beneath me and I tumble into the abyss. Realizing that I'm an idiot, I call out to the elf to jump down with me.

No.

He doesn't seem to understand. I cast Feather Fall on myself and touch down without a scratch. [Thaumaturgy] "Take the long way, then," I yell back up. The fissure is several stories deep, and still wide enough to move around comfortably at the bottom. Anything of interest down here?

Yes, and...

Introduce a new NPC.

Imaginative explorer.

It's dark and I don't notice my new companion until she speaks up. I draw my sword on instinct and turn to face a halfling. What in the infinite sky is she doing down here? She says she came to map out the ravine. Even though it looks like a straight line from the surface, there are branches and tunnels and stuff all over. Unfortunately, the ledge that we were coming down doesn't go all the way to the bottom anymore. "Sorry. That was my fault." She's been trapped here for a couple days. Has she by chance seen the manticore?

Yes. +Twist: Organization / Helps the hero

It's partially responsible for her - and now our - predicament. But! She found a safe cave to stay in with food and fresh water.
Oh, good. She must know her way around. Any other threats around here? Any evidence of 'ancient relics'?

No, and...

No, and...

Not exactly. She hasn't gone looking for anything since she found her hiding place. She was kinda hoping a rescue party would show up eventually. At this point, the elf calls down from about 30ft above us. He hopped to an outcropping from the ledge, but has no way further down or back up. The path looks like it had a large chunk bitten out of it. Loose rocks fill the ravine beneath. I tell the elf to jump down. He calls me mad and the Cartographer looks at me in horror. I tell him to jump. I promise I'll catch him.

Yes, but...

He requires a bit more cajoling but does so, and I catch him with Feather Fall. Both of my companions cry out when I step out of the way, but the elf lands unharmed, though a bit shell-shocked. Once the Cartographer catches him up, the three of us head to her cave. Is it far?

No.

A minute away from the drop zone is a small cave about 30ft wide and just as deep; like a semicircle scooped out of the ravine walls. It dips downward at the back and hosts a small puddle of clear water. The Cartographer assures us it's fresh and that she has /not/ peed in it. A ratty bedroll and limp backpack lie on the bare rock. The elf is glad we brought our night supplies with us, but worries about his ox. Does the Cartographer know anything about the manticore's habits?

Yes, but...

Only in the vaguest of senses. She's seen it fly by every morning and once yesterday afternoon. It hangs around at the top of the ravine, but not in the open sky. It has spotted and chased after her from that distance.
Then I think our plan is clear: tomorrow morning, we capture the manticore when it shows up to eat the ox. Afterwards, I should be able to fly us all out of this chasm and we can return to civilization with our prize. Failing that, we can explore the ravine.
The Cartographer looks at us in awe. /Capture/ the manticore?
Yes. I brought the chains and everything.
I place an Alarm at the cave entrance, summon a Servant to unpack our things, and investigate the mushrooms the Cartographer has been living on. They taste awful, but that's nothing Prestidigitation can't solve. I spend the early night resting and the latter keeping an ear out for any animals. Any events?

No.

This place is dead quiet. What's going on? Before dawn, I'll head outside and investigate [ritual Detect Magic]. Can I sense anything?

Yes.

2 = 2[d8]

Conjuration magic. Can I tell where it's coming from?

No, but...

It feels like its bubbling up from the ravine itself. I'll take a brisk walk further down the gash. Can I see anything on the walls or the floor? Any sign of animal life? Any reason for the bleeding magic? [investigation DC 15]

21 = 16[d20]+5

Yes.

Move towards goal.

The further north I go, the denser the magic seems to get. I think it's focusing down on something towards the horizon. Whatever's causing this is definitely this way. Further investigation can wait till we deal with the manticore. I turn around and start walking back. The others should be up by now. I can see the sky above lighting up, but the ravine remains as dark as ever.

I head back to the cave with an eye on the sky. Breakfast first. I'll take the mushrooms 'cause I'm not made of food. We decide to wait somewhere else, possibly closer to where we came down. If the ox is still there, that might be where the manticore appears. I give the elf and halfling my shackles with instructions to stay hidden until I say so. Hopefully this will go like the devil fight. Hopefully it's not as bad, seeing as I don't have any backup this time. [stealth; me, elf, Cartographer]

6 = 6[d20]

7 = 7[d20]

20 = 18[d20]+2

3 = 2[d20]+1

Do we have to wait long?

No.

Does it come from the north?

Yes.

As the Cartographer said, we see the manticore flying at the top of the ravine. It doesn't even make a pass at the ox (or maybe the poor thing's already gone). It dives down towards us and roars, flicking its tail in our direction. So much for cover!

5 = 1[d3]+1[d3]+3[d3]

34 = 19[d20]+8[d20]+7[d20]

4 = 1[d8]+3

9 = 6[d8]+3

Two spikes strike my shield. The Cartographer doesn't even get a chance to scream. There's a crack-rip and a splatter as she hits the ground. I don't think I have anything to fix a hole in the head. I stick my tongue out as a way of challenge and move away from the elf. Hopefully he's hidden himself better. I ready myself to eldritch blast as the manticore approaches again.
[initiative: me, manticore]

27 = 10[d20]+17[d20]

22 = 16[d20]+5[d20]+1[d20]

6 = 3[d8]+3

19 = 12[d20]+5[d20]+2[d20]

10 = 4[d20]+6

I take two more volleys before I can get my first blast off, but the creature flies out of reach and my blast fizzles out.

36 = 3[d20]+14[d20]+19[d20]

7 = 4[d8]+3

11 = 5[d20]+6

At this rate I'll be skewered before I even land a shot. I need to force the monster down. I cast Moonbeam in the middle of the ravine. The column of light doesn't span the entire depth, but reaches from just above the lip to 2/3 of the way down. It does span the entire width, and the manticore has no choice but to fly into it.

13 = 10[d20]+3

11 = 9[d10]+2[d10]

25 = 6[d20]+12[d20]+7[d20]

The manticore streaks through the beam of light and shrieks. It continues flying, turns back towards me and launches another volley of tail spikes. I chase it with my light and it soon becomes apparent that my spell travels faster than the monster.

14 = 11[d20]+3

10 = 6[d10]+4[d10]

[fight or flight?]

Yes.

The manticore has apparently had enough and dives directly for me, claws outstretched.

37 = 3[d20]+19[d20]+15[d20]

16 = 7[d8]+3[d8]+6

[concentration]

10 = 6[d20]+4[d20]

I loose track of my spell as the manticore repeatedly claws at me. On the bright side, it's within reach of my sword.

8 = 3[d20]+5

24 = 3[d20]+14[d20]+7[d20]

6 = 1[d20]+5

13 = 9[d20]+1[d20]+3[d20]

8 = 3[d20]+5

49 = 20[d20]+13[d20]+16[d20]

13 = 5[d6]+3+2[d8]+3

Unfortunately, I think I preferred it flying. Ensnaring Strike, to hold it down maybe?

20 = 15[d20]+5

4 = 1[d8]+3

19 = 16[d20]+3

11 = 8[d20]+3

[LR - force failure]

Vines wrap around the manticore and hold it down. At least it won't be flying off anytime soon.

3 = 3[d6]

[fight or flight?]

Yes.

The manticore claws at me despite its laggard movements.

50 = 7[d20]+19[d20]+4[d20]+9[d20]+3[d20]+8[d20]

19 = 14[d20]+5

15 = 10[d20]+5

[Thunderbolt Strike]

25 = 7[d8]+3+8[d8]+7[d8]

2 = 2[d6]

13 = 10[d20]+3

6 = 3[d20]+3

The creature hollers in pain as I electrocute it, and strains ineffectually at its bonds.

17 = 12[d20]+5

5 = 2[d8]+3

18 = 15[d20]+3

17 = 14[d20]+3

1 = 1[d6]

I must have cut a vine with my last swing; the manticore rips its wings free and takes to the sky.

21 = 16[d20]+5

[Attack of Opportunity] Never turn your back, beastie.

8 = 5[d8]+3

I slash it across the back, right between its wings. The limbs give way and it lands back on the ground. I bash it on the head with my shield and the manticore collapses. Elf! Shackles! Now! We probably also want to do something about that tail.

The manticore really is an ugly thing, much worse in person than in drawings. It would have been majestic if it were simply a winged lion, but the humanoid face is wrong. The many rows of teeth doesn't fit in its mouth well and the spines covering its mane and tail make it look like a sheared hedgehog. Do I /really/ want Rillia to have this?

No, but...

There's not much I can do, now that I've told him about it. The elf and I shackle it up as best as we can, making a point to bind its wings. After that, I need a break. [short rest]

2 = 2[d4]

6 = 3[d8]+3

11 = 8[d8]+3

6 = 3[d8]+3

It might be a bit gruesome, but I recommend we let the manticore eat the Cartographer when it wakes up. We're certainly not going to find any use for her body down here. And who knows, maybe it'll behave. It's going to have to travel with us for a day.

Yes.

The elf agrees. The woman was probably taken for dead already. Speaking of which, I'll search through her things. Anything of use? Does she have a map of the area?

No, but...

76 = 76[d100]

16 = 6[d6]+4[d6]+6[d6]

She has 16 gold coins and a couple bags of trail food. The elf and I split them. I tell the elf I want to explore the north end of the ravine. Would he rather I take the him up before I go wandering?

Yes, but...

He just wants to check on his cart, make sure the ox is all right. Afterwards, he'd rather come north with me. If I take him up now, I'm pretty sure I can't take him up again today. In that case...

No.

We'll go up after exploring. What about the manticore? Shall we just leave it here, all tied up?

No. +Twist: Emotional event / Changes the goal

Move towards goal.

The elf starts talking about chaining the manticore to the cart. As he does so, I feel a bout of nausea and can't quite focus on his words. I'm expecting Rillia's voice in my head, but it never comes. One more time please, my good man? The elf has reconsidered. We'll take the manticore up, find the cart, and then walk north from above. There's no reason for us to come back down.

Getting the three of us out of the ravine is a bit of a convoluted endeavor. I Levitate the elf partway up the side and drag him with Mage Hand over to a stable part of the zigzagging path. He inches his way to the surface and disappears beyond my sight for a bit. Five minutes later, he returns and signals me to send the manticore up, [Levitate]. I can just about get it to the lip of the ravine and the elf manages to drag it over to solid ground. [2 pts + 1 1st lvl > 1 2nd lvl] Then I Levitate myself up and grab hold of the elf's hand as he pulls me over.

The ox seems pretty happy, getting a whole day to wander around and eat. But how devoid this place is of animal life still concerns me. Actually, I think I'll ask the ox [Speak with Animals]. What did it do yesterday? Did it see any other animals? What's its opinion on the locale?

No.

No animals and the place is a little spooky. But he's happy there's so much grass. Though he wishes he didn't have to carry the cart around.

We tie the manticore to the cart with rope. The elf leads his ox and I walk alongside. I stick an Alarm on the cart in case the manticore tries to escape while we're distracted. After that, I focus on the magic as we follow the ravine north.

The manticore wakes up. It's not happy about being chained.

4 = 1[d20]+3

It struggles against its bonds, but it's clear that they'll hold.

5 = 2[d2]+2[d2]+1[d2]

33 = 7[d20]+19[d20]+7[d20]

8 = 5[d8]+3

Unfortunately, we forgot about the tail. Spikes fly as it thrashes around, and one embeds itself in the elf's leg. I knock the manticore back out and heal the elf's wounds. Can we wrap the tail in bedrolls or something?

Yes.

4 = 4[d4]

We smother the tail under packs, bags, and bedrolls. I'm kinda wishing I spent the energy to bring the halfling; food might have calmed it down. We follow the ravine north for an hour before I sense the magic focus on a point. Is it inside the ravine?

Yes.

I peak over the edge. What do I see?

Ancient tomb.

The ravine widens just a touch. At the bottom is a mound with a very familiar-looking obelisk at its center. At this distance, I can't tell if it's the source. Is there an obvious way down?

Yes, and...

There's another path down the side. It looks a lot more stable than the last. The two of us walk down. Opposition?

Yes.

Rabid animal.

When we reach the floor of the ravine, it becomes clear that the mound is a man-made structure. There's carved stone underneath the pile of dirt. The obelisk is on top and the elf starts to climb for it. I, on the other hand, search around for a way under the mound. There's a cave-like hollow on the south face, but when I approach, I'm met with a growl. I back off and the elf goes still. Out of the opening comes another manticore, not happy with our presence. [initiative; me, elf, manticore]

16 = 4[d20]+2[d20]+10[d20]

The monster charges at me, no threats, no roars, no frills.

32 = 2[d20]+15[d20]+15[d20]

16 = 5[d6]+5[d6]+6

[Ensnaring strike]

8 = 3[d20]+5

16 = 14[d20]+2

I see the elf slip away down the other side of the mound. The manticore hasn't taken notice.

12 = 7[d20]+3[d20]+2[d20]

17 = 12[d20]+5

[Thunderbolt]

17 = 8[d8]+3+3[d8]+3[d8]

9 = 6[d20]+3

22 = 19[d20]+3

I beat the manticore back and try to trap it under vines like the previous, but it breaks free, bats me aside with a paw, and takes to the skies.

9 = 3[d20]+6

24 = 2[d20]+19[d20]+3[d20]

5 = 2[d8]+3

I don't want to get into another aerial back-and-forth. I'm convinced that I would loose. I shoot it once more and dash into the mound. [Does it follow?]

12 = 6[d20]+6

No.

18 = 5[d10]+7[d10]+6

Ten seconds later, there's no response from the manticore. I peak back outside and don't see it. I cautiously step out. It's gone. The elf runs up next to me. He tells me the manticore flew up over the lip of the ravine. I tell him to hide in the mound. I'll see if I can draw it back here. I take a few steps away from the mound and Thunderclap. Does the manticore respond?

No. +Twist: Organization / Helps the hero

14 = 13[d20]+1

I catch a glimpse of several large shapes flying across the sliver of sky. I think our new friend may have released our prisoner. I'll heal myself and run up the path. Wait. Fighting two fliers in open ground is stupid. Also it would take me ages. Damn. I guess I'll wait by the obelisk.

NPC Action.

Recruit.

I see things fly back and forth across the ravine. I'm convinced there's another party in our fight. Rescuers for the Cartographer, maybe? Another hapless explorer?

It's Rillia. He catches a manticore out of the air as it passes over the ravine and throws it down towards me. "Keep it from running away," he yells. "I have to chase the other one."

The manticore looks between me and the dragonling. It lands on the ground in front of me and bows. "Spare us! We promise to leave."
They can talk!?
"We will leave. We will serve. Just let us flee the accursed drake!" It sounds quite panicked.
Bad news buddy. If you're going to be serving anyone, it'll be the dragon.
It looks a me for a moment, then narrows its eyes. "No!" With that, it lunges at me.

37 = 18[d20]+1[d20]+18[d20]

15 = 5[d8]+4[d6]+6

15 = 10[d20]+5

[Thunderbolt Strike, Destructive Wrath]

25 = 6[d8]+3+16

29 = 5[d20]+5[d20]+19[d20]

8 = 5[d6]+3

The first manticore was easy, just a large flying animal. I think this is the second manticore, focused and precise with its paws. It always finds a way past my guard; I can feel its claws bruising me through my mail. I'm starting to wish Rillia hadn't chased it down for me.

18 = 13[d20]+5

20 = 7[d8]+3+6[d8]+4[d8]

I lunge at the manticore and it bats my sword away as before. This time, however, it was electrified.

21 = 10[d20]+3[d20]+8[d20]

The beast avoids use of its injured paw. I take the opportunity at strike at it once more.

16 = 11[d20]+5

11 = 8[d8]+3

I pierce the uninjured foreleg and the manticore screams. It backs away and flexes its wings. I drop my sword and try and grab hold of the monster before it can lift off. [2 pts >1st lvl] [athletics vs athletics]

15 = 10[d20]+5

15 = 12[d20]+3

I grab the mane and a leg, but the brute nonetheless lifts into the air.

9 = 9[d10]

15 = 15[d20]

It shakes me about as we fly up the ravine. I use the momentum to swing myself onto a better position on its back.

5 = 5[d10]

18 = 13[d20]+5

The manticore slams back-first into the ravine wall. I hold my grip. The creature's weak and that maneuver didn't hurt. That much.

6 = 6[d10]

19 = 14[d20]+5

It corkscrews while flying straight up. I manage to hold myself close to the beast as we rise ever higher.

8 = 8[d10]

19 = 19[d20]

The manticore's movement dislodges some spines in its mane. I tilt side-to-side and dodge most of them. The rest clatter harmlessly on my armor.

1 = 1[d10]

18 = 18[d20]

...Maybe not all of them. One catches in the mesh of my armor. If I bend the wrong way, it'll cut into me. I quickly let go of one hand and pull the offending quill out before grabbing back on.

10 = 10[d10]

Weight lifts from my fingers as we reach the surface and level out. Now's my chance! I scoot forward, straddling the manticore's mane. I lean over to its face and catch its eyes with my Hypnotic Gaze.

15 = 14[d20]+1

[LR - force failure]

The manticore's eyes droop. We hang still in the air for a moment. Then we start falling.
Feather Fall-ing.

14 = 9[d20]+5

[LR - force success]

I keep our eyes locked as we descend back into the ravine. I sit there on the drowsy manticore. It can talk, right? What's it doing out here?
It lives here.
Under the obelisk?
Yes.
Does it know what the obelisk is?

No. +Twist: NPC / Appears

There's a thump as another manticore falls in front of us. I'm not sure if it's alive. In any case, it snaps my hostage out of the spell. The manticore struggles weakly, but doesn't have the strength to buck me off or fight back. Rillia lands soon after and the manticore's struggling intensifies. The two winged beasts lock eyes for a moment and the struggling stops. I guess I'm done here. I hop off my hapless mount and investigate the unconscious one. Is it alright?

No, and...

"I don't think this one's alive anymore, Rillia" I get no response from the dragon. Right, the hours-long ritual begins. I wasn't in the best state of mind when I went through it myself; curiosity begs me to watch. However! We have an elf who really shouldn't have seen all this. I head into the mound and take a good look around.

16 = 16[d100]

22 = 5[d6]+4[d6]+3[d6]+6[d6]+4[d6]

It's an alter like before, though far less lavish. The obelisk extends down into the mound. A stone table stands in front of it. The elf is sweeping a pile of coins from the table into a sack. Opened and broken stone sarcophagi line the outer walls. The bones within look thoroughly chewed. There doesn't seem to be anything of value here that the elf hasn't already claimed. When he sees me come in, he pulls me over and asks what happened.

A dragon came by and saved us.
Really!? A dragon?
Yup. I think he might want to eat the manticores.
So much for taking them alive.
Eh, it's all good. Anything of interest down here?

Yes.

There were a handful of ancient coins. They looked like they were brass, maybe copper. He'll bring them back to the City to be identified. Besides that, this obelisk is fascinating. It looks like it was made of solid onyx. It's a miracle anyone found a stone large enough to carve this. It has etchings set into the side that spiral around and into the ceiling. Unfortunately, the sarcophagi were like this when he arrived. The manticores must have been playing around in them. There may not be much here, but it's quite the archaeological discovery.

The elf asks after the dragon.
He's right outside, but I highly recommend you stay in here.
Why is that? He's really keen on meeting our savior. He's never seen a live dragon before.
He's a bit busy with the manticores and I wouldn't want to get between a dragon and his food, if you know what I mean. [deception vs insight]

17 = 9[d20]+8

20 = 16[d20]+4

"Nonsense. I won't disturb him."
I try to catch the elf before he walks out. [athletics vs acrobatics]

9 = 4[d20]+5

10 = 8[d20]+2

I just miss grabbing his tunic. The elf steps outside. A few seconds later, he runs back in. He's hysterical.
It-it-it-it's. It's black. Oh, gods... Black. We're going to die... And then it'll bring us back. And kill us again. And again, and again, and again, and...
I grab him by the shoulders and shake him back and forth. "I thought you were a treasure hunter! You faced two manticores. You can face a dragon. It's not even that big."
[persuasion DC 20]

8 = 2[d20]+6

"Are you mad!? It's a /black/ dragon! Their cruelty is legendary."
It's also, like, shorter than you. Look at me. [Hypnotic Gaze]

3 = 1[d20]+2

15 = 13[d20]+2

[LR - force failure]

"Calm down... There you go." First: it's not black, it's green. Second: it's little more than a hatchling. Third: that dragon saved us. Now be polite and stay here until the dragon is done with its business. Then, you can apologize for being so rude. Now, did you bring a dragonchess set by any chance?

Yes.
Reply
#15
[short rest]

9 = 6[d8]+3

We wile away a couple hours playing dragonchess. The elf's game is awful today. He keeps glancing outside as if he'll see something reassuring. Eventually, Rillia mentally calls for me. I tell the elf to wait a bit and head outside. Standing up makes me severely lightheaded, and it doesn't pass as I stay up. Nevertheless, I walk over to Rillia. He's neck-deep in manticore guts. The live one - hopefully - has been enchanted. It doesn't look like it's going to get up soon. What does Rillia want?

"Why are you in a crack in the middle of nowhere?"
I'm here to kill the manticores. Why are you here?
I got bored. I had fun playing with the mannis, though.
Manticore. Man-tih-cohr.
Would have been better if you'd done your job and brought these back to Brightwood. I had to fly /two/ whole days.
A) When did that become my job, and B) That was my plan until you showed up.
/You/ asked me to come. Rillia pouts and goes back to eating.
Sorry. You're right. I did ask. By the way, I've noticed that every time you contact me, I get sick: headaches, nausea, and so on. Is that normal?
No. Rillia ponders for a moment. Maybe it's 'cause you're a 'Marquis' and 'the Feywild works differently'?
This has nothing to do with my titles.
Yes it does. You're weird. Everything you do is weird. Stuff that happens to you is weird.
The word you're looking for is exceptional.
Who's your friend? Can I have him? I want him.
Be careful. He's a bit jittery. And I don't know what skills he can bring to our clan.
Then go ask. If he's no good, I can just eat him on the way home.
In that case, come with me. We have to make a proper introduction. [performance DC w/e (dis)]

13 = 9[d20]+4

12 = 8[d20]+4

I lead Rillia into the mound with a bit of fanfare. I could have done more, but I'm tipsy as it is; I shouldn't overexert myself, especially over this. It has the desired effect on the elf, however. I rattle off as many made up titles as I can think of for the dragonling; the elf stares on in disbelief.

My lord proposes an ultimatum: Prove your worth or become desert. I would highly recommend the former.

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

Rillia mentally asks me to translate what I just said. However, in the process, I somehow shifted about a foot backwards, and, given my current state, fell on my back from the disorientation. My lightheadedness remains. "Sorry, Rillia. Do this yourself. I don't think I can get back up right now." I've sent the dragon into a laughing fit. Has this embarrassing display at least calmed the elf down?

Yes, and...

He laughs hesitantly along with Rillia. How does their 'negotiation' go?

Abnormally / Reassuring.

The elven treasure hunter is now ours - Rillia's. I get over my sickness as Rillia performs another ritual. /This/ one, I can watch closely.
[geas activation?]

Yes, but...

24 = 5[d10]+10[d10]+4[d10]+5[d10]

Not much to see on the surface, just a dragon-elf staring contest for a couple hours. It was all going well until I decided to pry into the underlying magics of it. Shooting pain in the eyes, as if I'd been stabbed. I blacked out soon after.

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

I get up sometime in the middle of the night. The elf's awake. He tells me it's nearly sunrise. Rillia and the manticore left some time ago with orders for us to dig up the "pretty black rock" and bring it back to Brightwood. The elf offered a warehouse to store the manticore. Does he have the resources to fund an archaeological expedition?

Yes.

He was planning on it anyway. Kind of his business.

Good. Take the dragonling's words with a little salt. I /highly/ doubt we can just 'dig this up'. I don't think what we see is even the entire structure.
Really? Do you know what it is?
Nope! But I've seen one before. I think these are some kind of inter-planar gate. Be careful with it. Welcome to the empire, by the by!
...
I swear, I'm the only one of Rillia's servants halfway-okay with his position.

We munch rations as we climb the trail and return to our cart. It's a long day back to the city. Events?

Yes, but...

NPC Action.

Bestow.

One of a kind bottle.

Deceitful Half-giant warlock.

[Is he one of Auntie's?]

Yes, and...

Before we make it back to the main road, we come across a very odd figure sitting in our path. He waves us over as we approach. He's at least as tall as us sitting down and doesn't bother standing. I'm getting the feeling that I should know who he is. He addresses us - me, by name - in Sylvan.

You've got some supporters back home. Wanted me to give you this. He tosses over a bottle.
Home? As in Feywild? Are you one of the Storm Queen's men?
You can figure that out yourself.
Glad to know someone's watching. I thought interference from the family wasn't allowed?
Rules don't mean a damn once you're out the door.
Fair enough. I haven't seen too many of these adventures myself.
Don't get carried away with the dragon. We don't want to have to off you after this.
I can have my fun, can't I? And maybe in the process, I can groom him into a worthwhile ally. So...are you actually going to tell me what's in this bottle?
Nope! Good luck. He vanishes in a puff of smoke.

Did the elf follow all that?

No, but...

"Since when do giants teleport and speak Sylvan?"
"Since my aunt hired new castle staff."

The bottle is opaque and the stoppered hole is small enough that I can't quite see inside. The bottle itself looks nice. It's predominantly made of some green metal with gold inlays in the shape of budding leaves. To drink or not to drink, that is the question: whether 'tis nobler in the mind to suffer the slings and arrows of outrageous fortune...

Yes.

Bottoms up! [What in the infinite sky did I just drink?]

Passion / Pleasures.

Say, elf, have I ever told you how /good/ a friend you are?

Much to my comrade's displeasure, it was a love potion. The drink faded after an hour of obnoxious flirting that ended with my head on my companion's lap. He looked very uncomfortable. Is there anything left in the bottle?

No.

Aw, what? That's it? I'll fill it back up with some spare water, then. Anything else interesting happen on the way back?

Yes.

PC negative.

Giant spider.

It's late afternoon and we are nearing the City. The landscape has turned back to lightly wooded. In the middle of a discussion about...

Propose / Suffering.

...love potion shenanigans, a giant spider appears out of thin air, lands on top of the ox and bites it before disappearing again. Before we realize what's happening, it reappears on top of the panicking ox and lunges at me.

21 = 17[d20]+4

10 = 8[d10]+2

15 = 10[d20]+5

14 = 2[d8]+4[d8]+4[d8]+4[d8]

[initiative; me, elf, spider]

43 = 15[d20]+20[d20]+8[d20]

The elf jumps off the cart and runs. I fumble for my sword and hit the spider before it disappears again.

14 = 9[d20]+5

[Thunderbolt]

20 = 3[d8]+3+8[d8]+6[d8]

24 = 20[d20]+4

7 = 5[d10]+2

13 = 8[d20]+5

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

The spider bites me and vanishes. I pat the ox and make sure it isn't dead [Lay on Hands]. The elf's drawn a small sword and is looking around. [Quickened Detect Magic] Let's see if I can spot our invisible friend...I can't. I can't sense any magic in the area. Have I heard of this thing before? [nature DC 20]

16 = 15[d20]+1

I haven't. The two of us are tense as we wait for the creature to reappear. When it does so, I feel a pulse of magic. An instantaneous effect, then. It's teleporting, not turning invisible. It goes after the elf.

23 = 19[d20]+4

12 = 10[d10]+2

Despite the elf's best efforts, the spider bites him and backs off. The elf wobbles on his feet before falling. Shoot the damn spider while it's still here!

25 = 19[d20]+6

5 = 5[d10]

[Quicken!]

26 = 20[d20]+6

16 = 9[d10]+7[d10]

Two solid hits on the spider. One of them punctures its carapace and the monster curls up. I run up and squish its head before it can get away. [Lay on Hands] Don't die on me elf!

The elf wakes. I do what I can to neutralize the spider's venom. Does he know what this was?

No. +Twist: Item / Ends the scene

Ancient artifact.

The two of us poke around the creature's corpse. [medicine DC 20 (adv)]

19 = 19[d20]

We find a familiar-looking 8-sided black stone in the creature's stomach. I think the Librarian might like to see this. It's /not/ humming with magic, and we can't really tell how the spider was teleporting around. I think I should tell the elf about the mephits, oozes, and animated armor I found around the first obelisk. Since the second one housed manticores and teleporting spiders, I think it's safe to assume the archaeological team might run into more not-quite-animals around here.

The city is just an hour or two away now. Hopefully we don't run into anything else crazy.

No, and...

Once inside the city gates, the elf and I return to the inn in time for dinner.

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

Level up! 7050XP total. 5th level. This is a big one.
It also comes on the heels of the first major 5e supplement.
There are a lot of changes.

HP Increase:

17 = 4[d8]+7[d8]+6

Feat: War Caster

Features:
-Extra Attack [Paladin 5]
-Channel Heritage: Misty Escape [Archfey Warlock 6] to fill sorc's "empty" level. Yes it's a little early, but I'm locking it to my other 'Channel Divinity' things.

Spells:
My entire spell list needs to be redone.
-I follow the sorcerer's 'spells known' table to determine how many spells I know from this half of the character
---At 5th level this is 6 spells and 5 cantrips.
---I no longer have auto-known spells.
-I follow the paladin's 'spells prepared' procedure to determine how many spells I know from this half of the character
---[Level]/2 + [Cha] + 2*2 = 10 spells.
---I no longer have auto-known spells.

I know 16 spells and 5 cantrips. I'm also lifting the restriction that bonus action spells prevent you from casting regular spells that turn. As before, smiting activates storm shenanigans.

Cantrips (5 total):
-Booming Blade, Eldritch Blast, Lightning Lure, Prestidigitation, Thaumaturgy
1st Level (4+4=8 slots):
-Absorb Elements, Detect Magic, Feather Fall, Fog Cloud, Shield, Thunderwave
2nd Level (3+2=5 slots):
-Find Steed, Moonbeam, Misty Step, Suggestion
3rd Level (2 slots):
-Blink, Call Lightning, Counterspell, Fly, Sleet Storm, Wind Wall

Lastly, with a newfound understanding of what the Primordial language is and the realization that I'll /never/ speak in Elvish, even with an elf (who needs that watered-down nonsense when I know the far superior Sylvan?), I swap my language proficiencies. My primordial is a mixture of Auran and Aquan, with just the occasional touch of Ignan in exclamations and expletives. Neither has come up so it should all be cool.
Reply
#16
Downtime!

3gp/day for a comfortable/wealthy lifestyle has already been (illicitly) paid for. I'll add 1gp/day to bump it up to wealthy. I'm in the mood for some nightly theatre.
1gp/day for research at the Archives. (+2d4 days - on binding devils and fey crossings)
I want to see if I can fool someone into buying the (used) love potion. (+1d6 days)

7 = 3[d4]+4[d4]

[investigation DC w/e]

19 = 12[d20]+7

I find mostly what I'm looking for on the devils. They are susceptible to enchantments in general, though specific devils are immune/resistant. However, true-naming them already forces them into a compulsion similar to Rillia's. Everything suggests combining the two should increase its effectiveness - as long as the fiend doesn't pull a me and screw up the ritual from the inside.

27 = 20[d20]+7

Holy shit. I found a map of fey crossings. I get the priests to copy this down for me. The map is /old/ and many of the landmarks are no longer around, but I think I could track down a few of these. The nearest is in Brightwood, but I already know that one's closed. Here's hoping the others work.

6 = 6[d6]

[investigation DC 15; deception DC 20; persuasion DC w/e]

24 = 17[d20]+7

18 = 8[d20]+10

23 = 16[d20]+7

81 = 78[d100]-20+23

I manage to pawn my fancy bottle off to a landowner outside the city somewhat desperate for the hand of a noblewoman's daughter. I leave him a ridiculous set of instructions - partially in Sylvan - on the proper use of the potion. Best 500gp I've ever earned. I wish I could be there when he uses it.

My gold-to-platinum con, does it hold?

No.

The accountants find something wrong with my payments at the inn. At least now I have the money to actually pay for my stay. I give them what I owe, but I tell them I'm rescinding my month-long tenure.

4 gold per day for 13 days for living expenses. (52)
1 gold per day for 7 days for access to the Archives. (7)
500 gold gained for a false love potion. Hopefully that won't bite me in the but.
7 nights of back-pay for the inn. (20)

Another day of shopping. (4)
I have more than enough money to swap my chain mail for some splint armor. (200-35=165)
I also swing by the Apothecary's Store to copy their Identify Scroll. (100+100+50=250) (I paid for the pearl, but am still using my crystal)

Wait! The poison-collection thing. Does the BugBoss have that? How much will it cost?

Yes, and...

He has a barrel 3/4-filled with what looks like water. The alchemists below treated it appropriately. It works on something about half-air solutions and needs a tight seal and the specially designed barrel; they lose me with the word "equilibrium". It should work, but they can't promise concentrated doses. The barrels come at 150 gold a piece.

I can buy one. Does the ranger have money to buy a second? I don't know how many we'd need.

Yes.

We'll take two barrels then. We'll pick them up on our way out.

I think time to summon my horse. Please tell me there's a storm brewing.

Yes.

Is it bad? Thunder and lightning? Pretty please...

Yes, but... +Twist: NPC / Appears

I'd give the weather a 7/10. Wind and rain, but no thunder or lightning. It'll have to do. I need to find a suitably dramatic perch for this. There's a hill on some farmland just beyond Grainside near the main road. And wouldn't you know it, the Lady Aasimar comes by as I'm casting my spell. An errant bolt of lightning from the clouds above reveals a magnificent light-grey horse, as strong as any trained for battle. Feline pupils and teeth are but subtle marks of his true nature - a fey of course, as if I would bond with anything else.

"I name thee: Rook! Come," I say in Sylvan, "let us escort the Lady to her castle."

I ask her if she's free to help with my devil problem now.

Yes.

She has other duties, but this seems high priority.
Less duties now. I dealt with the manticores already.
Manticores? Oh. Oh! I'd completely forgotten.
Seems like you're the only person in the /entire city/ who can do anything. Would you be free to accompany me to Brightwood tomorrow?

Yes. +Twist: PC / Alters the location

I give her directions to my inn and part ways as we enter the city walls. Rook needs some barding. Simple hides for right now since I'm low on cash. Actually, maybe I'm better off with just padding. Let's go with that (5x4=20gp), a decent saddle (10gp), and a cart (15gp) to carry the barrels in. I stable him at my inn for the night.

In the morning, I collect the Ranger and the Lady as I leave the inn. The Ranger asks where I found a horse, cart, and woman. "I swear on my life that I did /not/ steal them." He sighs and shakes his head. Get on and let me introduce you...We swing by Riverside for our barrels. I thank the apothecaries and tell them to have their boss contact me if he needs anything.

[telepathy]So, Rook, head straight down this road. Travel at whatever pace you feel like; it's a 5 day trip. We're in no rush but let's not dawdle forever.[/telepathy]
I hop back from the driver's seat into the main cart with my companions and barrels.
"Aren't you supposed to lead -"
Rook knows what he's doing. Don't worry about it. *start casting Unseen Servant* Traveling with me means traveling in style. Relax. We have a long trip ahead of us. So madam, I'm still curious about the ooze problem.
Reply
#17
Does anything of note happen on the way back to Brightwood?

No. +Twist: PC / Alters the location

We make it to the riverside town after several days and no incidents. I am also now out of food and money.
How are the Ranger and Lady getting along?

Refuse / Inside.

The Ranger is his usual taciturn self. I think he's contributed a total of 4 sentences to our conversations. Thankfully, however, that means there is no need to hide our true intentions here; I'm deft enough at skipping over facts.

Following the riverbank with a horse-drawn cart is far more dubious, but possible with the Ranger's help. Does the Lady get get suspicious at any point now that we're out of civilization?

No, and...

Does the cart fall prey to thick mud or alligators?

No.

Everything goes smoothly and we eventually find ourselves back at the ruined huts at the edge of the forest. This place feels a lot different than last time. The air is light. The mist has lost its odor and color. Not a sign of the bramble walls. [perception/nature DC 15]

7 = 7[d20]

17 = 16[d20]+1

Now that I think about it, not a sign of any animals either. The forest is eerily quiet. Any sign of the pixies? I'd have expected them to run when the walls came down. But then again, they don't seem like the type to make smart decisions.

Yes.

[perception vs stealth]

15 = 15[d20]

20 = 13[d20]+7

We'll leave the cart and barrels here while the four of us head deeper into the forest. After a minute or so, I step back and let the Ranger lead. I don't know my way around. We come to a stop by a small oval pond. I suppose this is a good a place as any. [Hypnotic Gaze]

9 = 6[d20]+3

I'm startled as my magic shatters. That really should have worked. The Lady Aasimar hops back and draws two large swords, one pointed at me and the other held in a defensive posture.
"What the hell is going on here!? What are you trying to pull?"
Madam, calm down. What are you talking about?
You just tried to charm me!
While I admit I have difficulty controlling my debonair appeal, you seem to be implying magic.
Cut the act. What's going on?
I turn to the Ranger. "Are our friends here yet?"
Friends? What friends? I thought we were getting her to help capture a demon or something?
...I never told you?
Last I heard, you were going to capture a manticore.
Oops. Is Rillia on board with this? He, at least, had a heads-up.

No, but...

As I understand the Ranger, he appears to be watching from afar.
I rant at the trees. I brought her all the way to Brightwood, and you're /not/ going to help me subdue her? What was the point then?
The Lady Aasimar has had enough and dashes into the forest.

[initiative; me, Rook, the Lady, the Lady again]

30 = 5[d20]+2[d20]+20[d20]+3[d20]

Damn. She's fast. I climb onto Rook and give chase.

10 = 10[d20]

10 = 10[d20]

An initial sprint from Rook and we catch up to the Lady. I also notice two wolves following us. Not sure if they're Rillia's.

3 = 3[d20]

6 = 3[d20]+3

11 = 8[d20]+3

10 = 10[d20]

16 = 16[d20]

3 = 3[d20]

6 = 3[d20]+3

11 = 8[d20]+3

The Lady turns around and weaves her sword through the air. Bright light obscures our vision and the Lady gains on us a bit. There's a snap behind us as several branches fall. I tell Rook not to wear himself out. I'll need him in shape once we catch her.

1 = 1[d20]

19 = 17[d20]+2

13 = 13[d20]

6 = 6[d20]

3 = 2[d20]+1

Rook and I are suddenly over a steep gully. [Feather Fall] The fall doesn't stop us, but it costs us some time. I don't have a clear shot at the Lady through the trees and bushes we're weaving through, but I take it anyway.

9 = 2[d20]+7

14 = 14[d20]

9 = 9[d20]

2 = 1[d20]+1

1 = 1[d10]

Rook winces just a bit as he crashes through a thorn bush.

15 = 15[d20]

16 = 16[d20]

16 = 16[d20]

The Lady is at the edge of my range, but she's slowing down. Another blast!

10 = 3[d20]+7

20 = 20[d20]

13 = 13[d20]

4 = 4[d20]

13 = 11[d20]+2

3 = 3[d20]

16 = 13[d20]+3

18 = 18[d20]

Two birds swoop down and harass the Lady. I think Rillia /is/ helping. She swats them away and keeps running. I shoot her once again. (just realized I get two shots now)

18 = 11[d20]+7

24 = 17[d20]+7

10 = 10[d10]

I land a lucky shot on her back. She stumbles a moment but keeps going.

6 = 6[d20]

1 = 1[d20]

4 = 4[d4]

5 = 2[d6]+3[d6]

We've looped around to the gully again. This time the Lady doesn't clear the jump. She climbs back up the other side and gets to her feet. We have her!

20 = 20[d20]

We have her, Rook! Run her down!

7 = 1[d20]+6

Or buck me off as we land on the other side. That works too. The Lady Aasimar and I face each other, swords drawn. Rook is to my left. The gully, 10ft wide and 20ft deep, is to my right. We have our arena. Let the battle begin. The woman comes at me whirling.

32 = 11[d20]+1[d20]+20[d20]

9 = 2[d6]+4[d6]+3

Oh, how I have been /longing/ to let this loose. My dear lady, today you fight Rollo, Archfey of the Cloud Court! [Quickened Call Lightning, double-tap]

16 = 2[d10]+4[d10]+10[d10]

18 = 9[d10]+1[d10]+8[d10]

19 = 18[d20]+1

14 = 13[d20]+1

I point my sword to the skies and the clouds darken. The forest immediately around dims nearly to nighttime levels. Two bolts of lightning in quick succession. The Lady jumps out of the way of the first, but isn't expecting the second.

"So that's how it's going to be, huh?" Her swords glow bright white as she comes spinning at me again.

25 = 19[d20]+6

9 = 4[d6]+1[d6]+4

7 = 2[d20]+5

10 = 4[d20]+6

22 = 16[d20]+6

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

15 = 9[d20]+6

5 = 2[d8]+3

Rook takes a glancing blow from her spinning swords as he runs her over. She never even reached me. She's on the ground for a second before rolling back up and twirling her glowing swords at the two of us.

21 = 9[d20]+11[d20]+1[d20]

6 = 1[d4]+1[d4]+4[d4]

5 = 2[d2]+2[d2]+1[d2]

I take two blows on the shield and they're hitting a lot harder than before. While I appreciate the help I tell Rook to move back. I quicken a Booming Blade, step away from the woman's ring of death, and call another bolt of lightning.

12 = 6[d20]+6

11 = 5[d20]+6

22 = 10[d10]+9[d10]+3[d10]

7 = 6[d20]+1

She parries my sword with her own, but doesn't expect the lightning bolt. She drops to her knees, visibly twitching. "Come on, my dear. I thought you'd be better than this." She lunges at me from the ground.

27 = 15[d20]+12[d20]

5 = 2[d4]+3[d4]

13 = 4[d6]+6[d6]+3

7 = 1[d20]+6

12 = 6[d20]+6

41 = 16[d20]+15[d20]+10[d20]

8 = 4[d4]+1[d4]+3[d4]

We lock swords again, her blows coming ever faster. I throw up a magical Shield. Three strikes with her glowing swords and the magic shatters. A following blow glances off my armor. I can feel the heat pouring off the blade. [1st lvl > 1 sp] Again a bolt of lightning strikes her down.

19 = 1[d10]+10[d10]+8[d10]

15 = 14[d20]+1

She stays standing and kicks me in the stomach, distancing herself from me and the lightning. Backing away, she takes a different stance now, her swords held the wrong way. She glows brightly as her wounds close, but she's still breathing heavily. A twitch of her eyes is all that gives away an explosion of light.

18 = 10[d10]+3[d10]+5

11 = 5[d20]+6

13 = 12[d20]+1

20 = 14[d20]+6

21 = 15[d20]+6

I cry out in pain as I feel my exposed skin burn. Rook dissolves into nothing in the blast, his armor and saddle dropping to the ground. [2nd lvl > 2 sp]

19 = 8[d10]+10[d10]+1[d10]

18 = 18[d20]

The Lady deftly dodges away from another bolt and swings at me, considerably more reserved and defensive this time. If she thinks she can outlast my storm...

23 = 6[d20]+17[d20]

10 = 3[d6]+4[d6]+3

13 = 7[d20]+6

24 = 18[d20]+6

One sword comes far too close to my neck for comfort and I instinctively retreat [Misty Escape]. I reappear behind her with a [Quickened] Booming Blade.

18 = 12[d20]+6

21 = 15[d20]+6

16 = 5[d8]+8[d8]+3

She doesn't see it coming. I land a blow on her armor, back away and call another bolt. Huh? Again I feel my magic break after it lands.

17 = 2[d10]+10[d10]+5[d10]

12 = 12[d20]

11 = 6[d20]+5

The bolt at least hits. The Lady Aasimar is once again quite visibly injured, but she still has her wits about her.

31 = 16[d20]+15[d20]

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

26 = 20[d20]+6

17 = 11[d20]+6

She's slowed down considerably. I think I may have her with another bolt or two. Still, better safe than sorry. [Quickened Booming Blade, another bolt]

25 = 19[d20]+6

9 = 3[d20]+6

16 = 10[d10]+1[d10]+5[d10]

13 = 13[d20]

A quick burst of fire as I strike catches me off guard and I narrowly miss the Lady, who stands and endures another bolt before returning my gesture.

25 = 7[d20]+18[d20]

7 = 3[d6]+1[d6]+3

10 = 4[d20]+6

22 = 16[d20]+6

I hesitate to use anything else. The lightning seems to be working fantastically, and - I hate to say it, but - she's a better swordsman than me. [2nd lvl > 2 sp]

22 = 7[d10]+6[d10]+9[d10]

14 = 14[d20]

24 = 17[d20]+7[d20]

12 = 3[d6]+6[d6]+3

20 = 14[d20]+6

9 = 3[d20]+6

15 = 6[d10]+3[d10]+6[d10]

7 = 7[d20]

Another back-and-forth, another bolt. This one drops the Lady to her knees. I'm expecting more sword-swinging, but the light magic catches me off guard. This one's not nearly as /tangible/ as the previous explosion, but leaves me blinded for a few seconds. Enough for the Lady to attempt a stumbling getaway. This time, neither Rook nor I are in any state to chase her. Speaking of which, I need to get him back and have a sit down before I collapse. If Rillia wants her, he can keep an eye on her. [Find Steed; short rest]

34 = 4[d8]+6[d8]+3[d8]+2[d8]+4[d8]+15

Even with all of Lay on Hands, that's not enough.

11 = 8[d8]+3

That's acceptable. Now to put that barding back on Rook.

And I'll swap 2 1st level slots for another 2 sorcery points.

Once the hour's up, let's try to find the Lady, Rillia, or the Ranger. Preferably one of the allies. Let's start by attempting to track the Lady Aasimar. [survival DC 15]

13 = 13[d20]

Honestly, why do I bother. I'll wander the forest on Rook until I run into something. Do I find anybody?

No.

Can I see any squirrels?

Yes.

"Rillia! I'm kind of lost!" Does he send anybody?

No.

Sunset approaches. I'm getting hungry. I'd rather not have to fight the Lady on an empty stomach. [Position of Privilege, Thaumaturgy] I'll call out in Sylvan demanding that the fey show themselves. Are there any pixies around to hear me?

Yes.

[intimidation vs insight; perception vs stealth]

24 = 20[d20]+4

17 = 15[d20]+2

3 = 3[d20]

15 = 8[d20]+7

4 = 4[d4]

Four pixies appear before me. I ask if they know where the dragon or his servants are.

No.

How about the glowing lady? She and I had a fight in that broken and charred new clearing by the gully.

Yes.

I get very tentative nods. Please lead me to her.

Yes. +Event: Carelessness / Home

Where is she?

Dark rock formation.

The pixies say she's taken shelter in a cave. I'll have the pixies lead me to it and then scatter. Rook, think you can sneak up on her?

19 = 18[d20]+1

20 = 19[d20]+1

Rook is quiet like a frightened pixie. How close can we reasonably get before we're likely to be spotted?

10 = 4[d10]+5[d10]+1[d10]

We get about 100ft away from the cave mouth. The Lady Aasimar has her back to the cave wall and appears to be meditating. Are any of Rillia's servants here?

No.

Where in the infinite sky is that dragonling?
Call Lightning isn't going to work if she stays in the cave. I expect more light-explosions, so you won't be around long, Rook. Let's use you to your fullest potential as quickly as possible. That means channeling spells. We'll Blink, get as close as we can and try to down her before she can do anything funny.

7 = 7[d20]

We have her direction. Just wait to blink out and run.

3 = 3[d20]

9 = 9[d20]

9 = 9[d20]

11 = 11[d20]

Go! Straight that way! As fast as you can move! We reappear right next to her and give her the shock of her life.

19 = 13[d20]+6

11 = 4[d6]+3[d6]+4

12 = 7[d20]+5

18 = 12[d20]+6

15 = 5[d6]+6[d6]+4

The Lady is veritably run over by Rook. As he turns around for another go, I Eldritch Blast the surprised woman.

27 = 20[d20]+7

19 = 12[d20]+7

18 = 4[d10]+6[d10]+8[d10]

2 = 2[d20]

[initiative; me, Rook, Lady(adv)]

34 = 1[d20]+11[d20]+11[d20]+11[d20]

The Lady Aasimar makes a gesture with her hands and I'm suddenly floating in air. I fall on my back and see that she's up, with a sword in one hand, a ball of fire in the other, and her second sword is flying through the air at me. I guess I'll see her spellcaster side now.

11 = 7[d20]+4

7 = 3[d20]+4

I rise to my feet and fend off the flying sword. A couple Eldritch Blasts to the caster. I'm not down just yet.

18 = 11[d20]+7

25 = 18[d20]+7

14 = 10[d10]+4[d10]

The Lady points her glowing hand in my direction and a ball of fire careens into my stomach.

6 = 4[d6]+2[d6]

1 = 1[d20]

She then runs at me, the sword in her hand glowing its brightest yet, as strange ephemeral figures appear around her.

6 = 1[d20]+5

23 = 19[d20]+4

8 = 6[d8]+2

8 = 5[d20]+3

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

The Lady's own sword, the floating one, the apparently solid ball of fire, and the specters...I don't think anyone would last long under this. One hit is all I need: Booming Blade.

10 = 4[d20]+6

5 = 2[d20]+3

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

Fair enough. I'm in no place to do anything. Bye! [Misty Step]

She runs back up to me. As she approaches, the specters around her grab at me again.

23 = 20[d20]+3

17 = 7[d8]+6[d8]+4[d8]

Nope! Bye, bye! I [Misty] Escape further out of her grasp, but just barely. Within range of my sword, at least. When I reappear, the specters are on me again.

17 = 14[d20]+3

14 = 4[d8]+8[d8]+2[d8]

Quickened Booming Blade and two more sword strikes.

25 = 19[d20]+6

12 = 8[d8]+1[d8]+3

9 = 3[d20]+6

21 = 15[d20]+6

[Thunderbolt Strike, 2nd level]

21 = 5[d8]+3+7[d8]+1[d8]+5[d8]

Now I step away. Just a little. The specters won't let me move very far anyway.

18 = 13[d20]+5

I knock away the incoming blow with my shield. (the Lady's arcana DC 10)

3 = 1[d20]+2

Does she move?

Yes, and...

9 = 8[d8]+1[d8]

The Lady takes a step and the energy around her explodes. There's a lot of fire and light and a couple screaming ghosts as all her spells dissipate. She falls to the ground. [medicine DC 10]

18 = 18[d20]

I do my best to make sure she's still alive after all that. I'll remove her swords and armor and any other paraphernalia. Is she carrying anything I can bind/gag her with?

Yes.

1 = 1[d10]

She has some rope and several pouches of coppers. I'm not in the mood to collect those for myself, but I will tie her up with the rope. It's dinner- and bed-time. I place Alarms at the cave entrance and deeper into the complex. It looks like it goes quite far in. Maybe this is one of the goblin's entrances? Anything happen this night?

No.

I awake in the morning unmolested. I assume the Lady is still here?

Yes.

Is she up yet?

Yes, but...

She appears conscious but groggy. "If you're at all as sore as I am, I understand completely. However, I'm not in the mood to spend another day in this hole." Can I find any food nearby? [survival DC 15]

20 = 20[d20]

I found fruit! I gather as many as I can and toss half over to the Lady. Actually, I need to summon my Unseen Servant to feed her. Then I need to bring back Rook. Hopefully, the flashy summoning display is enough to tell the others where we are. I'll wait an hour. Does anyone come around?

No, and...

Damn it, Rillia. You've been less than no help with this. Is the Lady cooperative?

No.

I never told you what exactly this was all for, did I? Rillia, a little green hatchling of a dragon who lives here enjoys collecting creatures under a Geas. I, unfortunately, was not able to overcome his band of misfits and was eventually subdued and taken in. Also, unfortunately, I killed half of his servants including all but one with any actual talent - the one being the Ranger we traveled with. This leaves me as the only piece on my master's dragonchess board. If I don't correct that, I'm pretty sure I'll die. And Rillia does /not/ know how to play dragonchess.

You, the Lady Aasimar, are competent - valuable as both the dragonling's knight and my partner in the inevitable mutiny. You'll retain your autonomy, if you're worried about that. You can even muck up the ritual from the inside like I did. And, to be honest, Rillia seems quite harmless. A couple centuries more and that may change, but what do you really stand to lose? You said you were tired of sycophants fawning over you. Leave them behind. Have some fun for a decade or two. Join us.

No.

[Suggestion] "At least pretend so we can get out of this hole-in-the-ground."

15 = 10[d20]+5

[LR - cancel LR] Do you really have the energy to waste fighting me? You'll need it for the ritual.

Now that the Lady is more cooperative, I'll settle her on top of Rook, and we can head into the forest. Can I find my way back to the gully or the scene of our first fight? [survival DC 15]

16 = 16[d20]

By shear luck, I find the gully and then the blasted clearing. Rook, do you by chance remember the path of the chase? [survival DC 15(dis)]

14 = 13[d20]+1

10 = 9[d20]+1

He shakes his head. I guess we go in a random direction, then. Can we find anyone?

No.

We'll be wandering this forest forever. I'm going to Fly up and look for that pond. Can I spot it before the spell runs out?

Yes, and...

It's not that far off. I fly over to it and telepathically direct Rook...wait, my Suggestion's gone. Is the Lady behaving?

No.

Damn it. Not thinking. I run back to Rook using our telepathy as my guide. What's going on?

Return / Peace.

The Lady is on the ground trying to worm away. Rook doesn't have any way to pick her up. I'll place her back on top of the horse. Let's head to the pond and wait. Anything happen there? Do people show up?

Yes, but...

PC positive.

A pack of wolves approaches us briefly and then disappears. Still not sure if they're Rillia's.

5 = 5[d6]

It's well into the afternoon before the Ranger finally comes for us. What took you so long?

Release / Dispute.

They've been setting up the poison barrels in the goblin tunnels. Rillia and the manticore just collapsed two entrances.
Is Rillia ready to do his thing on this woman yet? I think she's on the verge of exploding.

No.

Then take us to wherever he's calling home right now and we'll wait for him there.

Does the Lady try to escape?

Yes, but...

She's struggling with her bonds all the while, but they hold firm. The Ranger leads us to a grotto near what I think is the gully. The semi-cave under the forest is half-filled with water. The female satyr sits on one of three dry spots. A pile of coins and colorful stones rises from another. I drop the Lady Aasimar on the last dry spot and we wait. Until nightfall. What a waste of a day. Any more tantrums from our captive?

No.

Eventually, Rillia returns. Was he successful?

Yes.

The bugbear and a troupe of humans drag a line of goblins, half of them openly crying, into the grotto. Rillia lands with a splash and half-swims half-wades over to his horde. He vomits up a bunch of shiny things into the mix...Egh. My signet ring was in that pile...The Lady Aasimar and I were the only ones who didn't look away. This appears to be normal. No. Nope! I'm not standing for it. "Rillia! I need my ring and scroll back, please." I'm afraid this damp atmosphere will ruin the paper. Also, it's quite a bit harder to prove my claims of nobility without those on hand.

No, but...

I understand that they belong to you, but I do as well. Giving them to me does not take them away from your possession. [persuasion vs insight]

12 = 5[d20]+7

14 = 13[d20]+1

[LR - force success]

43 = 10[d10]+10[d10]+9[d10]+5[d10]+9[d10]

Rillia very reluctantly acquiesces. My hands cramp and spasm as I search the pile for my things, but I grit my teeth and bear it. I'm not having my ring and scroll vomited on. [Prestidigitation] Once I find them, I clean them as thoroughly as possible before returning my attention to the dragon and the aasimar. This, my young lord is the Lady Aasimar. Hopefully she's a fair trade for my ring and scroll. Do you mind if I watch as you hypnotize her?

No.

Rillia is super excited to have another 'markee'. He wants everyone to watch. "She's not a - never mind." I hop onto Rook to stay out of the water and start casting Detect Magic. The bugbear and the Ranger hold her head still and open her eyes. [arcana DC 20]

17 = 13[d20]+4

[LR - force success] [wis save DC 14]

4 = 1[d20]+3

14 = 3[d10]+4[d10]+1[d10]+2[d10]+4[d10]

Again, it feels like someone stabbed my eyes, but I can close them and still feel the magic. My focus is on the Lady Aasimar. Is she attempting to subvert the spell?

Yes.

Does she successfully do it?

Yes.

I'll not interfere. What has she changed about the Geas? (arcana/concentration DC 15)

22 = 18[d20]+4

21 = 15[d20]+6

Release / A burden.

She's...not bound to Rillia's commands? At all? Screw that! If I couldn't get away with it, neither can she. [LR - force failure]

Disrupt / Investment.

The Lady glows intensely bright. I'm expecting another fireball or blinding magic or something. I Counterspell.

22 = 18[d20]+4

Whatever she was doing was a lot more potent than that - a /lot/ more potent than anything I can normally pull off. Something on the level of my aunt, perhaps. I do my best to power through it with spite and, surprising myself, succeed. Kinda not sure I should have done that, right now. There's a great pulse of magic, enough that everyone in the grotto notices. The Lady's light flashes and dissipates and she stops struggling. Her natural glow is gone. A crack echoes through the grotto. I'll stop toying with this ritual and figure out what happened. [investigation DC 15]

21 = 14[d20]+7

[religion DC 15]

17 = 16[d20]+1

I pull from the hoard an emblem of the Visionary the Lady was carrying. I recognize the symbol from their temple in the city. It's very roughly split in two. The Lady's not struggling at all anymore, magically or otherwise. [dex/con save DC 14]

14 = 14[d20]

16 = 10[d20]+6

The pieces of the emblem explode in my hands. My gauntlets somehow catch fire and I toss them into the water before they can burn me. They're still on fire in the water. The Lady Aasimar is faring no better. What used to be brightness around her is now the opposite. Instead of glowing in the twilight, she blends with it.

Triumph / Leadership.

A couple more hours and Rillia shakes off the graveness. He jumps up and down splashing water everywhere. "Another one! I have another one!" He turns to me. "What do I call her?"
Good question. I don't know her standing. I assume she's knighted or sainted or something. She probably isn't true nobility, but I can't be sure either. I'd go with her name for now. But, if you feel so inclined, grant her whatever titles you wish. This /is/ your demesne after all.

No, but...

He says he'll think about it. He then kicks everyone but the captured goblins out of the grotto. I suppose it's time to call it a night.

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

The next morning I talk to the newly turned goblins. Do they happen to know of any crumbling ruins in the forest?

Yes.

Any chance one of them has seen a jeweled dagger within the ruin?

Yes, but...

Zombie.

The goblins make worried faces. There is a lot of treasure still in there, they assume, but it's filled with dead things. They've tried a couple raids, but the ones that returned were a shaking, gibbering mess. If there are dead things in there, maybe the Lady Aasimar is willing to help.

No. +Event: Oppress / Travel

She glares at me and doesn't respond.
Why the hostility?
How can you ask that?
You sound like I've done you some personal injustice.
You have.
Care to elaborate?

No.

With that, she walks off.
I step back in front of her. In my defense, I wasn't anticipating her god - um, ancestor? - to forsake her.
What?
I assumed that's what the exploding icon represented.
WHAT!? She runs off in the direction of Rillia's grotto.

I'll hop on Rook and pick up one of the goblins to lead us to this ruin. It's quite far, a couple hours out. The trees thin out and thicken again. We have to ford one of the tributaries to the main river. There's no more mist and animals become more common the further we go. The goblin leads us to a small step pyramid encased in dense jungle. It looks like it has two floors, but the goblin implied more underground. There's an opening at the top floor.

I ask the goblin if he plans to stick around.

No, but...

He gives me easy directions to the river. I should be able to find my way back after I'm done.

Does it look like Rook can follow me into the structure?

No.

Would he prefer to stay in the forest then?

No.

Fine. I'll poof him away. Better than ending up underground with 50lbs of horse gear at my feet and no way to carry it around. I climb the vine- and moss-covered steps to the entrance. The topmost floor looks maybe 200ft across a side and roughly square. The stone structure looks perfectly solid. A quick Detect Magic reveals nothing. I summon an Unseen Servant to carry my bag. Stepping through the entrance brings me to a spiraling corridor. A few turns and it gets dark. Really dark.
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#18
[survival DC 15]

11 = 11[d20]

Something about the layout of this corridor doesn't seem right, but I can't put my finger on it. On top of that, this is possibly the darkest space I've ever been in. I creep through the darkness keeping a watch for any of the creepy crawlies the goblins mentioned. [dexterity save DC 15]

14 = 14[d20]

8 = 4[d6]+4[d6]

The floor underneath me gives way and I land in a pile of rubble. I can just about make out the corridor above me. I'm not sure if where I'm standing is a supposed to be a long room or a wide hallway. Either way, it's featureless spare the remains of my tumble. It's also quiet and my footsteps don't echo like I expect them to. I need to summon another servant and do so with haste. I feel very uneasy down here. I can see an archway on the one end of the "room" that hasn't faded into darkness beyond my perception. I approach and the opening resolves into a portcullis. Is there any way to open it from this side?

No, and... +Event: Usurp / Death

2 = 2[d6]

There's no obvious way to open it from here, so I assume that beyond is further inside the ruin. I Misty Step through. The room/hallway narrows to a more reasonable hallway/hallway just beyond the gate. When I reappear, a handful of goblin bodies resolve into my field of view.

25 = 19[d20]+6

51 = 17[d20]+7[d20]+3[d20]+8[d20]+3[d20]+3[d20]+8[d20]+2[d20]

105 = 20[d20]+13[d20]+12[d20]+20[d20]+8[d20]+16[d20]+13[d20]+3[d20]

14 = 2[d6]+4[d6]+2[d6]+2[d6]+4

7 = 4[d4]+3[d4]

11 = 5[d20]+6

When I approach them, the darkness rushes towards me. I feel claws trying to grasp me through my armor. I suddenly feel extremely tired, my armor and sword nearly too heavy to lift. Whatever it was retreats into the darkness as quickly as it came. I need light and I need it now. [Quickened] Moonbeam, right in front of me. I scour the hallway from the gate to the goblins.

16 = 10[d10]+6[d10]

17 = 11[d20]+6

22 = 16[d20]+6

14 = 8[d20]+6

The light burns me slightly as it passes over, but I can live with it. As the wall of silver moves down the hallway, it reveals black silhouettes - most are humanoid, but some resemble goblins. As the light touches each silhouette, they raise their arms as if to protect themselves before appearing to be shredded by the beam. The ones closer to the goblins appear to turn and run, but not one silhouette makes it out of the beam. The beam covers the entire space of the hallway, so I can at least use it as a defensive measure for the time I have it. I move it as far down the hallway as I can, and it reveals and destroys another two silhouettes. I leave it where it is before picking at the goblin copses. [medicine DC 15]

20 = 20[d20]

They are uninjured. The bodies haven't decayed at all. If they weren't freezing to the touch, I would have thought them asleep. Maybe that's exactly what happened. The darkness clawed at them, they got tired, fell over, and never got back up. Not much time to dwell on this now. I move the beam ahead of me as I walk down the hallway. After a minute, the beam fades. No more silhouettes since the goblins, just a straight hallway. No turns. No doors. Nothing on the walls. The only evidence that I haven't been standing still is this one pile of rubble that used to be part of a wall. The second layer of stone behind, however, still holds firm.

It's only been a minute, but I'm already breathing heavily. I really wish my servant could have teleported past that gate with me. I'm in no mood to carry my things. I'm in no mood to wear my damn armor either. It feels like it's doubled in weight. I hesitate to sit down here, but I don't much have a choice. It's not like I know the way up or anything. [short rest, religion DC 15]

7 = 6[d20]+1

7 = 4[d8]+3

6 = 3[d8]+3

5 = 2[d8]+3

I spend the time racking my brain for any information on the silhouettes. I can assume they're some type of necromancy, but that's all I know. Does the hour pass peacefully?

Yes.

I'm thankful for that and I feel much better now. Another servant and onward we go. Less than 100ft from where I stopped, the ceiling has collapsed into the hallway, and the floor has collapsed into the next level down. I skid down the rubble pile into another hallway, identical to the one above. Still quiet. Still effectively featureless. I walk this hallway for a minute or two. There are no turns, no branches, no doors, no markers on the walls. [survival DC 15]

17 = 17[d20]

I'm pretty sure I'm supposed to be somewhere on the edge of the pyramid. Assuming this hallway runs along the perimeter and I was at a corner of the building I should be reaching the next corner now. Do I?

No.

Wait! Of course! I'm underground already. This place must be getting to me. The hallway eventually ends at a large-ish room. There's a branch to my left, but I'll investigate the room first. Half of the room to my right has caved in. Otherwise it is featureless and empty. I poke about the room briefly; I was expecting a tomb and therefore some sarcophagi or something. As I approach the left side of the room sections of what I thought were walls become doors. Obvious stone doors, too - they're just hard to distinguish in this darkness. I'm about to try one when I hear footsteps coming from the hallway behind me. Let's see if I can't pull a silhouette and disappear into the darkness.

2 = 2[d20]

13 = 13[d20]

[religion DC 15]

2 = 1[d20]+1

Two hunched humanoids shuffle lazily into view. These must be the zombies. The pale white of their skin against the black background looks pretty, like a monochrome sketch...I think before realizing I look the same to any creature that can see in this darkness. The zombies confirm this as the straighten up an look directly at me. One of them gives me a toothy grin.
[initiative; me, others]

33 = 6[d20]+4[d20]+3[d20]+15[d20]+5[d20]

Two zombies I hadn't seen dash out from the hallway and around their companions. They're fast for death things, but not fast enough.

21 = 15[d20]+6

4 = 1[d8]+3

24 = 18[d20]+6

6 = 3[d8]+3

I make two glancing blows against one of the zombies and the other two join their friends in an effort to surround me.

53 = 11[d20]+6[d20]+20[d20]+16[d20]

6 = 3[d4]+1[d4]+2

9 = 3[d20]+6

[LR - force success]

Now that they're all next to me, I push through them with a gust of wind, turn around, and Thunderwave.

13 = 8[d8]+5[d8]

50 = 15[d20]+11[d20]+18[d20]+6[d20]

One of them endures the wind. The one I wounded hits the nearby wall head-first. The three remaining zombies come at me again.

37 = 17[d20]+5[d20]+15[d20]

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

10 = 4[d20]+6

Two of the zombies are breathing heavily. I strike at them with sword and shield.

9 = 3[d20]+6

19 = 13[d20]+6

8 = 5[d8]+3

19 = 8[d20]+5[d20]+6[d20]

14 = 8[d20]+6

10 = 7[d8]+3

12 = 6[d20]+6

8 = 5[d8]+3

One zombie left. That toothy grin has changed to a toothy frown. It backs off just a little when two more zombies run into the room looking about. The one in front of me sees its friends and lunges for me again.

10 = 6[d20]+4

Easily deflected, but all three are on me again.

10 = 4[d20]+6

26 = 20[d20]+6

13 = 7[d8]+3[d8]+3

36 = 18[d20]+4[d20]+14[d20]

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

7 = 1[d20]+6

[LR - force success]

I impale the grinner on my sword and focus on the last two. Bad call, as the zombie doesn't really care about the hole in its torso. It nearly takes a bite out of my shoulder. I take off its head to make sure it stays down this time.

14 = 8[d20]+6

10 = 7[d8]+3

26 = 20[d20]+6

[thunderbolt strike]

34 = 3[d8]+5[d8]+3+6[d8]+5[d8]+5[d8]+7[d8]

Another zombie is cut in two with an electrified blade. [Quickened Booming Blade] I strike at the last one before it can run off.

25 = 19[d20]+6

12 = 4[d8]+3+5[d8]

[Does it try to run?]

No.

24 = 20[d20]+4

8 = 3[d4]+3[d4]+2

20 = 14[d20]+6

The last zombie is not at all dissuaded by its five dead comrades and comes at me with renewed vigor.

10 = 4[d20]+6

14 = 8[d20]+6

10 = 7[d8]+3

It doesn't last very long on its own. [insight DC 15]

22 = 19[d20]+3

Clawed hands, fanged jaws, (relatively) intact bodies, grinning...I don't think these were zombies. At least, not the normal kind. Regardless, they're dead now. (Re-dead now.) Can they come back to life? (Un-life? Un-death?) I make sure to sever their hands and heads from the rest of their bodies. At least now, if they do, they'll hopefully be less of a threat. Also, I should check that side passage now. I believe that is where these creatures all came from.

The passage is short and, after a zig and a zag, leads to another stone door. It's locked. This is /not/ where the zombies came from. That's worrying. But I'm at this door now and I won't be denied. [strength DC 10]

22 = 19[d20]+3

The room beyond is maybe a quarter the size of the previous. Here are the sarcophagi I was expecting. I give them a thorough search, especially for any jeweled daggers. Do I find anything?

Yes, but...

Some metal coins, a trinket or two, daggers, but probably not the one I'm looking for. Minor knickknacks people wanted to be buried with. [Religion DC 15]

3 = 2[d20]+1

Nothing of interest for me here. I go back to the other room and try the first door I can get to. It is stuck. I'll try to second door. It is also stuck. The third? Argh! [Thaumaturgy] "I command you to open!" [arcana DC 15]

14 = 10[d20]+4

[dexterity save DC 12]

17 = 17[d20]

The stone door rattles and lurches, but doesn't open. The ceiling, however, does. I dive out of the way as the corner of the room collapses into rubble. The third and second doors are now buried under stone. There's no hole in the ceiling for me to climb through, either. I glare at the first door as menacingly as I can [Thaumaturgy]. [arcana DC 10]

15 = 11[d20]+4

It makes the right choice and swings open. The room beyond is large enough that I can't see the far wall. I can see the middle of the room, though, and it's a very familiar sight. Three rows of stone seats with an aisle through the middle face a stone pulpit, behind which stands a pillar reaching from the ceiling to the floor. If I could see color, I'd bet money that the pillar was black and had spiraling etchings. You know, I should have been expecting this.

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
treasure rolls

6 = 3[d6]+3[d6]

5 = 2[d6]+3[d6]

22 = 1[d6]+3[d6]+6[d6]+2[d6]+4[d6]+6[d6]

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

51 = 51[d100]

9 = 1[d6]+2[d6]+6[d6]

1 = 1[d4]

63 = 63[d100]

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

I approach the alter and see a pile of coins and a couple gemstones. I'm going to assume the gems are the same black-onyx-with-etchings given their cut. I can't tell the coins apart here, so I'll just take everything.

From the center of the room, I can see a large archway on the other side as well as a smaller door to the right. I head to the archway and it turns out to be another portcullis. No obvious way to open it either. I look through the gaps. Any sign of danger beyond the gateway?

Yes, and...

3 = 3[d6]

As I attempt to look, two zombies rush out of the darkness at me. [initiative]

35 = 11[d20]+15[d20]+9[d20]

16 = 16[d20]

The zombies grab at me through the portcullis's bars. One nearly claws my eye out before I can back away.

4 = 3[d20]+1

2 = 1[d20]+1

22 = 15[d20]+7

12 = 5[d20]+7

12 = 6[d10]+6[d10]

They shake the bars in an attempt to break or open it. I Eldritch Blast one in the head and they both decide to retreat. They disappear down the hallway. Let's try the small door, then. Again, it's stuck. Curse whoever made these doors! I try to force it. [strength DC 15]

20 = 17[d20]+3

The passage beyond is not immediately hostile. The short hallway comes to a T-junction. The left side is caved in. The right side leads to a door, again stuck. [strength DC 15]

4 = 1[d20]+3

I give the door a couple shoves, try a Thaumaturgy on it, but it holds fast.

24 = 19[d20]+5

17 = 8[d10]+9[d10]

I hear some odd rattling noises when I stop to think, but that's all I get before the door shatters and collapses on me. Standing up from the wreckage, I see, shouldering its way through the once-doorframe, a large skeleton. A very large skeleton with a very large stone column in its hands. [initiative; me, skelly]

17 = 11[d20]+6[d20]

I'm going to back away and shoot it.

22 = 15[d20]+7

22 = 15[d20]+7

11 = 8[d10]+3[d10]

17 = 11[d20]+6

The skeleton charges at me, using the column like a spear. I step aside and whack it with my sword.

22 = 16[d20]+6

19 = 13[d20]+6

11 = 1[d8]+4[d8]+6

9 = 3[d20]+6

The big thing is thankfully clumsy and doesn't have much room to move in this hallway.

9 = 3[d20]+6

17 = 11[d20]+6

11 = 8[d8]+3

14 = 8[d20]+6

24 = 18[d20]+6

7 = 1[d20]+6

11 = 8[d8]+3

12 = 6[d20]+6

15 = 9[d20]+6

8 = 2[d20]+6

11 = 8[d8]+3

11 = 5[d20]+6

26 = 20[d20]+6

20 = 7[d8]+7[d8]+6

I duck under and step around all of its swings. The stone column in its hands gradually breaks against the walls, floor, and ceiling. Meanwhile, I break a rib here, a collarbone there. I eventually manage to stick my blade into its eye socket and flick its skull away. This does the trick; the giant skeleton collapses. The space around us is filled with rubble now. The hallway might even be close to collapsing, so I book it through the door my skeletal friend opened for me.

I come out in the corner of a room. I can't see the end to my right, but I can see the wall on my left. There's a door right next to me. I try it. It's stuck. I look around the room. It's not that big, but it is completely empty. Featureless, too. No idea what the giant skeleton was doing in here, or even where it got the stone column. Maybe opening this door wasn't that hard for it. I try the door once more. [strength DC 10]

19 = 16[d20]+3

11 = 9[d20]+2

This room is smaller than the last. There are raised stone platforms in a regular patterns around the walls. I hesitate to call them tables, and if they're beds, whoever built them had no sense of comfort.

20 = 5[d20]+15[d20]

20 = 4[d20]+16[d20]

I hear scratching just in time to turn around and raise my shield. Two zombies are biting at me. [initiative]

26 = 4[d20]+15[d20]+7[d20]

10 = 4[d20]+6[d20]

18 = 12[d20]+6

10 = 7[d8]+3

7 = 1[d20]+6

I make quick work of one. Does the other retreat?

No, and...

There's an archway behind the zombie and a much sterner looking one steps through. It's wearing some kind of armor with two nice-looking swords hanging from its belt. This one doesn't seem to want to get involved.

21 = 17[d20]+4

9 = 3[d4]+4[d4]+2

24 = 18[d20]+6

22 = 16[d20]+6

5 = 2[d8]+3

16 = 10[d20]+6

8 = 5[d8]+3

20 = 16[d20]+4

23 = 17[d20]+6

4 = 1[d8]+3

10 = 4[d20]+6

23 = 19[d20]+4

7 = 3[d4]+2[d4]+2

15 = 9[d20]+6

24 = 18[d20]+6

7 = 4[d8]+3

The zombie in front of me is feral in comparison to the one in the archway. I eventually put it down, not without suffering a cut. The wound feels oddly numb and I can feel my body rapidly getting sluggish. The zombie continues to stare as many, many skeletons file into the room aiming bows at me. I decide to heal up [Lay on Hands]. I ask the zombie if he knows of a jeweled ceremonial dagger. I'm willing to pay or work for it.

No.

He says nothing and makes no gesture, but the skeletons all release their arrows at once.

102 = 15[d20]+1[d20]+18[d20]+18[d20]+9[d20]+17[d20]+1[d20]+4[d20]+2[d20]+7[d20]+2[d20]+8[d20]

I think now is a good time to Shield. The arrows clatter harmlessly against my magic. How many skeletons do I think I can hit with one Thunderwave?

2 = 2[d12]

How about a Wind Wall. I can easily make a semicircle 15ft in front of and around me.

7 = 7[d12]

10 = 10[d12]

I could get all but the two skeletons behind me. And if I were to include the zombie?

9 = 9[d10]

I sheathe my sword for my crystal and draw an arc in front of me. Two skeletons behind me and the one between me and the zombie are unaffected.

14 = 7[d8]+1[d8]+6[d8]

5 = 3[d20]+2

The rest are ripped apart by the gale. Does the zombie flee?

No.

It comes at me, a sword held in both hands.

11 = 6[d20]+5[d20]

19 = 9[d20]+3[d20]+7[d20]

I fend it off with my shield long enough to draw my sword again and return the favor.

29 = 18[d20]+11[d20]

17 = 4[d8]+7[d8]+6

The zombie looks concerned when I cut him across the stomach. He backs off and leaps through the wind wall and out the archway. The skeletons trade their bows for swords and try to pin me down.

28 = 6[d20]+14[d20]+8[d20]

15 = 4[d20]+4[d20]+7[d20]

I ignore them entirely and chase after the zombie, dropping the Wind Wall as I do so. The zombie turns right past the archway and runs down the long, straight hallway. I keep on his tail and Eldritch Blast.

16 = 15[d20]+1[d20]

10 = 10[d10]

One shot makes him stumble. I Quicken another one.

6 = 1[d20]+5[d20]

No good, he weaves away. Another volley [2nd lvl > 2 sp].

35 = 19[d20]+16[d20]

13 = 9[d10]+4[d10]

I shoot him down right before he turns a corner. I run up and decapitate him. I head back to the room with the raised platforms. Bones are everywhere. The three skeletons I left alive appear to have collapsed as I killed the zombie. I go back to the hallway and inspect the zombie's corpse. Or whatever I should call it. He was wearing gnarly-looking leather armor. The two longswords he was carrying are very different in style to mine and each other. One is broad with a single serrated edge. The other is an exaggerated flamberge. I like these; they're interesting. I'll take them with me. But I am getting laden down now.

Back to the room with the platforms. It had two doors, the archway, and the one I came through. A brief inspection shows that all of the doors lead to the same hallway, though. Not sure what the design point of that was. I decide to follow that hallway to the left. It curves, but doesn't branch. After several minutes, I reach the portcullis to the obelisk. Ah, so the zombies that ambushed me would have been the ones that attacked here. I return to inspect the right hallway. Around the corner that the armored zombie nearly turned is a staircase leading deeper underground. I return to the room with the platforms, find a comfy seat and rest for a bit.

21 = 7[d8]+8[d8]+6

1 = 1[d6]

I think I'll use a Floating Disk to carry the coins and swords, actually. I descend the staircase. The next floor is the same as the other. Maybe darker and quieter, if that's even possible. It's still enough that I can hear my own breathing, but the sound feels muffled and very far away. The hallway from the stairs is short though. Stairs leading even further down are within view. As is the withered and mangled corpse of some unfortunate humanoid. I strain my eyes to see black silhouettes amid the darkness. [perception DC 16]

8 = 8[d20]

I'm jumping at shadows and this entire ruin is shadows. I'm not willing to take a chance. I Moonbeam this hallway like I did the last. No silhouettes, but I did discover a door to my right. I hear distant rattling and stomping, which I initially think is from beyond the door. To my surprise another large skeleton runs up the stairs, alerted by my Moonbeam.

[initiative]

29 = 14[d20]+15[d20]

14 = 4[d10]+10[d10]

6 = 4[d20]+2

It runs straight through the beam wielding an over-sized - professionally forged - warhammer.

16 = 10[d20]+6

I duck under its swing and move the beam onto the creature.

9 = 2[d10]+7[d10]

6 = 4[d20]+2

9 = 2[d10]+7[d10]

3 = 1[d20]+2

26 = 20[d20]+6

19 = 6[d12]+9[d12]+4

I raise my shield to block a blow, but the momentum of the swing slams me into the wall. The giant doesn't have the mind to leave my beam, which leaves me free to strike back.

11 = 6[d20]+5[d20]

6 = 3[d8]+3

10 = 9[d10]+1[d10]

10 = 8[d20]+2

7 = 1[d20]+6

Another wild swing - which I duck instead of blocking - gives me an opening for another attack.

13 = 7[d20]+6[d20]

13 = 6[d8]+1[d8]+6

11 = 4[d10]+7[d10]

6 = 4[d20]+2

The skeleton cracks and falls apart under my beam. Good thing, too, as the spell just about runs out. It takes some effort, but I lift the large hammer onto my disk. If I find any more stuff, that'll probably be the first to go, but it looks intriguing and I /can/ carry it for now. I think I'll check this door before moving down.

It's a very large room. I can't see any of the other walls. I cautiously walk in. As I approach the center, I notice a large hole in the ground. It doesn't look like a cave-in. Six raised platforms surround the hole. I approach with increased caution. Looking over into the hole, I see nothing. It's just a pit of black. I take a coin off my pile and toss it in. I wait for a full minute and hear nothing. [athletics vs athletics]

9 = 4[d20]+5

16 = 13[d20]+3

[LR - force success]

I steady myself in alarm as I feel something try to push me. Turning around, I see three more zombies. One picking at my disk, another right next to me, and a third a little off to the side. [initiative; me, zombies]

14 = 2[d20]+2[d20]+10[d20]

23 = 3[d20]+20[d20]

19 = 17[d20]+2[d20]

[LR - force success]

Both distant zombies tackle me towards the hole. I skid closer to it, but hold my ground.

30 = 15[d20]+15[d20]

17 = 9[d20]+8[d20]

I use their momentum to swing them around and toss both in. I think I heard them scream. I turn to face the last zombie and draw my sword. it comes at me with claws.

19 = 14[d20]+5

35 = 15[d20]+20[d20]

4 = 1[d8]+3

[Thunderbolt Strike]

35 = 7[d8]+1[d8]+3+5[d8]+5[d8]+8[d8]+6[d8]

I parry it off and bring an electrified sword around cutting it in half. I kick the remains into the hole and back away from this menace. [wisdom save DC 13]

14 = 11[d20]+3

I feel a pulse of...something from the hole. I decide to back further away. Giving that hole a wide berth, I look around the room for the other walls. I find them and a handful of doors unmolested. One door opens smoothly, which by now is concerning on its own. I follow it nonetheless. It's a straight corridor that widens slightly before opening into another room, large, but not that large. As I step in, two things come into view: a column stretching from floor to ceiling and a sphere floating next to it. [arcana DC 15]

16 = 12[d20]+4

The sphere slowly spins around to reveal a twisted face with a single large eye beneath an even larger mouth. Tentacles hang off the monster like hair.
...Beholder...

[initiative]

21 = 2[d20]+19[d20]

1 = 1[d4]

22 = 16[d20]+6

A stream of yellow light hits the wall next to me. I turn and run back down the hallway.
It's dead. It's very clearly dead. Hopefully, that means its stupid. Hopefully, that means it's slow. I head back to the large room with the pit, run around to the other side of the pit and try to hide behind one of the platforms.

3 = 3[d20]

20 = 20[d20]

A very tense 5 minutes pass before the monster floats out of the darkness on the far side of the room. It pauses, then turns towards me and starts moving. Blink!

2 = 2[d20]

3 = 3[d4]

17 = 11[d20]+6

38 = 1[d8]+6[d8]+5[d8]+8[d8]+1[d8]+3[d8]+6[d8]+8[d8]

Another stream, green and on target. I scream in pain. Or I try to. I can't hear my voice. [Misty Escape] I teleport to the wall opposite the monster. I try to hide again.

17 = 9[d20]+8[d20]

7 = 7[d20]

No Beholder yet. I run out the door into the hallway.

18 = 18[d20]

/Finally/ I jump to the ethereal. Too little, too late, now. I run up the stairs to my left, and back into the room I found between the giant skeleton and the zombie warlord. Anything get in my way?

No.

There are only two doors to this room, both in the same corner. I spend an hour strategically setting up Alarms in that corner, at the center of the room, and withing visible distance of the far corner. Interruptions?

Yes.

Force of nature.

The realization that I didn't bring any food with me. I'm hungry and thirsty, but I should be fortified here. It's only mid-afternoon, but I /need/ to trance and think of a way to deal with the beholder. Can I make it through the night?

No, and...

Things constantly move in and out of the Alarm zones in the opposite corner of the room. I'm not making it through the night on my own. I make another floating disk, pile my things on top of it and head back to the top. I can retrace my steps without issue. There were no branching paths. Enemies?

No.

I'm not being careful or subtle at this point, but it doesn't seem to matter. Nothing bothers me. I get to that portcullis on the second floor. Is there a switch on this side?

Yes, and...

Easy. Right there on the wall. I teleported right past it. In the room/hallway, I realize it's too high a rise for my disk. I pack the coins back into my backpack, stick the two swords on my belt, and try holding the hammer. Misty Step!

Once up top, I drop my load on a brand new disk. Exiting the pyramid, the various bits of metal jangling on me scare off a leopard sleeping at the entrance. It's the middle of the night. [2 sp + 1st lvl > 2nd lvl] Rook, I need you. No flash this time; he just walks out of the forest. I refresh my Floating Disk and hop on my horse. We walk down to the riverbank and follow it back to the hut. Can I remember to refresh the disk hourly? [arcana DC 15 (dis)]

7 = 3[d20]+4

5 = 1[d20]+4

I am exhausted and not paying attention. I loose half the coins on the riverbank. We make it back to the clan's "encampment" some time close to dawn. I wake the Ranger up and mooch some food from him before trancing.

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

It's midday before I'm ready to interact with the world. My pile of pilfered loot already has the clan talking. The coins I'll pass on to Rillia, "as but a taste of what is found in this temple." I fill in everyone who's willing to listen. And the Lady Aasimar. I won't let her sulk away from this, I don't care what she has against me. Rillia, /make/ her listen.

Yes.

A pile of shinies for our young master and he's all ears. Good because I request an official sanction to continue the plunder, by which I mean I need help. The goblins can back me up on this: that pyramid is /wrong/ and /dangerous/.

The Ranger asks why I even bothered going down there.

I'm looking for a jeweled dagger. It has something to do with these obelisks I keep running into. Rillia, you know the one. We saw it with the manticores. The elven treasure hunter from the city is organizing an excavation of that obelisk site. The Librarian, the one who knows about devils, is researching another underneath his home. Obelisk number three is in that pyramid and guarded by many many dead things. Considering the wide variety of strange and wonderful creatures I've seen near these structures, not to mention the piles and piles of coins and gems, I think it would be more than worth our time to claim them. [persuasion DC w/e]

20 = 13[d20]+7

I get approval from the bugbear and Rillia. The Ranger looks unsure. The humans and goblins are worried. The Manticore is trying very hard to not be noticed. The Lady Aasimar glares at me. If you would listen to my proposal...?

Yes.

Rillia, contact the City Elf and get him to send someone down here to collect and identify these weapons. The man owns a warehouse or some such in the city. He may be able to move cargo up and down the river. Give him a handful of coins - not a lot, you can still keep the pile - and ask him to figure out when and where they come from.

Yes, and...

Next, I think we need to bring the Librarian into the fold. He's already knee deep in this and would prove a valuable asset. Either way, we need him to true-name the devil before we turn it. The Lady Aasimar and I should be able to escort him to Brightwood.

Yes.

The Lady doesn't get a chance to protest. Rillia nods enthusiastically and the spell she's under makes it so. Then the Lady and I will set off for town once we're ready.
Reply
#19
It's nice to have a captive audience. Is the Lady willing to start a conversation with me?

No, but...

She seems resigned to my company, at least. I ask about the not-quite-zombies I saw in the pyramid. Does she know what they are?

No, but...

She may but my description is neither clear nor consistent. She asks about their smell, skin color, mucus viscosity, and whether or not they vocalized at all.
Not a clue. Any experience with beholders? I've only ever heard about them. And all horror stories, no tactics.
"You should have stood your ground and stabbed it in its big eye when it got close." [insight DC 15]

23 = 20[d20]+3

Ouch. I understand you're mad, but actively trying to get me killed? It would help if I knew what I did to earn your scorn.

Yes, but...

Right, right, enslaving you to the dragonling. But that can't be all. Look at me. I'm in the same position as you, but I'm not blaming anyone. [persuasion DC 20]

25 = 18[d20]+7

It takes a bit more cajoling, but I get it out of her by the time we reach the riverside town. The Lady resents me for /reuniting/ her with her god. She's a descendant of The Custodian and had a pretty sharp falling out with the same. She ran away and pledged herself to The Visionary in return for shelter against The Custodian. I broke that contract when I gave her to Rillia, the dragon's magic apparently making it impossible for her to keep her end of the deal. Or it might have been The Visionary being an uncompromising prick. The Custodian accepts compromise, but does not forgive. As punishment for running away, not only does The Custodian drag the Lady's soul back, but it also affirms Rillia's hold over her.

This is why no sensible fey associates with gods.

Not to be insulting, but does this soul-ownership-shuffle have any mundane consequences?
Yes. You have a god out for your blood. And mine. Probably everyone else in the clan, too.
And your color change...?
The Custodian's magic is icky. The Visionary's was clean. [insight DC 15]

22 = 19[d20]+3

The Lady seems to be staying away from her reflection, avoiding the river, window panes, and so on. Anything interesting happening in town today?

No.

A quiet day. I need to buy some travel food. I should also buy a scroll case before my map gets damaged. While we're here, I'll spend my last few coins to buy a decent meal for both of us. The Lady has her own shopping to do. When we're done, I lead her to the Librarian and his little village. Anything interesting on the way?

Yes.

Ambush / Illness.

Juvenile gambler.

We meet a traveler cooking lunch for himself. The Lady is content to ignore him, but I want to stop and talk. What's he doing out here?

Harm / Failure.

[passive insight vs deception]

20 = 16[d20]+4

He's out here hunting boar, but hasn't had much luck finding any yet. He offers to share what food he has in exchange for company.

No.

The Lady just wants to get going. I'm inclined to agree; we've just had lunch.
The hunter offers a game of cards instead. "Meals need company, one way or another."
The Lady Aasimar is immediately interested at the mention of cards. If she'll sit to play, so will I.

The hunter makes a big show of shuffling the cards, that is, until he makes a mistake and the entire deck scatters into the air. The cloud of cards fills my vision for a brief but crucial moment.

38 = 18[d20]+20[d20]

37 = 18[d20]+19[d20]

43 = 3[d6]+6[d6]+6[d6]+4[d6]+4[d6]+5[d6]+5[d6]+2[d6]+4[d6]+1[d6]+3

22 = 4[d6]+1[d6]+5[d6]+1[d6]+1[d6]+5[d6]+5[d6]

15 = 9[d20]+6

9 = 3[d6]+3[d6]+3

34 = 6[d6]+5[d6]+4[d6]+1[d6]+6[d6]+6[d6]+6[d6]

11 = 9[d20]+2

A knife flies through the cards and I Misty Escape out of there. A blink later and I would have lost my eye at best. When I reappear, the Lady Aasimar is on her back, clutching her face and screaming. [initiative; me, Lady, assassin]

25 = 4[d20]+17[d20]+4[d20]

The Lady clumsily gets to her feet, one hand drawing a sword, the other still clutching her face. The hand on her face darkens and she removes it. Whatever injury used to be there is now gone, but her expression tells me whatever it was is /still/ extremely painful. She makes a token lunge at the hunter.

8 = 3[d20]+5

13 = 8[d20]+5

The hunter is on his feet, a small sword in one hand, and is running straight at me.

17 = 10[d20]+7

11 = 4[d20]+7

11 = 4[d20]+7

25 = 18[d20]+7

[Shield] His attack reminds me of Spiffy Hat. He digs his sword in between the strips of metal of my armor near my collarbone. The leather underneath holds. He shoves me back with a foot, dislodging his weapon, and lunges again. This time, I have the presence of mind to throw up a Shield.

I draw my sword in panic and swing at the hunter.

34 = 19[d20]+15[d20]

[Thunderbolt Strike - lvl 3, both of them]

22 = 2[d8]+3+7[d8]+7[d8]+1[d8]+2[d8]

26 = 1[d8]+3+3[d8]+8[d8]+3[d8]+8[d8]

[Quickened Booming Blade]

23 = 17[d20]+6

[Thunderbolt Strike - lvl 2]

27 = 5[d8]+3+4[d8]+7[d8]+1[d8]+7[d8]

I channel every bit of magic I can into those swings. Wind pushes my sword forward, fast enough to crack the air. Nevertheless, the hunter leans out of the way of the first. He parries the second, his sword flung from his hands in the process. He jumps over the third swing but lands in the wake of my strike unsteadily.

25 = 18[d20]+7

There's a brief flash of purple before everything in front of me erupts in fire. Through the flames, I can make out the Lady pointing a finger at me. The hunter is standing next to his cooking pot. He's unscathed by fire or wind. He takes something out of his pocket and drops it in. He stomps on the handle of the pot and its contents spill into the air. The fire erupts anew.

16 = 16[d20]

7 = 6[d20]+1

36 = 6[d6]+6[d6]+5[d6]+2[d6]+2[d6]+6[d6]+3[d6]+6[d6]

[Absorb Elements] I endure the heat and do what I can to alleviate it with magic. I hear the Lady scream again. The fire quickly turns to smoke and obscures my vision. I run out of the smoke cloud and am met with the hunter holding a knife to me.

20 = 14[d20]+6[d20]

[Thunderbolt Strike - lvl 2]

28 = 3[d8]+3+3[d8]+5[d8]+8[d8]+6[d6]

13 = 5[d20]+8[d20]

The first strike is mine, and I nearly land my mark, too. The hunter teleports backwards in a flash of purple. He tosses his knife at me.

24 = 17[d20]+7

[Shield] I'm not getting hit by whatever he did to the Lady. The knife bounces off my barrier and the hunter turns to run. Eldritch Blast - I want some answers!

25 = 8[d20]+17[d20]

18 = 9[d10]+9[d10]

[Quicken Eldritch Blast]

18 = 10[d20]+8[d20]

15 = 10[d10]+5[d10]

The hunter jumps over my first shot, but the second strikes him mid-air and he loses control of his trajectory, stumbling as he lands. Two more hits and he falls over. I rush over to him. [medicine DC 15]

19 = 19[d20]

I certainly wasn't holding back and it shows. Do I think I can fix him up, just a little?

No.

And I'm not wasting my magic on him. I run over to the Lady. She's unconscious and badly burned. [Lay on Hands] There's also some nasty, nasty poison in her system that I need to burn away. Her eyes flutter open and she coughs violently. I can trust her to take care of herself now. A quick scan of the area. Is there anyone around?

No, and...

Who in the infinite sky was this guy and how did a single mere human nearly kill the two of us? I search through his corpse and little campsite. Any suggestion of who he was?

54 = 54[d100]

18 = 1[d6]+1[d6]+4[d6]+4[d6]+6[d6]+2[d6]

Yes, but...

I find a sackful of coins - travel change, really - a couple of vials of murky liquid, and a cloth with some stains on them. Also a handful of throwing knives. No notes or identification and nothing of much use to me. How is the Lady faring?

No.

She's on her hands and knees, shaking and coughing. I do what I can to help [Lay on Hands - all of it]. Does she get better?

No.

It soothes her briefly, but then she goes right back to coughing. The vials - one must be the poison, the other the anti-venom. Can I tell which is which? [medicine DC 20]

2 = 2[d20]

I spend some time trying to Identify them, but they're non-magical. I'll sip a little from one of the vials then. Does it hurt and how badly?

Yes, but...

8 = 2[d20]+6

[LR - force success]

15 = 4[d6]+2[d6]+3[d6]+1[d6]+1[d6]+2[d6]+2[d6]

Argh! It feels like someone bit my tongue off. And my throat. And stomach. Alright, sip the other one. Any better?

No.

9 = 3[d20]+6

[LR - force success]

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

...He wasn't carrying an antidote, just backup poison.

[short rest]

39 = 4[d8]+6[d8]+5[d8]+8[d8]+1[d8]+15

The Lady and I sit there hacking our lungs up for I don't know how long. I wait for her to empty her stomach one last time before the two of us are in any state to get moving. I want to bring the body along. Maybe someone in the village can find clues I couldn't. May the Lady Aasimar can, actually. She never got a good look at our attacker.

No, and...

[passive insight vs deception]

21 = 19[d20]+2

She doesn't have anything to add and would rather not have to carry the body around while sick.
Not a problem. I call for Rook and a Floating Disk. We can place the corpse on the disk. Rook can carry us as long as we dump our packs on the disk.

It's sunset by the time we ride into town. It's been a while since my last visit. Anything new?

No, and... +Event: Ruin / Messages

Oh, right. The obelisk here is gone. It seems the villagers have covered up or filled in the etchings in the central plaza. A sapling is planted there. The whole settlement seems a lot less ominous now. Aside from the atmosphere, no real changes. I find the Librarian in his hut, quite contentedly looking over some book. I was going to introduce him to the Lady Aasimar, but the mutual looks of surprise, worry, and anger tell me they already know each other. The Lady starts hinting that the Librarian is part of a dangerous organization. "I know. Where do you think my devil problems came from?"

I tell the Librarian of my run-ins with the other obelisks. I describe the forest pyramid in detail. I assume that was the proper ruin and, no, I haven't found any daggers yet. I give him the three other gemstones I collected.

30 = 8[d10]+7[d10]+5[d10]+5[d10]+5[d10]

A spasm and pain in my arm as I hand them off. The Librarian looks concerned when I flinch from the pain, but I blame it on the lingering poison in my system. We should talk to the apothecary about that.
He thanks me for my help and persistence but this project is rapidly growing out of his scope.
That's actually why we're here. Our employer wants you to join, officially. [deception vs insight]

28 = 18[d20]+10

17 = 16[d20]+1

"Riches are absolutely involved, if that's a concern." [persuasion vs insight]

14 = 7[d20]+7

7 = 6[d20]+1

The offer is tempting but he'll need to think on it. This settlement is his home and family.
How about this, then: we're just about ready to banish the devil for good. The thing is, we need its true name, and I don't know how to say it. Come with us into town tomorrow morning; rid the world of this devil once and for all. And while you're there, have a look around. Talk to the boss. See if you'd be happy joining.
[persuasion DC 15]

11 = 4[d20]+7

The Librarian really doesn't want anything more to do with the fiend. He points to the Lady. "She can say its name."
The Lady shrugs. Maybe. What's it called?
The Librarian says to read it off the stone. I fish said stone out of my bag, much to the Lady's alarm.
She nods her head and frowns. Shoddy binding work. The stone's liable to crack. But the name is at least legible.

We leave the Librarian to his business, offer still open. The horse and corpse outside the hut have drawn a small crowd by now. Does anyone recognize this dead man?

No, and...

Then we go to the apothecary. The Lady and I describe the effects of the poison and give the man the vials we found. Can he identify it? Any long term effects? Any clues to the identity of our attacker?

No.

It's no common herb, at the very least. He suggests taking it over to the City. Someone there might have a better idea.
I suspect the stained cloth and daggers to be equally fruitless, but have a look anyway.

Yes.

Actually, that cloth is a common absorbent, useful for cleaning up really aggressive liquids. Used to clean the knives, maybe?
I thank the apothecary for his help. Does the village have any customs for burying its dead folk? I have an otherwise useless corpse on my hands.

Yes.

Attract / Danger.

The Librarian handles the dead. There haven't been too many since the /first/ devil fiasco, though. I tell Rook and the Lady to hand the corpse over to the Librarian. "And don't make a fuss over whatever he intends to do." Meanwhile, I'll go to the blacksmith. Maybe she can identify the daggers?

No.

They're very common make, nothing special or distinguishing about them. Throwing knives might come in handy for the hunters, though. She's willing to buy them off me. She still has the coins I dumped on her and needs a way to get rid of them. (12gp)

Rook, the Lady, and I convene at my once-hut, as maintained by Bootlicker. The Librarian told him of my return and he's cooked us some dinner. I let the Lady have the bedroll. I can rest outside. I'll probably be active for most of the night, anyway.

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

Level up! 15,750XP in total

HP increase:

12 = 3[d8]+3[d8]+6

I think I'm well out of the one-bad-roll phase. I'm dropping LR to 3/day and keeping it there.

Features:
-Aura of Protection [Paladin 6]
-Heart of the Storm [Storm Sorcerer 6]
-Storm Guide [Storm Sorcerer 6]

Spells:
Again I'm changing how this is done. Treating my paladin levels as 1/2 sorcerer levels, no cantrips. Round up for spell slots, round down for spells known (standard for paladin).

For example, I now have the equivalent spell slots and spells known as Sorcerer 6 + Sorcerer 3.
7+4=11 spells known.
4+4=8 1st level slots.
2+3=5 2nd level slots.
0+3=3 3rd level slots.

Dropping: Absorb Elements, Detect Magic, Suggestion, Blink, Counterspell
Known: Feather Fall, Fog Cloud, Shield, Thunderwave, Find Steed, Misty Step, Moonbeam, Call Lightning, Fly, Sleet Storm, Wind Wall

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

I spend the night studying my fey crossing map. How many crossings other than Brightwood are shown?

7 = 7[d10]

And the nearest is...

Abandoned auction house.

Castle District of the City, I think. I'm about to write it off, but I may as well give the City a thorough search. That's all I can figure out before dawn.

Time to pester the Librarian. What's his answer? Will he join us?

No.

Unfortunate. I ask the Lady if she intends to stop me.

Yes.

Geas or no, she won't allow kidnapping.
But what if he's willing? [Hypnotic Gaze]

14 = 13[d20]+1

I lock eyes with the Librarian and ask if he wants to reconsider.

Yes.

And now it's not kidnapping.
The Lady draws one sword and points it at me. It's still kidnapping.
How would /you/ go about it, then?
I wouldn't. He doesn't want to come. We don't need him.
Our order was to bring him back.
/You/ requested to bring him back. I was told to follow you.
Does this have to come to blows? I've beaten you once already. [intimidation vs insight]

21 = 17[d20]+4

10 = 5[d20]+5

She redirects her sword to the Librarian. I'll kill him instead.
Fine. Have it your way. I let go of the Librarian.
He shakes himself to clarity and backs away from the two of us as quickly as he can. He fumbles through his coat and brandishes a small knife at us.
I tell him to calm down. Powers beyond his comprehension want him to join us. We're at odds over 'how badly' said powers want you.
Cut the bullshit. A green dragon has control over the both of us.
Spoilsport.
He wants to give you over to it.
If it's not obvious, she's using the term 'control' very loosely. Rillia has about as much control over us as a fisherman has over the tides.
The Librarian finally speaks up, demanding that we leave. He doesn't want to have anything more to do with this business.

Would you rather we come back, devil, manticore, bugbear, and dragon in hand? [intimidation vs insight]

11 = 7[d20]+4

2 = 1[d20]+1

I promise you will able to live your 'normal' life afterwards. There's this elven treasure hunter in the City who's basically doing exactly what he normally does, but under the dragon's control. [persuasion vs insight]

10 = 3[d20]+7

18 = 17[d20]+1

[LR - force success]

The Lady Aasimar tries to interrupt, but what I think is the Geas stops her. Meanwhile, I tell Rook to swing around behind the Librarian and sit down. What is the Librarian's answer?

Yes.

He throws his knife down in frustration and agrees to come along. Does the Lady have objections?

No.

She grinds her teeth, but does nothing. "Then get on the horse, my friend." We're going to Brightwood. Anything happen on the road to town?

Yes, but...

Passion / Intrigues.

The Lady decides to switch her aggression from passive to active. We spend half a day arguing about my apparent willingness to help Rillia. I admit my actions have nothing to do with the dragon, but I'm also not the one brandishing my sword mid conversation. I'd rather make friends, but some people just don't want to.

When we get to town, I leave the others for some mundane business. I buy some saddlebags for Rook and look for the Ferryman. Can I find him?

Yes.

I ask if he's willing to take the three - and horse - of us to Brightwood. The Librarian is here, if he wants to catch up.

Yes.

The horse is going to have to stay behind, but otherwise he's willing. That's fine. I poof Rook away and bring the others to his boat. The Librarian and the Ferryman are quite happy to see each other. I imply that the Ferryman is already part of the clan. [deception vs insight (adv)]

18 = 8[d20]+10

8 = 3[d20]+5

14 = 9[d20]+5

When we get to the ruined shacks, I ask the Ferryman to come along with us into the forest. Consider it closure for his time with the cult. [persuasion DC 15]

12 = 5[d20]+7

[LR - force success]

I tell him we're finally getting rid of a devil that's been haunting the cult's settlement.
He seems unsure. "That devil stuff was dangerous."
And we have enough might leveraged in this forest to make sure we have it all under control.

Yes.

He shrugs and decides to come along.

With the Lady's help we find our way to the clan's half-made campsite. I try to catch the Ferryman with my Hypnotic Gaze before he panics.

15 = 15[d20]

Success. Rillia, I present you with your two newest toys. Nothing fancy, but they're functional. The Lady shoots me a nasty glare. The Librarian briefly looks aghast, but seems resigned about the whole thing. The Ferryman should go first. He's the most likely to resist. I'm not interfering with the rituals this time. Let Rillia do his thing. I'll bring Rook back.

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

The Librarian and Ferryman come to the next morning. Rillia is still asleep. I endure the Ferryman's grumbles and send him back to town. I tell him to act as if nothing happened. When the Librarian is ready, I fill him in on what I learned at the City. I want his opinion on our plan to enthrall the devil, now that he's been through the ritual. I would also like to ask the Lady, but I don't think she's willing to help with this. So, resident expert on devils: will this work?

No.

He says the very concept is ridiculous. The devil would still be completely autonomous and the only thing stopping it from killing us all is a flimsy magically-imposed mental block.
Then /you/ should explain to Rillia why this is a bad idea.

Rillia wakes up late into the afternoon. The Librarian and I try to talk to him, but he's not having it.
I want a devil! You /promised/ me a devil! You made me wait a whole month! I don't /care/ how dangerous you think it is. I'm a DRAGON. Even if it kills you, it /can't/ kill me.

I pass the stone to the Librarian. "It's your show now." We decide to do this by the pond, in case we need to put out fires. The Lady Aasimar and I are at the front, flanking Rillia. Nearly everyone else is hiding behind bushes or has run off. This summoning requires surprisingly little ceremony. The Librarian teaches Rillia the monster's name and hands him the stone. Rillia holds the stone, fluently repeats the unintelligible name, and in a burst of fire, the devil stands in front of us in all his flaming-bearded glory. I have a hard time discerning any emotion from him - anger excepted, of course. Rillia's eyes light up when he appears and he starts bouncing on his toes.

The devil spits the most caustic, hate-filled "What" I have ever heard.
Rillia repeats its name, flies up and meets its eyes, and says "Serve me."
With that, the ritual begins. I was expecting more resistance. Or at least something. This is actually kind of boring. Anything unusual with the ritual?

No. +Event: Travel / Investment

As we sit and enjoy the staring contest, one of the humans comes over to me with a notepad. The City Elf came down yesterday and was able to identify the coins. They're the same style as those he found in the ravine. He's still trying to learn when and where they came from. He also brought a copy of his excavation ledger and research notebook to give a report to Rillia, but...The human thinks /somebody/ should have a look through it, and I seem like the most reasonable next-in-line.

I can certainly try. [investigation DC 15]

13 = 6[d20]+7

Well, he's bringing the weapons back to the City, that much I understood. The gory details of managing such an excavation are uninteresting. I think I can trust the elf to his business. Trying to wrap my mind around these notes does kill time, though. When I next pay attention to the Great Staring Contest, the sun has set and the devil and dragon are both lying on the ground. The devil looks like the combination of a sleepy horse and a bored man. Rillia is on his back, head upside-down and still looking the fiend in its eyes.

I ask the Librarian and Lady if devils have genders and how I should properly address this thing.

Yes.

Devils /do/ have genders and this one is probably a 'he'. Is there any chance of them teaching me its name?

Yes, and...

My understanding of Sylvan has poorly prepared me for the harshness of the creature's name, but I think I should be able to say Fire Beard in emergencies.

...The ritual continues and I am bored. I will hunt for pixies. [survival DC 20]

14 = 14[d20]

This wouldn't have been a time-killer if I could do it easily. I cast Detect Magic and let it transfer to Rook. The two of us can discreetly comb the forest for the sparkle of fairy dust. Where has their little enclave moved to? [investigation DC 20]

11 = 4[d20]+7

We return to the pond empty-handed, but at least the ritual is over now. Fire Beard is standing on the surface of the pond, steaming, literally and metaphorically. No half-a-day-of-unconsciousness for him. Rillia is strutting back and forth in front of his minions arranged in loose lines. When Rook and I arrive, he tells us to get in place. He returns to his strutting and starts to talk before pausing and looking back at us.

I don't have a horse yet. Why do you have a horse? I want it.
Rook is, in a very literal sense, part of me. If you have me, you have him. [persuasion DC 15]

25 = 18[d20]+7

He narrows his eyes and makes a hiss-rattle-growl noise, but returns to his strutting. Rillia makes a show of introducing Fire Beard to the clan. During the procession, Rillia drops the devil's name every chance he gets - pausing on it, emphasizing it, /indulging/ in its very pronunciation. Fire Beard flinches with each mention and the pond beneath him evaporates just a little faster. When finished, the dragonling launches into the sky without a word and disappears into the night. Leaving the rest of us next to a very angry devil.

I call the Librarian, the Lady Aasimar, and Fire Beard over (literally calling him "Fire Beard", not by his true name). The Lady tries to walk away, but I grab and pull her over. I'm sure the devil recognizes me and the Librarian. I cut him off mid-threatening gesture with the promise of both rampant slaughter and a worthy foe. There is a pyramid full of walking dead that needs cleaning - preferably by fire. I managed to get quite a ways in on my own, but there's more down there, including the floating corpse of a beholder. As Rillia's strategic adviser, I'm recruiting the three of you to help me.

Yes.

Fire Beard finds this task "acceptable."
The Librarian feels he has no choice.
The Lady stares me down for a minute before relenting. "Fine."

I grab a couple goblins and have them lead us to the pyramid. I dismiss Rook once we arrive and let the goblins run back to the clan. Once more, I walk into the darkness of the pyramid. Fire Beard barely fits in the halls, but his flames do brighten the surroundings. This, however, does nothing to stave off the dark. It's still pitch black a meter in front of me. On the heels of the Lady saying she feels uneasy, the Librarian stops us in the middle of the spiraling entrance. He runs back outside and returns in a few minutes counting his steps. "We should have fallen off the side of the pyramid about twenty steps ago. We should have crossed our own path one hundred steps ago."

Before we can stop to think about this, Fire Beard shoves me aside and gallops down the hall. We hear the sound of falling stone. The Librarian fusses about his robe as the Lady and I lead him down the hallway. We drop to the room underneath. Fire Beard is already there, walking back and forth across the space. The Librarian finally pulls out a dagger and Lights it. This magical light, at least thrice as bright as Fire Beard, does nothing to the darkness. It does however, reveal a handful of silhouettes.

[initiative standard order: me, Lady, Librarian, Fire Beard; enemies]

74 = 18[d20]+3[d20]+7[d20]+10[d20]+3[d20]+10[d20]+10[d20]+13[d20]

I draw my sword and slash at the silhouettes, making sure to stay within the Librarian's Light.

20 = 9[d20]+11[d20]

15 = 3[d8]+6[d8]+6

35 = 8[d20]+14[d20]+1[d20]+12[d20]

9 = 9[d20]

8 = 5[d8]+3

23 = 8[d20]+2[d20]+9[d20]+4[d20]

The silhouettes pull back out of the light. Some of them fade from view, others I can make out as darker patches of darkness.

25 = 19[d20]+6

16 = 2[d8]+5[d8]+4+4[d6]+1[d6]

Fire Beard tramples one and it breaks apart in his light. His flames also provide an excellent view of the darkness trying to swallow him whole.

108 = 15[d20]+13[d20]+9[d20]+20[d20]+1[d20]+14[d20]+17[d20]+19[d20]

54 = 6[d6]+1[d6]+5[d6]+3[d6]+2[d6]+2[d6]+2[d6]+2[d6]+6[d6]+3[d6]+4[d6]+6[d6]+12

17 = 2[d4]+3[d4]+4[d4]+3[d4]+3[d4]+2[d4]

26 = 2[d6]+6[d6]+1[d6]+6[d6]+5[d6]+2[d6]+1[d6]+3[d6]

34 = 18[d20]+16[d20]

The Lady Aasimar points a finger and fire blooms from the wall of darkness. The silhouettes scatter from the flames and reveal Fire Beard, huffing and unsteady on his feet.

31 = 13[d20]+7[d20]+4[d20]+7[d20]

15 = 4[d20]+4[d20]+7[d20]

3 = 1[d20]+2

3 = 3[d8]

Silhouettes dart into the Librarian's circle of light, rake at us, and dive back into the darkness. They seem to be focusing on the Librarian who retaliates with puffs of light. I step back next to the Librarian and Eldritch Blast at the silhouettes I can see.

31 = 16[d20]+15[d20]

21 = 7[d10]+7[d10]+2[d10]+5[d10]

That seemed to have a noticeable effect. I Quicken another round.

10 = 3[d20]+7[d20]

11 = 3[d10]+8[d10]

53 = 20[d20]+18[d20]+15[d20]

21 = 3[d6]+6[d6]+3[d6]+5[d6]+4

4 = 2[d4]+2[d4]

29 = 15[d20]+14[d20]

17 = 1[d10]+3[d10]+8[d10]+5[d10]

This time, the silhouettes fly around my blast and claw at me through my armor. I shoot one down as it flies off. Fire Beard stands there breathing heavily. The silhouettes leave him be and turn towards us in the light.

14 = 2[d3]+1[d3]+1[d3]+1[d3]+1[d3]+3[d3]+2[d3]+3[d3]

85 = 7[d20]+7[d20]+20[d20]+17[d20]+10[d20]+5[d20]+18[d20]+1[d20]

18 = 1[d6]+3[d6]+6[d6]+4[d6]+4

4 = 3[d4]+1[d4]

28 = 3[d20]+7[d20]+18[d20]

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

The Lady and I do our best to keep them away from the Librarian, but there's very little we can do huddled up together and trying to avoid each others' shadows. The Lady and the Librarian send small balls of fire into the darkness, exposing and destroying more silhouettes.

7 = 5[d20]+2

5 = 2[d8]+3[d8]

4 = 3[d20]+1[d20]

19 = 17[d20]+2

35 = 6[d20]+6[d20]+5[d20]+18[d20]

34 = 10[d10]+1[d10]+6[d10]+1[d10]+4[d10]+7[d10]+1[d10]+4[d10]

12 = 12[d12]

5 = 10[d20]-5

118 = 16[d20]+20[d20]+20[d20]+12[d20]+19[d20]+17[d20]+14[d20]

12 = 1[d3]+3[d3]+1[d3]+2[d3]+3[d3]+1[d3]+1[d3]

20 = 5[d6]+6[d6]+1[d6]+4[d6]+4

8 = 4[d4]+4[d4]

[LR - force miss one of those]

13 = 6[d6]+5[d6]+2

3 = 3[d4]

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

3 = 3[d4]

25 = 5[d20]+19[d20]+1[d20]

22 = 8[d10]+2[d10]+7[d10]+5[d10]

6 = 4[d4]+2

53 = 18[d20]+19[d20]+16[d20]

20 = 1[d6]+2[d6]+5[d6]+4[d6]+4[d6]+4[d6]

31 = 20[d20]+11[d20]

4 = 2[d3]+2[d3]

18 = 3[d6]+5[d6]+3[d6]+3[d6]+4

4 = 2[d4]+2[d4]

12 = 10[d20]+2

4 = 4[d8]

3 = 3[d20]

I don't know how many there were when we started or how many there still are, but I think we're thinning the herd. The silhouettes are scattered about the room making area-spells useless. The Librarian's fire points them out and the Lady and I shoot them as we see them. But the creatures are getting to us. Fire Beard has collapsed, but is still very much alive; the silhouettes have ignored him entirely since their first rush. The Lady and I are too tired to lift our swords, so we stand in place and throw our magic into the darkness.

49 = 7[d20]+20[d20]+4[d20]+18[d20]

27 = 5[d10]+4[d10]+10[d10]+2[d10]+6[d10]

Eventually there's a pause in the combat. It stretches out as we tense up. "I think they're gone." The Librarian drops to his hands and knees. The Lady sits down and rummages through her pack. I try to keep my shield up and stay on guard, but - let's face it - I stopped trying long ago. I sit down with the others. The Lady pulls out a scroll and reads from it. As the paper burns away, a soft light emanates from the Lady, expanding until the entire room is lit up.

The portcullis comes into view on one end of the room. The other end...fades into darkness in the distance. Pitch black at the edge of the light. A sharp edge, too. And the walls...are still dark, as if the light fears to touch it. The hole in the ceiling above us extends into darkness as well. No light reflects off the walls of the corridor we came through - no sign of the floor above at all. All four of us sit there in our island of light. [short rest]

33 = 5[d8]+6[d8]+6[d8]+4[d8]+12

36 = 9[d10]+2[d10]+1[d10]+6[d10]+3[d10]+15

13 = 7[d8]+4[d8]+2

[2 3rd lvl > 6 sorc pts] We get our strength back pretty quickly, all considered. The silhouettes didn't do any /physical/ damage; none of us are actually wounded. Just very tired.

I ask the Lady why she didn't light up the room earlier. Again, my voice feels muted, almost a whisper despite talking normally.
And where was your lightning, oh mighty Archfey Rollo?
(Bitter much?) Stuck outside with the rest of the sky. Pardon me for expecting some more fire out of you.
More fire!? There isn't any more fire! You took that away when you broke-! The Lady was shouting. Or trying to. It was all so quiet, and she stops when she finally hears herself.
The librarian says something, but I can't hear it at all.
Fire Beard, finally standing back up, starts laughing. I can tell it's supposed to be loud, but it sounds so distant.
Do you mind sharing the joke?
Fire Beard throws his hands up. "Welcome to /the Shadowfell/ !!" Now get up, worms! I desire to see more of this place.
Reply
#20
I point Fire Beard towards the portcullis and he bucks it down. The soft light fades as we start walking and the Librarian lights his dagger once more. I don't mention it, but the goblin bodies are gone. And I did leave the gate open when I left.

If the material plane is foreign to me, the Shadowfell is utterly alien. Does anyone in the group know anything about this place or when and why we landed here?

No, and...

Come to think of it, the only proof we even have of this being the Shadowfell is Fire Beard's word. And the general darkness, I suppose. We come to the collapsed floor at end of this hallway and drop down. There are two eviscerated zombies at the edge of the rubble. I point them out to the Lady Aasimar. She assures me those are /not/ zombies, but ghouls. Both flesh eaters, but of different origins.

13 = 8[d20]+5

Another long quiet stretch of hallway. There's suddenly a snap. We all hear it. We all stop. [dex saves]

36 = 15[d20]+5[d20]+15[d20]+1[d20]

14 = 6[d10]+8[d10]

Assuming the worst, I duck to the ground immediately. Four arrows fly out of the darkness. Two of them strike Fire Beard and another hits the Lady. Fire Beard roars and charges forward. It's not like we had any sense of stealth. I gather myself and chase after him. Fire Beard's glow eventually stops and reveals two figures fighting with him. [initiative]

64 = 17[d20]+10[d20]+4[d20]+1[d20]+15[d20]+17[d20]

10 = 4[d20]+6[d20]

I approach and see two armed ghouls. They're trying not to get too close to Fire Beard. I Misty Step behind them with the intention of helping the devil, but a third ghoul comes into view running off down the hallway. I leave these two to my companions and run after the third. Can I reach him with Lightning Lure?

Yes.

12 = 10[d20]+2

16 = 8[d8]+8[d8]

24 = 11[d20]+13[d20]

The two in melee don't expect my teleport and I get by them with ease. The runner doesn't expect to be yanked back and electrocuted.

26 = 17[d20]+9[d20]

10 = 8[d10]+2

2 = 1[d20]+1

11 = 10[d20]+1

22 = 16[d20]+6[d20]

31 = 2[d8]+7[d8]+3[d8]+4[d8]+4+3[d6]+2[d6]+5[d6]+1[d6]

I hear spells behind me and Fire Beard laughing maniacally. My focus, however, is on the ghoul in front of me, who holds a nasty axe in two hands.

17 = 4[d20]+13[d20]

14 = 10[d20]+4[d20]

[Thunderbolt - 1st lvl]

14 = 1[d8]+3+4[d8]+3[d8]+3

9 = 8[d20]+1

16 = 15[d20]+1

34 = 7[d20]+17[d20]+2[d20]+8[d20]

21 = 5[d6]+6[d6]+5[d6]+2[d6]+3

1 = 1[d8]

13 = 5[d20]+8[d20]

45 = 8[d8]+5[d8]+5[d8]+5[d8]+4+4[d6]+6[d6]+6[d6]+2[d6]

22 = 16[d20]+6[d20]

32 = 12[d20]+20[d20]

[Thunderbolt - 1st lvl; destructive wrath]

6 = 3[d8]+3

41 = 2[d8]+1[d8]+3+32+3

The ghoul and I trade blows for a bit, but I find an opening and with a flash and boom cut my foe in half. Undead bits fly down the hall and I turn my attention to the others.

2 = 1[d20]+1

4 = 2[d20]+2[d20]

One of the ghouls seems stuck in place. The Lady duels with the other.

10 = 9[d20]+1[d20]

20 = 5[d6]+2[d6]+6[d6]+4[d6]+3

5 = 3[d20]+2

6 = 6[d8]

22 = 16[d20]+6

17 = 2[d8]+2[d8]+4+3[d6]+6[d6]

Fire Beard delivers a vicious buck to the still ghoul and plasters it against the hallway wall.

20 = 19[d20]+1[d20]

11 = 8[d8]+3

I come up behind the one fighting the Lady and knock it over the head. One of the ghouls was running away and I'd like to know why.
The Lady corrects me: these are wights.
And they are different from ghouls and zombies because...?
They are fully functioning people. Just un-dead. One of these could probably beat you in a game of poker.
All the more reason we should interrogate this one.

No.

While we debate this, Fire Beard stomps the wight's head in. He then picks up its sword and the runner's axe and tells us to keep moving. Decision made, I suppose. We follow the eager devil to the half-collapsed room...There was a branch to a room with sarcophagi here - I know there was. It's not here anymore. The collapsed room looks as I remember it. Fire Beard immediately walks towards the one uncovered door before I can even make it out in the darkness beyond the Librarian's dagger-light. He opens the door without issue and steps through.

Fire Beard stops just past the door and crosses his arms. The three of us follow him in. The Lady and I stop when we see the alter. The Librarian stops behind us and asks what's happening. Two wights (I think) stand next to the pillar. They look like they were in the middle of conversation when we came in. A third slouches on the front row of stone seats. All three wights share a uniform that I recognize from the stern zombie. Four skeletons, haphazardly armed, stand about the room.

A wight by the pillar speaks up. "And I suppose you are the intruders we've been hearing about?" I recognize it as Undercommon, though an accent I'm not familiar with.

Yes, and... +Event: Judge / Vehicle

[insight DC 15]

23 = 20[d20]+3

Fire Beard yells, "Die! AGAIN! HA! HA! HAA!" and begins to charge. I quickly call out his true name and tell him to stand down. He abruptly stops mid-stride and shoots me a murderous glare.
The Lady asks me what I'm doing.
I whisper back that the wights speak Undercommon and that I think I can avoid an unnecessary brawl.
She tells me to just kill them and be done with it.
Turning back to the wights, I'm sorry. We stumbled in hear by accident and you're the first thing to want to talk before eating us.
That's because you're not welcome here. Leave now. We would be happy to escort you out.
Gladly, but we are looking for something: have you seen a jeweled dagger, by chance?
You 'stumbled in here' looking for a specific treasure from The Tower? And while here, did it catch your fancy to plunder the 3rd alter as well? Enough. Kill them.
I ask if the Librarian knows anything about "The Tower." Also, brawl incoming.

[initiative]

107 = 1[d20]+18[d20]+16[d20]+10[d20]+17[d20]+3[d20]+20[d20]+19[d20]+3[d20]

One skeleton in the back by the pillar, just at the edge of my vision, draws and fires a bow faster than anything I've seen before. We might be in trouble.

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

53 = 5[d20]+16[d20]+14[d20]+18[d20]

14 = 3[d6]+6[d6]+5[d6]

8 = 2[d4]+2[d4]+4[d4]

An arrow each to me, the Lady, and the Librarian. The wights split up. The two by the pillar meet the Lady in the aisle between the seats [Dodge]. The third goes for Fire Beard [Dash].

4 = 4[d4]

A skeleton with a double-headed spear vaults over the seats to Fire Beard.

28 = 8[d20]+20[d20]

13 = 4[d4]+3[d4]+3[d4]+2[d4]+1

When the skeleton and wights approach Fire Beard, they come into the Librarian's view. He summons a spectral sword and follows up with a puff of light.

4 = 1[d20]+3

2 = 1[d8]+1

12 = 10[d20]+2

Fire Beard gets in the way, itching for a fight, and takes a nick from the floating sword. He doesn't care and bucks the skeleton.

24 = 20[d20]+4[d4]

37 = 8[d8]+6[d8]+6[d8]+2[d8]+4+3[d6]+1[d6]+3[d6]+4[d6]

The devil laughs with lunatic mirth as the skeleton crumbles under his hooves. He continues to stomp the charred bone fragments as the last two skeletons enter the fray. One, very large with the skull of some reptilian creature, wields a familiar-looking hammer.

4 = 4[d4]

20 = 15[d20]+5

18 = 7[d8]+8[d8]+3

Fire Beard is distracted by his most recent conquest and doesn't notice the solid metal mass until it connects with his torso. He's knocked back ten feet into the wall and stays down.

2 = 2[d4]

The last skeleton, in crudely hammered armor with a dented shield and bent sword goes after the Lady.

22 = 9[d20]+13[d20]

3 = 1[d6]+2

What? None came after me? They'll regret that soon enough. Quickened Wind Wall, force the three fighters around the Lady to back off and extend the wall far enough to impede the archer. Then I turn to the giant and give it a thunderous beat-down.

33 = 19[d20]+7[d20]+7[d20]

24 = 8[d8]+8[d8]+8[d8]

34 = 15[d20]+1[d4]+16[d20]+2[d4]

17 = 5[d8]+3+5[d8]+1[d8]+3

12 = 1[d8]+3+4[d8]+1[d8]+3

That's right. /That/ caught everyone's attention. The lone wight next to me holds up its saber defensively as the giant crumbles. One wight before the Lady tumbles through the Wind Wall and tosses an axe at me. The third spins around her and runs towards me. When his friend gets close, the sabre-wielder musters enough courage to attack.

55 = 19[d20]+16[d20]+3[d20]+12[d20]+5[d20]

10 = 8[d10]+2

19 = 15[d20]+4

5 = 3[d8]+2

As the wights near, the Lady points a finger at me. She wouldn't...She would. She does.

16 = 2[d6]+3[d6]+2[d6]+1[d6]+1[d6]+3[d6]+3[d6]+1[d6]

10 = 4[d20]+6[d20]

27 = 20[d20]+4+3[d4]

I dive out of the way. The wights don't. It still stings. The Librarian is reeling from the blast, but his sword is not. And neither is Fire Beard, who decides it's a good time to stand back up.

7 = 6[d8]+1

5 = 2[d20]+3

23 = 13[d20]+10[d20]

8 = 6[d6]+2

I'm not giving the wights time to recover. Thunderwave (2nd lvl)!

15 = 3[d8]+2[d8]+7[d8]+3

16 = 10[d20]+6[d20]

Both fly into the stone seats and I run over to make sure they stay down.

1 = 1[d4]

36 = 9[d20]+4[d20]+15[d20]+8[d20]

The archer steps around my Wind Wall and launches a volley at me. I catch it all with my shield. One of the wights below kicks at my leg. [athletics vs athletics]

33 = 17[d20]+16[d20]

39 = 19[d20]+20[d20]

26 = 9[d20]+17[d20]

30 = 20[d20]+10[d20]

11 = 1[d6]+2[d6]+2[d6]+3[d6]+3

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

9 = 6[d20]+3

4 = 2[d20]+2

2 = 2[d8]

17 = 11[d20]+6

24 = 5[d8]+7[d8]+4+5[d6]+3[d6]

Fire Beard announces his return by picking up the giant's hammer, trampling the armored skeleton, and batting the wight by the Lady into the pulpit.

23 = 6[d20]+17[d20]

20 = 5[d8]+3+7[d8]+2[d8]+3

A little bit of magic and I decapitate the two wights at my feet.

50 = 11[d20]+13[d20]+14[d20]+12[d20]

11 = 2[d6]+3[d6]+2[d6]+4[d6]

The archer makes two shots each at Fire Beard and the Lady Aasimar. Arrows in the devil's neck and the Lady's back bring them both down. The last wight stands up shakily and runs to the back of the room, leaving my vision. I tell the Librarian to see to the others.

5 = 4[d8]+1

26 = 8[d20]+18[d20]

20 = 4[d8]+3+4[d8]+6[d8]+3

33 = 3[d20]+11[d20]+10[d20]+9[d20]

14 = 4[d6]+6[d6]+4

6 = 5[d8]+1

3 = 1[d20]+2

8 = 8[d8]

I keep the infuriatingly nimble bag of bones busy until a puff of fire makes it collapse. All three of my companions are conscious, but very nastily wounded. I make sure nothing else is in the room. The wight is gone, the gate behind the pillar open. I would close it, but the lever is on the other side of the gate. I don't think we'll be moving for a while. I sit down on this end of the room and summon an Unseen Servant. I have him close the gate and dismiss him. I put an alarm on the gate and nearby door, just to be safe, before joining the others and seing what I can do for their real, physical wounds this time. [short rest]

10 = 3[d8]+1[d8]+6

35 = 10[d10]+7[d10]+9[d10]+9

53 = 7[d10]+4[d10]+2[d10]+5[d10]+9[d10]+4[d10]+9[d10]+1[d10]+3[d10]+9

22 = 5[d8]+5[d8]+4[d8]+4[d8]+4

[Lay on Hands distributed to top everyone up]

16 = 4[d4]+4+2[d6]+6[d6]

Fire Beard slaps me with a burning hand when I heal him. "Order me again and I will kill you." Noted.
So, anyone know why the wights referred to this place as 'The Tower'?

Yes, but...

The Librarian suggests that maybe the pyramid in the material plane echoes as a tower in the Shadowfell. But he's guessing.
The Lady points out that the one that ran away might be coming back with help.
Fire Beard agrees, we should keep moving. He bucks down this portcullis as well.
I tell them not to worry about the other door; they all lead to the same place. This wonky 'tower' is as linear as it can possibly get.

We pass by the room with the raised platforms. Curiously enough, all the bones are still there. The zombie - wight - corpse in the hallway is not. I ask the Librarian to turn off his Light as we round the corner. I last left the beholder just down these stairs. Caution might be appropriate. Fire Beard gives a "Ha!" and walks down. The hallway below is clean. Stairs leading further down are just in front. Fire Beard walks towards them. I tell him we need to search this floor. I found another alter; the dagger we're looking for may be there. And I don't think Rillia'd be happy if we showed up without more coins.

The door needs a bit of a push, but I open it and dive back into the hallway. Fire Beard casually walks in. I inch forward with the Librarian holding onto my shoulder. Fire Beard tells us to hurry up; the room's empty and he wants to get moving. I ask if he can actually see the entire room. He nods. "What, you mortals are blind, too? Disgusting." I point him towards the alter and the rest of us follow his dim glow.

So does anyone have a plan, or are we just going to run in and hope for the best?
The Librarian assumed I had a plan.
'Run in and hope for the best' was a decent plan before we ran into the welcome party. I was not expecting any kind of organized response.

Fire Beard stops in front of us and taps his new warhammer on his hand. Running in seems like a /fantastic/ idea. And he charges forward with a muffled roar. His glow reveals the entrance to the next room, the pillar at its center, and the sphere floating between them. It's not even facing our way. [initiative]

23 = 11[d20]+7[d20]+1[d20]+1[d20]+3[d20]

I ask the Librarian to Light the beholder. At the very least so we can know where it is in this darkness. The Librarian hesitates, but the Lady says she's on it and runs forward to meet Fire Beard. Alright, stay behind me, Librarian. I'd rather get you out of this alive. I Eldritch Blast the floating corpse.

22 = 10[d20]+12[d20]

12 = 2[d10]+10[d10]

Fire Beard rears up on his hind legs and brings his hammer down two-handed on the beholder. The Lady uses this as her opening to mark the creature. Ah. Light requires touch, I take it.

15 = 16[d20]-1

10 = 4[d20]+6

2 = 2[d4]

And, so, things turn bad. The beholder spins slowly around and chomps at the Lady's hand. She pulls back, but it prevents her from casting the spell. At the same time, a green beam of light shoots from an errant tentacle and knocks the devil's attack off target. The Librarian asks me to get closer. He might have a way to contribute. I oblige, but keep my distance and continue to shoot.

15 = 3[d20]+12[d20]

3 = 3[d10]

7 = 8[d20]-1

13 = 11[d20]+2

15 = 9[d20]+6

21 = 8[d8]+2[d8]+4+5[d6]+2[d6]

The Librarian casts a spell and the beholder freezes in place for just a second, but it's long enough for the Lady and Fire Beard to do their thing. The room and the monster light up. It confirms my suspicions of both the definitely-another-obelisk pillars and the definitely-a-normal-zombie beholder. Fire Beard's hammer comes crashing onto its upside-down jaw. Hopefully biting is no longer a concern.

3 = 3[d4]

7 = 4[d20]+3

35 = 5[d8]+2[d8]+7[d8]+3[d8]+6[d8]+2[d8]+7[d8]+3[d8]

Then again, biting was never the problem. Another green beam hits Fire Beard's chest. He drops the hammer and twitches for a bit. There are stone seats in this room, just like upstairs. I tell the Librarian to take cover behind one of them and Dash up to the fight. I yell out to "keep track of your surroundings" and Quicken a Fog Cloud. Beholders need to see to target their eye beams. Swing away at the slightly brighter patch of fog.

18 = 16[d20]+2[d20]

9 = 4[d20]+5

16 = 3[d6]+2[d6]+3+4[d8]+1[d8]+3[d8]

There's a bright flash from near the beholder and something metal bangs against my shield. "Watch it," I yell. I get a muffled sorry from the Lady.

23 = 17[d20]+6

16 = 6[d8]+1[d8]+4+1[d6]+4[d6]

I can feel the gusts of air from Fire Beard as he laughs and swings his hammer wildly. There's an awful squish sound at one point, which I think means he landed a blow.

Yes.

1 = 1[d3]

1 = 1[d4]

15 = 5[d20]+10

A yellow beam of light shoots right by my face. So this plan was a failure, especially if it can still target us like that. I let the fog fade. The beholder is in front of and facing me. One last idea: I'll stand my ground and stab it in its big eye when it gets close.

12 = 3[d20]+9[d20]

[LR - force hit]
[thunderbolt strike - 2nd lvl; destructive wrath]
[thunderbolt strike - 2nd lvl]

37 = 7[d8]+3+24+3

22 = 8[d8]+3+3[d8]+2[d8]+3[d8]+3

16 = 13[d20]+3

An electrified sword goes right through the large eye socket. I channel more magic into that and the beholder explodes. Its rotting bits, still glowing, cover the room. I Prestidigitation the filth off me. Ha! I can't believe that worked!

19 = 13[d20]+6

I realize in the nick of time that Fire Beard's hammer is still moving. I brace myself and let the blow glance off my shield and armor. I narrow my eyes at the devil. He smirks back. I give the Lady and the Librarian a magical clean-up and turn my attention to the obelisk. A /lot/ of coins. A handful of those onyx gemstones. I ask the Librarian if any of these stones are repeats.

Yes.

In that case, they should go to Rillia. The coins will be more useful to us civilized people. But still no dagger.
The Librarian says that the dagger isn't /that/ important. From what he's seen here, maybe we should go back up.
Nope. You asked me for a dagger. I'm getting you a dagger. Besides, we have the whole rest of the floor to explore and another one below us.
We can easily haul these goodies between the three of us. Fire Beard refuses to carry anything.

We turn around to see a ghoul peeking in on us. It grabs a chunk of rotten beholder meat from the edge of the room and runs off into the darkness. Fire Beard immediately gives chase. I recommend we turn off the Light here and move at our own pace. We catch up with the devil near the pit in the large room. He tosses what I assume is a dead ghoul in and watches it fall. Does he know what this hole is?

No.

The Librarian gets concerned at the mention of a hole and I let him light his dagger back up. [insight DC 15]

4 = 1[d20]+3

The first door we try is stuck. Fire Beard gives it a solid buck. There's a familiar rumble as this section of the ceiling comes down on our heads. [dex saves DC 12]

47 = 18[d20]+12[d20]+9[d20]+8[d20]

3 = 2[d10]+1[d10]

I, anticipating the cave-in from prior experience, grab the Librarian and pull him out of the way. The Lady Aasimar, experienced adventurer, gets away on her own. Fire Beard takes the rockfall on the (flaming) chin and walks away grumbling. Next door! On the very opposite corner of the room. Also stuck. As is the one right next to it. Seeing Fire Beard get frustrated over this is cathartic. The Librarian suggests heading downstairs. Chances are that the dagger is going to be by an obelisk-alter. We've already found the one on this floor.

A quick peak into the hallway shows everything is clear. We walk down the next flight of stairs to a long, dark, straight hallway. Featureless. Even quieter. After maybe ten minutes of no change, Fire Beard decides to run ahead. After maybe thirty meters, his glow and hoof-steps cut off. We run up to where he disappeared, only to see the edge of the universe. The hallway ends and there is nothing but darkness beyond. The Librarian's spell doesn't illuminate anything. I stick my sword into the blackness. It doesn't disappear beyond the edge like I expect it to. Any ideas? The Lady throws a coin and the abyss swallows it whole. I'm tempted to cast Detect Magic, but I'm 100% sure this is magical anyway and don't know how it would help.

Fire Beard startles us all as he comes out of the darkness. "/What/ are you doing?"
So I take it the darkness is safe?
Fire Beard grabs me and pulls me into the edge. For a brief moment, there is absolute darkness, no sound or even any sense of touch. I feel like I've lost myself, like I'm floating in the void. Then I'm on the other side, in the air, leaving Fire Beard's grasp. I land in the same featureless hallway as before. The Lady and the Librarian come flying out of the darkness at me, followed by the devil. "Get moving! I'm getting bored."

Clouds above! This hallway is looooong. What has it been? An hour? Two? Not a single turn. Not a stone out of place. Fire Beard's taken to cracking bricks on the walls every now and then. He's not-so-subtly tried to brain the three of us, too. I've periodically Detected Magic and I've found nothing. I even tried to Identify the walls. With no luck, obviously. I'm ready to thank the Shadowfell itself when the hallway ends at a mundane staircase. Another level down, and we're immediately faced with a branch. Let's go left, because why not?

The corridor twists and winds but does not branch. It opens up into a funnel-shaped room. The floor slants down, the ceiling slants up, and the walls are curved. I have given up on understanding the purpose of any of these rooms. We come into the room from the side on the narrow end. I see an opening right across the room from us, but the wide end fades beyond my view. We make our way to the near door and a lone wight enters from it, in the same gnarled leather as the others. It gives a quick glance over us and turns to run. I stop to shoot it while the others chase it into the adjacent room.

32 = 13[d20]+19[d20]

8 = 7[d10]+1[d10]

I enter the next room to see the wight weave past a small group of ghouls bickering among themselves over a pile of bones. The ghouls are startled, turn to the wight, and turn back to us. [initiative]

59 = 13[d20]+12[d20]+11[d20]+4[d20]+17[d20]+2[d20]

The wight runs out the door on the opposite side of the room. I run up to the ghouls, Thunderwave them out of the way, and chase after the wight.

11 = 5[d8]+3[d8]+3

50 = 12[d20]+20[d20]+16[d20]+2[d20]

21 = 18[d20]+3[d20]

13 = 4[d6]+6[d6]+3

8 = 6[d20]+2

5 = 5[d8]

12 = 6[d20]+6

23 = 5[d8]+7[d8]+4+6[d6]+1[d6]

I leave the others behind and enter a long hallway. The wight enters and leaves my vision, but I can Misty Step to close the gap and Dash up to him.

46 = 19[d20]+6[d20]+5[d20]+16[d20]

7 = 2[d3]+1[d3]+3[d3]+1[d3]

7 = 2[d4]+3[d4]+2

17 = 16[d20]+1

9 = 4[d4]+3[d4]+2

18 = 16[d20]+2

31 = 20[d20]+11[d20]

19 = 2[d6]+5[d6]+6[d6]+3[d6]+3

13 = 4[d6]+6[d6]+3

Suddenly Fire Beard has also caught up. I guess the ghoul's weren't a problem. The hallway makes a zig-zag. The wight and I follow it easily, but Fire Beard crashes into one wall and then the other. I barely reach the wight and try for a Booming Blade.

13 = 7[d20]+6

21 = 15[d20]+6

25 = 5[d8]+5[d8]+4+6[d6]+5[d6]

No good. Fire Beard, on the other hand catches up and tries to trample the wight. With the devil on one side and me on the other, the wight is trapped. It draws an odd sickle-like sword that it holds in two hands. The wight makes a gesture with its fingers and I go blind. I lean up against a wall, expecting to be attacked. I then feel Fire Beard run past me.

18 = 12[d20]+6

I follow the devil and exit the darkness. The wight is a little further away parrying hammer blows from my ally. I'm surprised the little sword can take those hammer swings. Fire Beard is in the way, but he's tried to kill me already. I feel no remorse for shooting past him.

30 = 17[d20]+13[d20]

6 = 3[d10]+3[d10]

18 = 12[d20]+6[d20]

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

No remorse at all because both shots land. Unfortunately, Fire Beard is losing the fight. Badly. The wight makes cuts all across the devil's torso and knocks the hammer out of his hands. It then climbs onto the devil's back and severs its head. Fire Beard dissolves into wisps of red light and fades away. It then turns to me and lunges.

22 = 19[d20]+3[d20]

13 = 1[d6]+4+1[d6]+3[d6]+4[d6]

I'm all out of impressive magic, so this results in a standard sword fight.

33 = 19[d20]+14[d20]

5 = 2[d8]+3

24 = 18[d20]+6[d20]

15 = 3[d6]+4+1[d6]+5[d6]+2[d6]

Damn it! Why is everyone a better swordsman than me? Let's try something else, then: Hypnotic Gaze.

8 = 4[d20]+4

Out of impressive magic does not mean out of magic. The wight stops. The blotch of darkness in the hallway behind me disappears. Another wight and two skeletons stand just beyond.
"Perfect timing!" I say in Undercommon. I'm not here to cause trouble. My friend here can vouch for me. I pat the hypnotized wight on the shoulder. [persuasion vs insight]

26 = 19[d20]+7

20 = 19[d20]+1

The wight nods his head. Intruders have been dealt with.
This flaming centaur dragged my and my friends into the Shadowfell and lead us around breaking everything and everyone in sight. But with this one's help *pat, pat* we killed the thing.
[deception vs insight]

28 = 18[d20]+10

8 = 7[d20]+1

There's a light from the hallway. I call out in Common. "It's all good. Fire Beard's gone. You can put your weapons away." The Lady and the Librarian join me, incredibly confused. In Common: These are my friends. In Undercommon: "These are my friends. We're in a really bad state and lost in this place. If you would please escort us out, we would be very thankful." In Common: Kill the three in front of me now. Don't worry about this guy. The Lady nods and spews fire from her hands.

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

41 = 7[d20]+15[d20]+19[d20]

23 = 4[d20]+19[d20]

6 = 4[d4]+2

[Quickened Eldritch Blast]

28 = 10[d20]+18[d20]

11 = 10[d10]+1[d10]

[initiative]

54 = 14[d20]+19[d20]+12[d20]+5[d20]+4[d20]

18 = 13[d20]+5[d20]

14 = 6[d6]+5[d6]+3

23 = 8[d20]+15[d20]

3 = 1[d4]+2

10 = 8[d20]+2[d20]

18 = 14[d20]+4

7 = 5[d6]+2

The hypnotized wight asks why everyone's fighting. I tell him his companions have been corrupted by the devil. They need to be destroyed or it will return. [deception(adv) vs insight]

13 = 3[d20]+10

13 = 3[d20]+10

6 = 5[d20]+1

19 = 15[d20]+4[d20]

9 = 1[d6]+5[d6]+3

34 = 14[d20]+20[d20]

4 = 2[d4]+2

6 = 1[d4]+3[d4]+2

The Librarian wrestles with the skeleton and eventually breaks its skull with his glowing dagger. Meanwhile, the Lady duels the wight.

30 = 12[d20]+18[d20]

12 = 7[d10]+1[d10]+4

7 = 4[d20]+3[d20]

6 = 4[d20]+2

4 = 4[d8]

Now that all the fighting is over, a clever and charismatic wight like you doesn't need his sword anymore, right? You can give it to me. I can polish it up and everything. [persuasion(adv) vs insight]

12 = 5[d20]+7

16 = 9[d20]+7

19 = 18[d20]+1

No. Guards carry swords at all times.
You're a good guard, but you're tired. Let me and the Lady carry you for a bit. Do you think you can lead us to an alter? That's how we get home.
The wight nods.
Good. Does anyone down here speak Common?

Yes.

The Black King does. Some of the guards too.
Is the Black King at the alter with a black pillar?

No.

I tell the Lady to help me carry the wight. He can lead us to the next alter. Also you two should think of a way to kill him once we're done. Progress is slow, but it seems we were heading to the obelisk already. The hallway branches once, but our guide shows us the right way. We come up to a room guarded by another two skeletons. I tell the Lady it's all her right now. I'm busy keeping this one in check.
[initiative]

58 = 17[d20]+13[d20]+13[d20]+1[d20]+14[d20]

12 = 4[d20]+8[d20]

15 = 1[d20]+14[d20]

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

8 = 1[d20]+7[d20]

2 = 1[d20]+1[d20]

6 = 4[d6]+2

22 = 11[d20]+11[d20]

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

The Lady makes quick work of these simple skeletons. The room beyond is very large. I can see the benches, but not the pillar itself. I sit at the edge of the room and make small talk with the Guard. What's there to /do/ in the Shadowfell? [concentration DC 15]

23 = 13[d20]+10

Running.

Etiquette.

The Black King holds court every now and then, but the Guard spends most of his time patrolling The Tower.

The Lady stands at the edge of my vision and can go no further, despite her attempts. I ask her what's up and it seems there's a very powerful warding spell around this alter. The Librarian's sweeping the contents of the alter into his sack. Examinations can happen later. Good news is the dagger's here. Also a spell scroll that we may as well take with us.

Wonderful. If you would like to spare ten minutes, I instruct the Lady to get the spell book out of my bag and ask her to carry out Tenser's Floating Disk. She says she can't read my handwriting...Probably because I wrote it in Sylvan. The Librarian doesn't know Sylvan either.

Any ideas for my friend here?

Yes, but... +Event: Bestow / Military

The Librarian offhandedly suggests we present it to Rillia. Not a bad plan, especially if he can escort us out. He is apparently charm-able. Does the Lady have anything permanent - or at least long-lasting - to keep the Guard calm?

No, and...

[insight vs deception]

14 = 11[d20]+3

23 = 20[d20]+3

She'd rather just kill it.
Honestly, so would I, but I've seen this guy fight, and we're in for a rough time if he's mad at us. He /killed/ Fire Beard.
The Librarian points out that Fire Beard was probably only banished and could be called back with the talisman.
Same thing. At the very least, he can lead us back up for now. And we might be able to fast-talk any other 'patrols'.
The Lady shrugs and helps me lift the Guard.
I ask the wight to take us to the staircase leading up. There is only one set of stairs, right?
"Usually" is not a comforting response.

The Guard leads us back to the room we first found him in. No sign of the ghouls we ran past. Did they flee? The Lady says they fought and killed them. He then directs us to a different hallway which feels like it spirals in on itself. But, we reach the stairs in half the time it took us on the way down. The stairs don't take us to the infinitely long hallway, though. One flight up, and we're back at the beholder floor. I recognize it by the withered corpse and giant skeleton bones. They weren't here when we came through today. Don't question it! Up we go!

[concentration DC 20]

27 = 17[d20]+10

The next floor gives us a decapitated wight. The change in scenery has my companions worried, but I tell them this place has been like this all day today. They're just noticing it now. We find five silhouettes in the alter room. They don't attack immediately and stay out of the Librarian's light. The wights we killed today aren't here, but the skeletons still are. I close the door behind us hoping the shadow creatures stay on the other side. We reach the rubble ramp and run into our first problem: how do we get me and the Guard up without breaking our link? Moreover, how do we get to the floor after?

I ask the Guard to strip. We're going to need his leather armor and sword to build a makeshift rope. [deception(adv) vs insight]

12 = 2[d20]+10

22 = 12[d20]+10

17 = 16[d20]+1

He says it sounds like a silly idea, but I haven't been wrong yet.
Lady, Librarian, tie him up please....Now, are the ropes secure? Do you think you can get out easily? [persuasion(adv) vs insight]

21 = 14[d20]+7

18 = 11[d20]+7

21 = 20[d20]+1

The ropes are tight, but he doesn't appreciate being lied to about stripping. I could have just asked.
Great! Gag him and I'll drop the spell.

The Lady and I manage to throw the Guard up to the next floor before he comes to his senses. And he is irate.

14 = 13[d20]+1

The Guard thrashes in his bonds, but the rope holds. We drag the squirming wight to the portcullis. Silhouettes beyond run from the light. I look at the hole in the ceiling and realize there's no tunnel above us. [arcana DC 15 - advantage, pooling our minds]

22 = 18[d20]+4

9 = 5[d20]+4

I know fey crossings exist where the Material Plane and Feywild are uncannily similar. The same must be true for the Shadowfell. We reason out that if there's light on one side of the crossing but not the other, the portal might close. We'll have to turn off the dagger. And I think the silhouettes will be on us as soon as we do. [perception DC 15]

15 = 15[d20]

we count five shadows lingering beyond the light. I think we can take them. Librarian, since you can't see, just sit on the wight or something. Make sure he doesn't pull any shenanigans. The Light goes off and the darkness rushes at us.

[initiative]

44 = 19[d20]+7[d20]+16[d20]+2[d20]

I remember my Eldritch Blast having a greater impact on these than anything else.

33 = 16[d20]+17[d20]

16 = 7[d10]+9[d10]

21 = 19[d20]+2

32 = 16[d20]+16[d20]

14 = 6[d6]+5[d6]+3

14 = 5[d6]+6[d6]+3

28 = 10[d20]+16[d20]+2[d20]

8 = 3[d3]+3[d3]+2[d3]

20 = 6[d6]+4[d6]+1[d6]+5[d6]+4

6 = 2[d4]+4[d4]

The silhouettes immediately go for the Librarian, who shortly collapses. That's not good. Any solutions, Lady? I've got nothing left, so I'm just going to keep shooting them.

18 = 2[d20]+16[d20]

9 = 9[d10]

6 = 3[d4]+3

The Lady says something and the Librarian gets back up. She then runs after the offending silhouettes, swords glowing.

17 = 4[d20]+13[d20]

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

41 = 5[d20]+19[d20]+17[d20]

31 = 4[d20]+7[d20]+20[d20]

5 = 2[d3]+1[d3]+2[d3]

The silhouettes retreat into the darkness for a bit and we think they've run off. As soon as we let our guards down, their cold clawing fingers seep into my skin.

7 = 3[d6]+2[d6]+2

8 = 1[d6]+5[d6]+2

2 = 2[d4]

2 = 2[d4]

15 = 2[d20]+13[d20]

9 = 9[d10]

5 = 1[d20]+4[d20]

19 = 17[d20]+2

11 = 6[d20]+5[d20]

17 = 6[d20]+11[d20]

5 = 3[d3]+2[d3]

8 = 4[d6]+2[d6]+2

2 = 2[d4]

18 = 10[d20]+8[d20]

15 = 8[d10]+7[d10]

27 = 12[d20]+15[d20]

28 = 9[d20]+19[d20]

14 = 4[d20]+10[d20]

2 = 1[d3]+1[d3]

7 = 1[d6]+4[d6]+2

1 = 1[d4]

22 = 4[d20]+18[d20]

6 = 6[d10]

26 = 10[d20]+16[d20]

The silhouettes are infuriatingly resilient. The last one we still haven't actually hit, but decides to run once its friends are gone. With the light put out, the floor above has revealed itself. How are we getting up there?
The Lady says that's what the rope was supposed to be for.
I have a terrible, terrible idea: The Lady can boost me up. Then toss the wight up and I'll Lightning Lure it over. Then boost the Librarian and I'll grab him. Then jump and the two of us can catch you!

Yes.

At a loss for any other solution, we decide to go with it. [athletics, Lure, athletics]

14 = 10[d20]+4

[LR - force success]

2 = 1[d20]+1

20 = 18[d20]+2

And now we're all back on the Material Plane. Hopefully. Let's leave the light off just in case.

7 = 6[d20]+1

We drag the still struggling wight out of the pyramid into either sunrise or sunset. [survival DC 15]

18 = 18[d20]

Sun/rise/? We weren't in there the whole night, were we? The Guard flinches as sunlight strikes him.

Suddenly, a panicking Rillia barges into all of our heads. "Where are you!? Get back here RIGHT NOW!!" He says more, but I don't understand the garbled (crying?) Draconic-Common mess of a sentence. I need to sit before I tumble down the pyramid steps from dizziness. The Librarian says out loud to find the talisman and summon Fire Beard. The Lady and I pick up the wight and haul him down the steps. Whatever's happening is going to have to wait for our return.
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