GM Jiggy's Adventures in Avonali [5E] (Inactive)

Game Master Jiggy

Current location: Silverwood (lake island)
Time of day: Midday


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Female Halfling Copper Draconic Sorcerer 4 | HP 27/30| AC 16 | Saves: Str+0, Dex+3, Con+4, Int+0, Wis+0, Cha+6 | PasPercpt10 | Skills: Arcana+2, Deception+6, Persuasion+6, SleightofHand+5 | Init.+3 | SpellAttack+6 | SpellSave14

Can we say Teo advances toward the undead after casting her spell this round, DM? I forgot to post that.


Sure, that's fine.


Just in case it got missed with the page change, it's Naia's turn.

Forest Guardian Press

Okay, so Naia is going to revert to elf-maid form. The wild shape ability says:

Wildshape wrote:
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn.

So do I have to use another use to revert or just to become a different creature? It's a moot point here as I have another use, just wondering at the slightly unclear wording.

Bonus Action: Revert to elfin form.
Action: Cast thunderwave as 2nd level spell...

Thunderwave: 3d8 ⇒ (6, 3, 7) = 16

Thunderwave:

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


You accidentally your alias. ;)

In answer to your question, the part about spending another use is if your time is up but you don't want to stop. Sort of like a "please insert an additional quarter to continue this phone call" sort of thing.

Buncha CON saves:
The injured one: 1d20 + 2 ⇒ (5) + 2 = 7
A grappling one: 1d20 + 2 ⇒ (2) + 2 = 4
A grappling one: 1d20 + 2 ⇒ (20) + 2 = 22
A grappling one: 1d20 + 2 ⇒ (1) + 2 = 3
A not-grappling one: 1d20 + 2 ⇒ (1) + 2 = 3
A not-grappling one: 1d20 + 2 ⇒ (18) + 2 = 20
A not-grappling one: 1d20 + 2 ⇒ (16) + 2 = 18

Suddenly, Naia turns elvish again, and thunderous "KABOOM!" sends zombies skidding in all directions!

The one that Teo had burned goes to pieces, raining down off to one side. Three more of the zombies (two of which had been holding onto Naia) get pushed back by the shockwave, but stay on their feet. One maintains its grip, and another two brace themselves against the force.

The zombie that maintained its grip on Naia starts to eat her!
Auto-damage: 1d4 + 2 ⇒ (1) + 2 = 3

The rest of the zombies close in again and resume their attempts to grab Naia!
Grapple: 1d20 + 7 ⇒ (9) + 7 = 16
Grapple: 1d20 + 7 ⇒ (9) + 7 = 16
Grapple: 1d20 + 7 ⇒ (8) + 7 = 15
Grapple: 1d20 + 7 ⇒ (6) + 7 = 13
Grapple: 1d20 + 7 ⇒ (6) + 7 = 13
Yikes.

The zombies swarm her, and she's covered in grasping hands!

Party up! Six zombies remain. All of them are currently grappling Naia. Three of them have 16 damage, and three of them have 8 damage.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Finlogan arches both eyebrows when Naia thunders the zombies from her and then winces when she gets buried again. He targets a very wounded (-16) zombie with another arrow.

Longbow: 1d20 + 8 ⇒ (9) + 8 = 17 if hit, piercing damage: 1d8 + 4 + 1d8 ⇒ (3) + 4 + (5) = 12


Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6

Gwenifer closes the remaining distance and swings her sword at one of the zombies on Naia.

Greatsword: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13

Gwenifer then uses her action surge to swing at a second zombie.

Greatsword: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13

Gwenifer will target the less wounded ones if she can tell the difference, otherwise random.

"Hang in there Naia."


Female Halfling Copper Draconic Sorcerer 4 | HP 27/30| AC 16 | Saves: Str+0, Dex+3, Con+4, Int+0, Wis+0, Cha+6 | PasPercpt10 | Skills: Arcana+2, Deception+6, Persuasion+6, SleightofHand+5 | Init.+3 | SpellAttack+6 | SpellSave14

Teo enjoyed throwing fire. She kept up the strategyto ty and save her friend by again casting Chromatic orb at the closest zombie. She decides to use her Empowered Spell ability and spend a spell point to reroll he damage dice.

Ranged spell attack 1d20 + 5 ⇒ (15) + 5 = 20

Fire damage 3d8 ⇒ (4, 1, 4) = 9

Reroll all of them 3d8 ⇒ (6, 5, 7) = 18


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

Alex follows after Gwen. She could scatter the pack of monsters but that could have unintended consequences. There could still be people in the town. She could heal Naia, anyways. Or not. Some scars might remind her to be less foolish. She thinks, annoyed.

Dash remaining distance to the mob. Use reaction to use Fighting Style Protection on Gwen if it comes up.


Fin fells a zombie, and Gwen cuts down two more! Teo topples a fourth, and Alex catches up to the melee!

Naia, you're up. Two zombies remain.


Hm, haven't heard from Naia, so we'll just say she scimitars a zombie:

Scimitar: 1d20 + 6 ⇒ (7) + 6 = 13, Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Naia hacks one of the zombies down, leaving just one clutching onto her!

Bite auto-damage: 1d4 + 2 ⇒ (1) + 2 = 3

It gnaws on her a bit, before being pummeled into oblivion by the combined force of the entire party.

Out of combat.

You now stand in the street by a pile of twice-dead corpses, about 80ft from the carts in front of the inn. The horses look skittish and unnerved, and your merchant companion peers cautiously out the inn's front window at you, eyes wide and face white as a sheet.

What next? Check out a shop or stable? Do something with the merchant and his goods/horses? Explore deeper into town? Something else?


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

If I'd realised grapple in 5e is more like holding hands I wouldn't have bothered with a spell. That fight was pretty cool though, cinematically. Wolfbomb!

"Naia Tam!" Alex exclaims after the last zombie falls. "That was very unwise!" She's more annoyed than anything, being used to working with knights and professional soldiers. She closes her eyes, inhaling slowly to gather herself. One should not speak in haste. She opens her eyes and continues in a tone one would use as if scolding a child. "You should have let them come to us. Teo Brissett and Finlogan whateverhislastnameis could have cut down half of them before they reached us and you would not have been bit." She regards the pile of re-corpses and shakes her head. "This does effect my hope to find most of the villagers alive. Still, we should check the rest of the buildings, starting with the stables. Anything less would be irresponsible. Come, master Gammell Ducoton, let us find a safe place for you and your animals."

Do the zombies look 'fresh' enough that they could be the villagers?


Female Halfling Copper Draconic Sorcerer 4 | HP 27/30| AC 16 | Saves: Str+0, Dex+3, Con+4, Int+0, Wis+0, Cha+6 | PasPercpt10 | Skills: Arcana+2, Deception+6, Persuasion+6, SleightofHand+5 | Init.+3 | SpellAttack+6 | SpellSave14

Teo agrees with checking the stable. If it was safe, that might be a good spot for the merchant and his cart animals to wait outside of danger.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Finlogan squints at Alex, "Lady Hightower, it's Finlogan Escalus, as in Prince of Escalus." He expected more from a human scion but concluded that humans take to manners slowly.

"Let's keep Master Ducoton and his horses with us as we explore the town. There is no where secure at the moment. I doubt very much that zombies want to steal anything, so we need to find the necromancer. Let's start with the stables."


Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6

"I agree with the group's reasoning. We can't take master Ducoton and his horses throughout the town. Let's secure them first. The stables sounds like a solid plan."

"Do you think we should hide the corpses in a nearby building. Until we know what we're dealing with, I'd prefer not to leave behind too much evidence for someone or something to track back to us."


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

Lol meant to put that in ooc. I thought Escalus was a place not a name.

Alex' ears were still ringing from Naia's spell. "We have lost whatever opportunity we might have had at covert operations. If we had any to begin with. We did come in on the main road. If any were watching they most certainly would have been watching that. Master Gammell Ducoton may stay with us, but we cannot leave the horses in the open. The zombies will eat them. If the stables do not offer security we will have to find a sturdy building with a functional door large enough to admit the animals."


Recognizing a consensus of checking the stables even if not much else is agreed upon yet, you approach a broad, plain building across from the inn. Its wide, heavy sliding door in the front sits open, and doesn't seem particularly damaged. It has two windows in the front, both of which have been broken. You'd guess that perhaps the attackers found it easier to go in through the windows than to batter down the heavy door.

Checking inside, you again see blood splatters here and there, and again a lack of bodies. There's plenty of space, and things are mostly in good condition. You'd guess that very little of the carnage this town saw took place here.

Alessandra wrote:
Do the zombies look 'fresh' enough that they could be the villagers?

Undeath has a way of making corpses' freshness hard to determine. You've not got much to work with on that theory besides the fact that they're wearing commoners' clothes.

The stable's only entry point is the big heavy door and two windows. If you do decide to stash anything anywhere, this is probably the place to do it, unless you find some kind of secret hole somewhere later or something.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

"Master Ducoton. Do want us to leave the horses, cart and possibly yourself here while we search the town? If we find something to secure those broken windows, you should be relatively secure in here." Finlogan politely offers the merchant.


"W-well," your merchant friend stammers, "It does look rather sturdy, and I don't think I like the idea of being near you when you run into another fight... Yes, I think I'd like to hunker down here. Hopefully if I'm quiet nobody will notice me until after you've found something to secure the windows with."

Gammell then goes about directing his horses and carts into the stable.

What's next? Checking out a shop? Going deeper into the town? Disposing of the destroyed zombies? Something else?


Female Halfling Copper Draconic Sorcerer 4 | HP 27/30| AC 16 | Saves: Str+0, Dex+3, Con+4, Int+0, Wis+0, Cha+6 | PasPercpt10 | Skills: Arcana+2, Deception+6, Persuasion+6, SleightofHand+5 | Init.+3 | SpellAttack+6 | SpellSave14

"Let's check out one of the closeby shops. There might be clues in there, but if there is nothing, then we can head further into town..."


Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6

"We should definitely secure the windows. Even if we can't make them strong enough to withstand an assault, keeping Gammell and his horses from view will be beneficial."

"Checking the shop next, works for me."


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

"We will have no shortage of tools with which to build barricades, and we will make enough noise to draw anyone's attention away from here." Alex puts a reassuring hand on the merchants shoulder. "Though I still think you would be safer with me." She helps shore up the stable as much as she can but since she's never built anything in her life she mostly gets in the way. "Do you have a whistle or some other way to attract our attention from a distance, Master Gammell Ducoton?" she asks the merchant before they head out.

In case someone does take the carts, Alex removes her things and places them in one of the corner stalls. They would be safer if she brought them with in to the town but she always felt carrying around gear interfered with the knight-in-shining-armor look she was going for. She takes one of her javelins and leads the way to the nearest shop when they are done with the stable.


You deposit Gammell and his carts in the stable, then step back out into the street. It's as lifeless as ever, with the only moving thing besides yourselves being a lonely crow, poking its beak curiously at the pile of zombies lying down the street, before it starts at your emergence and flies away, cawing.

The heavy door of the stables creaks mournfully as you slide it shut to help keep Gammell from view. The sagging evening sun casts an eerie glow across the buildings here, and the sign hanging on the front of the nearest shop is illuminated by orange light. The sign is labeled simply "General Store".

Stepping through the battered-open door, you see a front counter behind which is a plain wall that separates the front area from the much larger back room, where you assume most of the goods would be kept. A single door to said room hangs open, with no major obvious damage.

If you want to investigate this building further, those of you without darkvision are going to want some light, since the sun is gradually offering less and less light through the limited window space. Alternatively, you could move on and peek into another shop, or go do something else entirely.


Female Halfling Copper Draconic Sorcerer 4 | HP 27/30| AC 16 | Saves: Str+0, Dex+3, Con+4, Int+0, Wis+0, Cha+6 | PasPercpt10 | Skills: Arcana+2, Deception+6, Persuasion+6, SleightofHand+5 | Init.+3 | SpellAttack+6 | SpellSave14

Teo lights a torch, holding it as high as she could, hoping to give the others some light as well. "We need to be careful. No telling what surprises are waiting on us in here."

Anyone else getting a The Walking Dead vibe here?


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Finlogan holds his hand up to signal for the group to wait at the door. He quietly enters the store.

Stealth: 1d20 + 6 ⇒ (20) + 6 = 26


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

Alex purses her lips, annoyed as Fin goes ahead. It will be dark soon, why is he sneaking around? We should be making more noise to attract any other zombies. Knights do not skulk around in the dark! She waits for Fin. For now. "I have a hooded lantern that may serve us better than a torch, Teo Brissett. Can you hold a lantern and still cast your spells?"

Teo Brissett wrote:
Anyone else getting a The Walking Dead vibe here?

Better not trust the local leadership if we find them!


Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6

Since Teo has lit a torch, Gwenifer follows inside. She holds her greatsword above her head, ready to drop into a zombie at a moments notice.


Female Elf (Water) Druid 4 | HP 27/27 | AC 15 | Init +3 | Scimitar +5 [1d6], Spear +1 [1d6/1d8] | Spd 30ft | Per: +5 | SAVES: Str +0/Dex +3/Con +1/Int +2/Wis +5/Cha +2 | Spell save DC: 13 | Spell Atk Mod: +5.

Earlier...

Naia takes small notice of Alex's admonitory tone.

"Perhaps you are right, but it seemed the time for subterfuge has passed. It seems in canine form I may not always use reason as well as I resort to...adrenaline. [looks at the corpses finally laid to rest] Though I did gather them into a handy bunch..."

The elf-maid pauses.

"Next I will pay attention to your tactical lead Alex."

Now...

Naia follows Gwen, perring and sniffing the air, scimitar in hand.


Fin moves in first, scanning the area for danger. With an impressive smoothness of motion, he slinks from shadow to shadow, gradually peeking first behind the counter and then into the storage room. Presently, he gives an affirmation to the group that there are no imminent threats, and the rest of you follow.

Interestingly, the interior of this shop is in far better condition than that of the inn. Other than the broken-down door, you wouldn't even guess that combat had happened here at all. There are no bloodstains, no broken furniture or toppled shelves, and so forth; the only things out of place are the broken door and a crumpled-up piece of parchment on the floor. Even the door to the storage room, though open, remains undamaged.

I'm not going to list out the inventory of the shop, but it's generally stuff that would be of interest to travelers arriving in or leaving town, other than arms/armor/food. So lamps, rope, relevant tools/equipment, that kind of thing. If there's something you want, just ask and I'll tell you if it's there.


Female Elf (Water) Druid 4 | HP 27/27 | AC 15 | Init +3 | Scimitar +5 [1d6], Spear +1 [1d6/1d8] | Spd 30ft | Per: +5 | SAVES: Str +0/Dex +3/Con +1/Int +2/Wis +5/Cha +2 | Spell save DC: 13 | Spell Atk Mod: +5.

Ooh!!! I love this game. Um.....Ok. Do they have: Traveller's Dice. A Knife. Jerky. Iron Rations. A dog whistle. Grappling hook or ice-axe. Waterproof cloak. Zombie-trap x6. Wolfsbane. 20' x 20' Canvas. Pitons x 12. Flatpan suitable for griddlecakes. True Grit, or, if not true at least not that gluten-free stuff the elves sometimes sell.

;)


Female Elf (Water) Druid 4 | HP 27/27 | AC 15 | Init +3 | Scimitar +5 [1d6], Spear +1 [1d6/1d8] | Spd 30ft | Per: +5 | SAVES: Str +0/Dex +3/Con +1/Int +2/Wis +5/Cha +2 | Spell save DC: 13 | Spell Atk Mod: +5.

Naia sidles in through the doorway and sniffs, wondering at the less-tumlbed nature of the interior. She keeps an eye out any available window, or if none are present stays at, but inside the doorway. The wild elf-maid ignores the crumpled up parchment - it doesn't appear dangerous to her.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Finlogan peeks into the storage room for completeness, then probably says, "there's nothing here. Let's go."

He heads to the door outside and the next building. Mundane items obviously do not interest him.


Female Halfling Copper Draconic Sorcerer 4 | HP 27/30| AC 16 | Saves: Str+0, Dex+3, Con+4, Int+0, Wis+0, Cha+6 | PasPercpt10 | Skills: Arcana+2, Deception+6, Persuasion+6, SleightofHand+5 | Init.+3 | SpellAttack+6 | SpellSave14

Teo grabs the parchment and a reasonable number of glass vials if any are in good shape. Never have too many empty vials, she thinks as she uncrumples the piece of paper and glances at it.


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10
Naia Tam wrote:

Ooh!!! I love this game. Um.....Ok. Do they have: Traveller's Dice. A Knife. Jerky. Iron Rations. A dog whistle. Grappling hook or ice-axe. Waterproof cloak. Zombie-trap x6. Wolfsbane. 20' x 20' Canvas. Pitons x 12. Flatpan suitable for griddlecakes. True Grit, or, if not true at least not that gluten-free stuff the elves sometimes sell.

;)

Oh, what I wouldn't give for a holocaust cloak.


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

Alex sniffs in disapproval as her companions rummage through the store but she is a warrior, not law enforcement. Still, she lets her feelings be known. "These items may still have owners."

Is the storeroom very large? Alex will explore it if it looks like there's somewhere for someone to hide.


Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6

"If the merchant still lives, I shall pay him in full for what was taken. I wonder why this location weathered better than the others. What does that parchment say, Teo? Anything relevant?"

Gwenifer takes nothing for herself.


Naia Tam wrote:

Ooh!!! I love this game. Um.....Ok. Do they have: Traveller's Dice. A Knife. Jerky. Iron Rations. A dog whistle. Grappling hook or ice-axe. Waterproof cloak. Zombie-trap x6. Wolfsbane. 20' x 20' Canvas. Pitons x 12. Flatpan suitable for griddlecakes. True Grit, or, if not true at least not that gluten-free stuff the elves sometimes sell.

;)

No, yes, no, no, no, yes, no, yes, no, no, yes, yes, yes, neither.

Teo un-crumples the parchment to discover that it's a handwritten note, which reads:

"Aren't you glad you took the time to break into this empty building? Even if it makes no difference in the end, f$&& you, whoever you are."

Anything else in here? There are also a couple more shops and such nearby, or you could head toward the residential area or beyond that to the lakeshore area.


Female Halfling Copper Draconic Sorcerer 4 | HP 27/30| AC 16 | Saves: Str+0, Dex+3, Con+4, Int+0, Wis+0, Cha+6 | PasPercpt10 | Skills: Arcana+2, Deception+6, Persuasion+6, SleightofHand+5 | Init.+3 | SpellAttack+6 | SpellSave14

"Why, that's just mean! We are trying to help around here. If I find whoever wrote this, I am kicking them square in the shins!". She wads the note back up and throws it on the ground and takes an extra vial for her trouble.


Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6

"Teo, I don't think that note was addressed to us but the pillagers before us. It sounds like the merchant got out ahead of time."


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

"One does not generally leave notes for the undead. And this place doesn't appear to have been looted. Interesting." Alex muses. "We should keep looking for survivors." Alex leaves the general store and pokes her head into the next closest shop.


Whoops, your comment about looting made me realize I forgot to mention the absence of a cash box. Let me know if that changes anything about how you'd like to proceed.


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

So you're saying there's not a small till of one million gold? There good my retirement plan.

Alex supposes the money would have been taken by the owner and continues her way to the next building. Silver is easier to transport than saddles and buckets, after all.


After a bit of looking around the general store, you step back out into the failing light to continue your explorations. Across the street is another shop, this one looking like more of an arms/armor vendor.

Perceptions: 5d20 ⇒ (14, 17, 15, 20, 16) = 82
Wow. You bunch of lucky skunks.

Each of you either sees or hears something in a different direction, and in an instant you've all reacted to each others' reactions, scanning the area and seeing dark, bestial silhouettes with yellow eyes creeping toward you from various directions!

Finlogan: 1d20 + 3 ⇒ (16) + 3 = 19
Gwenifer: 1d20 + 1 ⇒ (18) + 1 = 19
Naia: 1d20 + 3 ⇒ (20) + 3 = 23
Teo: 1d20 + 3 ⇒ (9) + 3 = 12
Alessandra: 1d20 + 0 ⇒ (11) + 0 = 11
Monsters: 1d20 + 3 ⇒ (6) + 3 = 9
Alrighty then.

At the edge of the light of Teo's torch, you can see several very large dogs approaching from different directions.

One is ahead and to the left, beside the smithy/arms shop, nearest to Gwen in the front.

Two more are on the other side of the smithy (between it and the inn), ahead and to the right, nearest to Alex in the front.

Another creeps along the front edge of the inn, looking to attack your flank.

A pair are in the shadows between the shop you just left and the stables, coming up behind you toward Naia and Teo.

One more is on the other side of the shop, also behind you.

Not saying I'm suddenly introducing "facing" mechanics, just making it clear that the group is surrounded, so those who normally hang near the back aren't necessarily protected by the frontliners.

Each beast is about 20-25ft from your group.

You may all post actions.


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

"Away, beasts!" Alex yells to the ones nearest her. She raises her shield to make herself look larger and strikes the face of it with the pommel of her sword. She doesn't like killing animals, but if they are aggressive they could be a danger to others.

Ready action to attack one if it attacks me.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

No normal animals attacked a settlement like this. Finlogan peers into the dark trying to determine if his ability to befriend animals would work in this instance. Just in case it doesn't, he levels his longbow at one of the beasts approaching Naia and Teo.

Nature: 1d20 ⇒ 19

Try Animal Friendship if he knows that it could work. Otherwise, fire his bow at a threatening beast.

Ready longbow: 1d20 + 8 ⇒ (16) + 8 = 24 if hit, piercing damage: 1d8 + 4 ⇒ (3) + 4 = 7


Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6

Do these look like living dogs or zombie dogs?

Gwenifer charges the closest dog with murderous intent filled with disgust over the whole situation. "Don't underestimate us! You think you've trapped us? You've just walked into a death trap sprung on you!"

Greatsword: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 2d6 + 4 ⇒ (1, 2) + 4 = 7
Reroll 1s and 2s: 2d6 + 4 ⇒ (2, 2) + 4 = 8


Female Halfling Copper Draconic Sorcerer 4 | HP 27/30| AC 16 | Saves: Str+0, Dex+3, Con+4, Int+0, Wis+0, Cha+6 | PasPercpt10 | Skills: Arcana+2, Deception+6, Persuasion+6, SleightofHand+5 | Init.+3 | SpellAttack+6 | SpellSave14

Teo throws an orb of acid at the same animal that Finlogan hit.

Dex check 14 or take 1d6 ⇒ 5 acid damage.


Gwen rushes forward and chops into one of the beasts, and notices once she's there that these dogs are undead!

Alex readies herself against the two whose gaze is fixed on her, and Fin puts an arrow into one of the pair creeping toward the casters!

Teo, remember that acid splash can hit two creatures if they're adjacent.

DEX: 1d20 + 5 ⇒ (1) + 5 = 6
DEX: 1d20 + 5 ⇒ (16) + 5 = 21

Teo's primary target is burned, but its companion ducks the splash!

Naia, you're up!

Damage tally:
By Gwen: 8
Eyeing the casters: 12/0
All others: 0


Not sure where Naia went; we'll just say she takes the Dodge action this round.

The zombie dog that Gwen slashed retaliates with a bite!
Bite: 1d20 + 5 ⇒ (11) + 5 = 16, Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Gwen barely manages to jerk to one side and avoid the undead jaws!

The two deathhounds between the smithy and the inn charge forward toward Alex, meeting her ready blade!
Longsword: 1d20 + 6 ⇒ (8) + 6 = 14, Damage: 1d8 + 4 ⇒ (4) + 4 = 8

She lands a solid hit, then the injured zombie dog bites at her!
Bite: 1d20 + 5 ⇒ (7) + 5 = 12, Damage: 1d6 + 3 ⇒ (6) + 3 = 9
It misses, and its companion bites as well:
Bite: 1d20 + 5 ⇒ (17) + 5 = 22, Damage: 1d6 + 3 ⇒ (6) + 3 = 9
This one gets a hold of her and pulls down, hard!
STR save: 1d20 + 4 ⇒ (18) + 4 = 22
She stays on her feet and pulls free from its jaws!

The one in front of the inn comes up from the side and joins the gang-up against Alex:
Bite: 1d20 + 5 ⇒ (13) + 5 = 18, Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Your AC is 19? Really? Huh.

The two by the stables approach and gang up on 1d2 ⇒ 2 Teo!
Bite: 1d20 + 5 ⇒ (12) + 5 = 17, Damage: 1d6 + 3 ⇒ (2) + 3 = 5
STR save: 1d20 + 0 ⇒ (13) + 0 = 13 Baaaarely. ;)
Bite: 1d20 + 5 ⇒ (9) + 5 = 14, Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Teo suffers one bite, but avoids being pulled to the ground!

The one on the other side of the shop approaches and attacks Finlogan!
Bite: 1d20 + 5 ⇒ (10) + 5 = 15, Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Just missed!

Party up!

Damage tally:
By Gwen: 8
By Alex: 8/0/0
By Teo: 12/0
By Fin: 0


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

Well, the shield does reduce the damage she can do quite a bit. Wish paladins could do area damage right about now.[Ooc]

Shame. Poor beasts. Alex thinks regretfully as the dogs charge. She cuts one then maneuvers her shield between herself and the dog to catch its charge. Two more flank her and one manages to sink a few teeth between the armor plates on her sword arm. She kicks the bottom of her shield into the face of the first dog, trying to knock it off balance, and wrenches her arm from the dogs mouth to stab at the injured one.

[Ooc] Attack injured dog.

Shove To Prone: 1d20 + 6 ⇒ (3) + 6 = 9

Longsword(1H): 1d20 + 6 ⇒ (11) + 6 = 17

Advantage if target is prone: 1d20 + 6 ⇒ (17) + 6 = 23

Slashing Damage: 1d8 + 4 ⇒ (3) + 4 = 7

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