
Clyde Reinhart |


Ember Draymon |

My apologies as well, I've super busy with work lately.
" Oh, lunch sounds good, but we should definetely try to meet up with the others and exchange information, Maybe we should try the Inn first? Hopefully Lilicia is just ensconced, training at this place Thylius bought and we can just go and talk some sense into her and get her to go home, huh... "

Ragnar the Grim |

Ragnar nods as Ember talks."Yes, we should meet up with the others first."

AL DM |

Everyone meets back up.
The hot sun of summer shines down upon the streets of Mulmaster, bringing forth all the smells of humanity. You're sitting down at an outdoor table eating lunch at an inn. Youre at the furthest table out. Just as you think things might be looking up, the waiter points in your direction and begins screaming!
Adrian Initiative: 1d20 ⇒ 17
Clyde Initiative: 1d20 ⇒ 1
Ember Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Louis Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Ragnar Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Shoo Initiative: 1d20 ⇒ 11
Dust Mephits Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
If your passive perceptions is 14 or higher, you are not surprised and may act this round. There are four dust mephits sneaking up behind you ready to attack.
The tables around you quickly empty.
Scene: most of the area is open space, but you can used any of the tables for cover or to stand on. Winding your way through the tabled area is difficult terrain. However, you can move at full pace through the area with a DC 10 Dexterity (acrobatics) check (failure means you tripped on something and you fall prone).
Init Order: Adrian, Ember, Louis, Ragnar, Shoo, Dust Mephits, Clyde

Shoo Zahal |

-Curse you!
Shoo rises his holy symbol and certainly curses the mephits.
Will cast Bane on the 3 closest mephits, then move next to the closest one.

AL DM |

Mephit Charisma Save: 3d20 ⇒ (13, 6, 18) = 37
One of the mephits fails it's save and is affected by Bane. Shoo moves up to the one that wasn't targeted.
Two of the mephits fly overhead and spew down a spray of sand.
All except Shoo are effected
DC 10 Dex Save or have the Blinded condition for 10 rounds. So long as you are effected, at the end of your turn, you may reroll the save to end the condition.
recharge: 2d6 ⇒ (4, 3) = 7
The third Mephit casts Sleep, which targets everyone.
5d8 ⇒ (5, 3, 8, 3, 2) = 21
Louis falls asleep. Not enough HP remaining to affect anyone else. Louis is asleep for 10 rounds, or u til he takes damage or someone uses an action to wake him.
The last mephit attacks Shoo.
1d20 + 4 ⇒ (13) + 4 = 171d4 + 2 ⇒ (3) + 2 = 5
And misses.
Round 2:
Init Order:
Adrian
Ember
Louis (asleep)
Ragnar
Shoo
Dust Mephit1 (Breath expended)
Dust Mephit2 (Breath expended, Bane 1/10)
Dust Mephit3 (Sleep 0/1)
Dust Mephit4
Clyde
Map created; added to my tagline

Clyde Reinhart |
1 person marked this as a favorite. |

Dex Save: 1d20 ⇒ 8
"Ah Hells! My eyes!" Clyde topples backwards off the bench and rushes to his feet, drawing his longsword and shield. He shakes his head attempting to get the sand out of his eyes.

Ragnar the Grim |

Dex Save: 1d20 + 2 ⇒ (9) + 2 = 11
Ragnar just barely covers his eyes, protecting them from the sand. He jumps up and swings at one of the creatures the sand came from.
1= Bane, 2= Not Bane: 1d2 ⇒ 1
Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d10 + 4 ⇒ (6) + 4 = 10

'Lownoise' Louis |

Lol, falls over forward face down in his plate with a mouthful of chicken and starts snoring. Does Louis get a dex save for the blindness or is he automatically blinded?
Just in case:
Dex: 1d20 + 5 ⇒ (20) + 5 = 25

Shoo Zahal |

-What's with all the tiny things lately?
Attack the Mephit] 1d20 + 4 ⇒ (16) + 4 = 20
[ooc]Damage if successful 1d6 + 2 ⇒ (1) + 2 = 3

Sir Adrian Fullbright |

Round 1, Blind 1/10 rds
Sir Adrian swings his Greatsword at the last spot he saw the creature.
GS Att: 1d20 + 5 ⇒ (6) + 5 = 11
GS Disadv: 1d20 + 5 ⇒ (16) + 5 = 21
GS Dam: 2d6 + 3 ⇒ (6, 2) + 3 = 11
Dex Save: 1d20 ⇒ 18

AL DM |

Adrian misses his attack due to the sand in his eyes, but manages to clear them out easily enough. Adrian is no longer blinded.
Botting Ember
Dex Save: 1d20 + 2 ⇒ (20) + 2 = 22
Ember casts Acid Splash on Mephit 1.
Mephit Dex Save: 1d20 + 2 ⇒ (8) + 2 = 10
It takes 1d6 ⇒ 3 acid damage.
Louis isn't blinded, but he is asleep! Someone should wake him up if they want his help! 1/10 rounds.
Ragnar slams his weapon right into one, hurting it badly!
Shoo swings and hits!
Dust Mephit 1 casts Sleep.
HP: 5d8 ⇒ (1, 8, 2, 3, 1) = 15
Breath Weapon Recharge on 6: 1d6 ⇒ 3
No one is affected by the sleep spell.
Dust Mephit 2 attacks Ragnar:
1d20 + 4 - 1d4 ⇒ (12) + 4 - (1) = 151d4 + 2 ⇒ (4) + 2 = 6
Breath Weapon Recharge on 6: 1d6 ⇒ 6
Ragnar, take 6 slashing damage
Dust Mephit 3 sprays his dusty breathe over Ember and Clyde.
Make new Dex saves!
Dust Mephit 4 attacks Shoo:
1d20 + 4 ⇒ (6) + 4 = 101d4 + 2 ⇒ (2) + 2 = 4
...and misses!
Clyde draws his sword and stands up, wiping the sand from his eyes, only to get sprayed again!
Round 3:
Init Order:
Adrian
Ember
Louis (asleep)
Ragnar
Shoo
Dust Mephit1 (-3 HP, Breath expended, Sleep 0/1)
Dust Mephit2 (-10 HP, Bane 1/10)
Dust Mephit3 (Sleep 0/1, )
Dust Mephit4 (-3 HP)
Clyde

Clyde Reinhart |

Dex Save: 1d20 ⇒ 2
Clyde shakes the sand from his eyes and looks up to see a strange creature attacking him. He lifts his sword and lunges at the monster, "Come here you little- GAAHH!"
Clyde is struck in the face with another blast of sand. He swings blindly at the creature.
Sword Slash: 1d20 + 5 ⇒ (3) + 5 = 8
Sword Slash: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Clyde buries his eyes in his forearm and attempts to brush away the sand.
Dex Save: 1d20 ⇒ 17

Shoo Zahal |

-Ah, that was just to test you, but wait for the next one!
Mace Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage if successful: 1d6 + 2 ⇒ (4) + 2 = 6

Ember Draymon |

Dex Save: 1d20 + 2 ⇒ (4) + 2 = 6
Blind from the sand blast, Ember ducks under the table, crawling towards Louis with tears streaming from her orange eyes. She fumbles around trying to find the Halfling and shake him awake.
Dex Save: 1d20 + 2 ⇒ (20) + 2 = 22
Not sure if I can do this while blind (Maybe I need to roll something, Perception?), but Ember spends her action to wake up Louis.

Sir Adrian Fullbright |

Round 2
Sir Adrian circles around the table and swings at the mephit 3 next to the sleeping Louis.
GS Att: 1d20 + 5 ⇒ (8) + 5 = 13
GS Dam: 2d6 + 3 ⇒ (1, 5) + 3 = 9

Ragnar the Grim |
1 person marked this as a favorite. |

Ragnar presses the attack on the creature, giving into primal rage.
Rage activated
Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d10 + 6 ⇒ (5) + 6 = 11

AL DM |

Adrian lands a Solid hit on the Mephit.
Ember wakes Luois, then wipes the sand from her eyes.
Botting Louis
Louis gets up and checks out the scene. No weapons listed in profile; not going to bot limited use abilities. No combat based cantrips.
Ragnar hits the Mephit hard, and it's body crumbles into dust.
Shoo lands another solid blow.
Mephit 1 attacks Clyde.
attack: 1d20 + 4 ⇒ (16) + 4 = 201d4 + 2 ⇒ (4) + 2 = 6
Clyde takes 6 damage.
Breath Renewal on 6: 1d6 ⇒ 4
Mephit 3 spews his sandy breath at Adrian and Ember. DC 10 Dex Save
Mephit 4 casts Sleep, targeting Clyde, Shoo, Adrian, and Ember.
HP Affected: 5d8 ⇒ (8, 5, 7, 2, 3) = 25
Ember falls asleep.
The sand in Clyde's eyes causes him to miss, and then he manages to clear them again.
Round 4:
Init Order:
Adrian
Ember (Asleep)
Louis
Ragnar
Shoo
Dust Mephit1 (-3 HP, Breath expended, Sleep 0/1)
Dust Mephit2 (Dead)
Dust Mephit3 (-9 HP, Sleep 0/1, Breath expended)
Dust Mephit4 (-9 HP, Sleep 0/1)
Clyde

Clyde Reinhart |

Assuming anything is still alive on my initiative.
Clyde runs around the table to the third Mephit. He swings his blade in a diagonal arc across the creature's body.
Sword Slash: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Critical: 1d8 ⇒ 3

'Lownoise' Louis |

Good point, I'll add his equipment to the profile. Sorry for the late post, I'm coming down with something but not enough (yet) to warrant me to stay home.
Louis spends his turn to return the favor and wake up Ember.

Shoo Zahal |

Shoo believes Clyde and Ragnar are tough enough to endure a little bit more of pain, so he decides to keep his prayers for now and focus on finishing the mephit.
Mace Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Dmg if successful: 1d6 + 2 ⇒ (5) + 2 = 7

AL DM |

I'm going to go a bit out of initiative order here, because this battle is about to be wrapped up.
Shoo's attack slams into the dust Mephit causing it to disintegrated into the breeze.
Clyde scores a crit, obliterating the dust mephit, but not before it could get one last attack: 1d20 + 4 ⇒ (9) + 4 = 131d4 + 2 ⇒ (2) + 2 = 4, which is fruitless.
One Mephit remaining. It has 13 AC and 8 HP remaining. Adrian, Ember, Louis, and Ragnar can all attack it. First one to kill it ends the combat.

Ragnar the Grim |

Ragnar rushes the last of the creatures and swings his battleaxe.
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d10 + 6 ⇒ (2) + 6 = 8

Clyde Reinhart |

"What in the hells were those!?" Clyde asked grumpily as he brushed some remaining sand from his armor. Sheathing his longsword, he squats down to inspect the body of one of the more intact fiends.

AL DM |

Those with one of the following background features have advantage on this check: Discovery, Library Access, Researcher, Underdark Experience.
It's also likely that whoever summoned them directed them to target you specifically, as the mephits ignored everyone else.

Clyde Reinhart |

Arcana: 1d20 + 1 ⇒ (13) + 1 = 14
Clyde withdraws quickly after getting a good look and shakes something out of his mind.
"Some sort of demon by the looks of it. Definitely not from around here. I'm pretty sure they were controlled by someone. Someone trying to kill us. Or at the very least, slow down our investigation."

Ember Draymon |

Arcana : 1d20 + 5 ⇒ (2) + 5 = 7
Arcana adv: 1d20 + 5 ⇒ (4) + 5 = 9
" uh, exactly Clyde... exactly right... we've obviously got someone's attention. "

'Lownoise' Louis |

arcana: 1d20 + 2 ⇒ (19) + 2 = 21
"You're right Clyde. Dust mephits from the elemental plane of air. These are from the southern district it seems, due to the way they evaporate, you see?"
Louis explained in a scholarly manner.
"It's a good sign. We're getting close. Should we press our luck and go straight for our next target?"

AL DM |

You all need to decide what to do next.
Options:
1) Keep going around town asking questions
Topic of concern to investigate: Arye Affapenov, Liticia Gos, Riasa Yegorovna, Thylius Caramitru, Yellow Breath. These will cost 1d6 gp in order for you to roll a Charisma (Persuasion) check or Intelligence (Investigation) check. Add 10 gp for a +5. Certain background features grant advantage for certain subjects, as previously described.
Locations to visit: Affapenov Manor.
2) Investigate Thylius' purchased building.
If you choose this option, you will need to describe any prepatory work you're doing and what time of day you will do your investigation.

Ragnar the Grim |

Ragnar dusts sand off his clothes and inspects the tear in his tunic with a fresh wound under it. He lets out a small irritated groan. "Someone owes me a new tunic. I say we pay Thylius a visit at his new building, after we actually get something to eat."
He then starts calling for the waiter that ran off less than a minute before.
Short rest then Thylius?

'Lownoise' Louis |

Louis, who hadn't even gotten up from his chair during the whole altercation, finished the rest of his chicken-sandwich. "Yeah, me too. We need to pay Thylius a visit."

Shoo Zahal |

-Then finish your meals and rest for a bit while I have an ale, and then we're ready to go, deal?

Ember Draymon |

" Sounds good, directly at the heart of the problem... "
Sounds like we'll be heading there in the afternoon hours.

Clyde Reinhart |
1 person marked this as a favorite. |

Clyde goes to nod his head in agreement, but quickly lets out a little yelp. He clutches his hand to his neck and winces. "Little buggers got me good."
He pushes his chin to one side, rotating his neck until the dull pop noise is heard. "Ahh, much better." Clyde flashes a shiny white smile.
Second Wind: 1d10 + 2 ⇒ (9) + 2 = 11

AL DM |

Everyone gets a short rest. The current time is 1pm.
Located in a wealthy, residential part of Mulmaster, the Chapter House is a walled mansion set back from the road with a handful of trees partially—but not completely—obscuring the view.
Away from any trees or cover, a stout stone wall rises higher than a tall man. A gate with iron scrollwork over finished timbers offers potential passage to the unseen grounds beyond.
The smooth wall is 10-feet high and made of stone 3-feet thick. It can be climbed with a successful DC 15 Strength (Athletics) check. You may also attempt to smash through the wall if you have the proper tools. There are no trees or other easily climbable objects near the wall.
A gate sits in the south side of the walls. The locked gate is made of banded timbers, covered in iron scrollwork depicting leafy vines.
The lock can be picked with a set of thieves' tools and a successful DC 20 Dexterity check or forced with by those succeeding on DC 20 Strength (Athletics) check. The gate can be forced with a successful DC 25 strength (Athletics) check.
Other ideas are welcome.