| Zukhan Ssalaras |
The Asaatthi struggles against the barbed chains.
Acrobatics: 1d20 + 3 ⇒ (19) + 3 = 22
Concentration: 1d20 + 4 ⇒ (5) + 4 = 9
Looks like I got out, but lost Hunters Mark. Do I still get an attack or was the escape my whole turn?
| Warden of Doors |
Yup, that's your action unfortunately.
Zukhan slithers out of the barbed chains just as the devil tries to constrict them around him.
The chain devil once more dodges Djal's rapier with superhuman speed, but the dagger finds it's mark in its supernaturally tough hide.
On the lookout now for the divine spear, the devil dodges aside from its thrust straight into Brother Theo's own attack.
The Unchained hacks at the devil with his blade, veins popping in his thick neck.
Unchained attack w/rage: 1d20 + 6 ⇒ (7) + 6 = 131d8 + 6 ⇒ (7) + 6 = 13
But the attack hits the ground, sending a spray of grit and dust into the air.
From out of the dust, Lhienne jabs it again- this time catching it in the kidney to devastating effect. Black blood oozes from the wound, vapor rising from it as the blood meets the warm air. The halfling falls back just as quickly as she appeared, ready to test its defenses again.
"Without magical weapons, you will have to overwhelm it!", Iliberos responds before throwing another chromatic orb at the chain devil.
Chromatic Orb: 1d20 + 7 ⇒ (10) + 7 = 173d8 ⇒ (5, 4, 6) = 15
When the glob of acid strikes the weakened devil, it begins disintegrating, the chains smoldering and falling to ash as the flesh melts away, leaving a blackened pile of ash.
"... like that.", the Forsaken elf adds, watching the thing crumble.
Okay, combat over!
| Warden of Doors |
"Almost anything dies if you just stab it enough, in my estimation.", Iliberos says. "Magical weapons would have made it faster, but I can understand your reluctance to use the Dagger of Spiragos."
"I believe it crumbled to ash due to its essence returning to Chardun's Hells to climb back up the Infernal hierarchy."
| Lhienne |
"It's about temptation, use it once because it's 'necessary', it don't harm you so you feel less bad about using it again. Makes it all the harder to get rid of it when the time comes." she smiles, "I know I'm weak when it comes to shiny stuff, it doesn't mean I have to embrace it."
| Warden of Doors |
After taking a moment to recuperate, you set back out on the road. The wind starts picking up almost as soon as you set out, scattering the chain devil's ashes and whipping your cloaks behind you.
By nightfall, the winds have calmed and you can make camp in peace. By the firelight, Iliberos reads some bones to figure out a next move.
"The dagger and the ring will require specific means to destroy them- and we may need to make a plan for shrinking and destroying the gauntlet. I'll see you all back to Creagfort at least before heading back east to Hollowfaust- perhaps my peers will have an idea of what we can do.", the necromancer says, gathering his divining tools.
It's a bright, mildly warm day in the Hills when you depart your campsite the next morning, though the mule continues to act fidgety around Lhienne. In the afternoon, the weather sours once more and heavy rain soaks the trail- The Unchained has to push the cart out of more than one rut on the way back to Creagfort. Through the darkness and rain, though, you find yourselves in familiar territory again and the road to Creagfort proves far easier to navigate.
Going into the fort or continuing on the road straight for Fangsfall?
| Djal |
Sorry to be asking, but can I get a quick recap of why we're where we are and whether we have some hanging commitments? All I remember is meeting this lady who gave us the map, but not if she's expecting something back from us...
Djal says his farewell to Illiberos, wondering when he'll see the wizard again: " May your steps lead you to adventure, but keep safe and well, friend. I shall miss you."
As the misery of travel in dismal conditions finally ends, he sighs heavily: "We're back, so to speak... What now?"
| Warden of Doors |
You originally came to Creagfort escorting refugees that didn't fancy their chances in the city of Fangsfall. Once you dropped them off to find jobs in the copper mines, a woman named Hasdia Meroni approached you with a treasure map that she claimed to have inherited from her father. In exchange for the map, she just asked that you sell off anything noteworthy through her company International Exports, Ltd. in Fangsfall. Unfortunately, the "noteworthy" things you found were Titan artifacts related to the minor titan Spiragos the Ambusher and now you're stuck with them, looking for a way to destroy them.
| Warden of Doors |
Your church is in Fangsfall- Creagfort only has a chapel to Corean the Avenger and the fortress town definitely has that sober by-the-book lawful feeling to it.
Fangsfall is another 260 miles south of Creagfort, so the fort is your last chance at a taste of civilization and the last opportunity to get some supplies for a bit, barring running into a trader on the road.
| Warden of Doors |
The guards at Creagfort's gates recognize your group immediately (they don't get many exotic visitors like yourselves) and let you back into the walled fortress town. It's much the same as you left it- little more than the fortress/chapel to Corean, barracks for the soldiers and miners, a stable and The Canary- the inn and general store catering to miners and caravans coming through.
You almost laugh walking back into the Canary, seeing the skinny innkeeper more or less exactly where he was when you left him, four off-duty soldiers still at their table playing a quiet game of cards.
"Oh! Well, hello there and welcome back! What can I get for you folks- say, aren't you short an elf or two?", the innkeeper says.
| Warden of Doors |
The guards at Creagfort's gates recognize your group immediately (they don't get many exotic visitors like yourselves) and let you back into the walled fortress town. It's much the same as you left it- little more than the fortress/chapel to Corean, barracks for the soldiers and miners, a stable and The Canary- the inn and general store catering to miners and caravans coming through.
You almost laugh walking back into the Canary, seeing the skinny innkeeper more or less exactly where he was when you left him, four off-duty soldiers still at their table playing a quiet game of cards.
"Oh! Well, hello there and welcome back! What can I get for you folks- say, aren't you short an elf or two?", the innkeeper says.
Feel free to make any purchases you would like in town, within reason- I'd say you could buy practically anything from the PHB for 200 gp or below in Creagfort.
| Zukhan Ssalaras |
Zukhan will pick up a Longbow and trade in his Shortbow toward the cost. Can we assume selling for half price? Should I be tracking arrows?
Also, did the horse and cart belong to Iliberos? We may need to buy a new set if he took them with him.
| Djal |
Djal keeps from shopping, as he does not know yet what the future holds. That being said, he does indulge considerably to celebrate with his companion their recent exploits.
To the barkeep, he replies: "The road led us in different directions is all. Our missing friends are well and we've made new ones. Say, what's good tonight, and what has been brewing in this part of the world while our feet took us adventuring?" he says with a merry grin.
| Warden of Doors |
Zukhan will pick up a Longbow and trade in his Shortbow toward the cost. Can we assume selling for half price? Should I be tracking arrows?
Also, did the horse and cart belong to Iliberos? We may need to buy a new set if he took them with him.
Yes, you can hock your old shortbow for half the price. Let's not worry about tracking arrows, just buy a fresh quiver in town and we'll assume you retrieve arrows in the field until you can get fresh ones. Iliberos did indeed take his cart with him.
| Warden of Doors |
Djal keeps from shopping, as he does not know yet what the future holds. That being said, he does indulge considerably to celebrate with his companion their recent exploits.
To the barkeep, he replies: "The road led us in different directions is all. Our missing friends are well and we've made new ones. Say, what's good tonight, and what has been brewing in this part of the world while our feet took us adventuring?" he says with a merry grin.
The innkeeper scratches his nose, thinking for a second.
"Well, we got a cask of some sour ale from the southern farms and we always have the Fangsfall red. I have a fancy bottle of Jeweled City Ruby wine if you've a mind to get fancy. Food wise, we got mutton pies, fresh bread and cheese or we have stew."
Mug of ale is 4 cp, pitcher of wine is 2 sp and the fine wine is 10 gp. A Poor meal is 3 cp, a Modest meal is 1 sp and a Filling meal is 1 sp and 6 cp.
| Djal |
Djal goes for the filling meal and eats like an adventurer coming back from the end of the world, which, in some sense, he realizes he is. So, for good measure, he takes some wine too, but not the fanciest kind, as he noticed the barkeep is not keen on that type of drinkers...
Finally, between two bites, he asks again: "Any news from the world has reached your ears, barkeep?"
| Warden of Doors |
The barkeep pours you a cup of wine from a pitcher.
"So far it's mostly the usual situation: titanspawn on the Peninsula, pirates in Liar's Sound, fiends 'n worse from the March, more refugees from Zathiske and the Hegemony every day. Loggers down at Darkwood Grove might end up pushing the druids to their limit any day now- not sure if Lord Vrail's fixing to step in any time soon, especially with the High Admiral breathing down his neck..."
| Warden of Doors |
The innkeeper shakes his head.
"Well, if Lord Vrail himself went out there I'm sure Enkili or Corean would see fit to turn it to his advantage in some way, knowing how he's been favored by the Victors. But if he sent troops, there's likely to be bloodshed or at the least the druids will sour on the city and the settlers."
Anything else you guys want to do in Creagfort? No word or posts from The Unchained so I may NPC him and write him out as well.
| Warden of Doors |
I'm guessing you can skip the cart now and take a share of provisions to see you down to Fangsfall; the Peninsula is a lot more hospitable to wildlife and habitation than the Devil's March, so you'll have opportunities to hunt on the road.
After a welcome rest in rented beds under a solid roof and a warm breakfast, you're ready to hit the road again... but the Unchained makes it clear that he isn't going in your direction.
"Tanil sent me a vision, friends. I shall return to Dunahnae and crumble the Wall of Bones. I shall break others' chains as I broke my own. I wish you luck.", he says, before turning to leave.
A strong wind comes in from Liar's Sound, rattling the wooden shutters on the inn's windows as you pack to set out, now down to the four of you. The massive gate creaks open and you set out once more on the southern road toward Fangsfall.
By mid-morning you've lost sight of the fort and you have the hard-packed road to yourselves. As you crest the low hill in front of you, you see several figures standing in the road ahead. Hoods obscure their faces, and they are all armed. The sinking feeling in your stomach alerts you to danger, just as a few more cloaked people step out from behind some of the boulders that line each side of the road. Clearly they've been waiting to ambush travelers on the road. Travelers like you.
| Warden of Doors |
The lead bandit steps forward, gesturing to his hooded troops on either side of the road with his battle axe.
”This doesn’t have to end the hard way. You’ve no desire to die in the road today and I’d prefer not to lose any of my men today. All we want are the Dagger and the Ring. We know you have them. Hand ‘em over and you can be on your way...”
You count five bandits plus their leader, two on each side of the road and one next to the axe-wielding leader.
| Lhienne |
Previously
"I wish you luck, friend, our tale has been interesting, but while I don't like slavery I'm not ready for a crusade. Be well."
And Now
"I'm sure I don't know what you're talking about, but we won't be the ones dying here, back off before it's your bodies in the road."
Intimidate/Charisma? 1d20 + 1 ⇒ (17) + 1 = 18
| Warden of Doors |
"Oh my mistake. I suppose there's some other group comprised of a snake man, a halfling lass, a half-elf and a priest of Madriel setting out from Creagfort bearing relics of Spiragos the Ambusher.", the lead bandit says sarcastically. The other bandits don't laugh or react, simply holding their scimitars, short swords and handaxes at the ready.
"But we want the dagger and the ring, not your lives. If you throw down your weapons and strip in the road, we might even let you leave with your goods."
| Warden of Doors |
Party Initiative: 1d20 ⇒ 12
While the rest of you quibble with the bandits, Brother Theodor quietly begins his prayer to Madriel. Just as he's finishing the prayer, one of the bandits shouts,"The priest! He's casting something!"
But it's too late- a shining spear appears beside the bandit leader before he can react!
You guys have the initiative! Brother Theo can roll for his spiritual weapon attack. There are five bandits and the leader- two bandits on each side of the road, one bandit in front with the leader. There are boulders on each side of the road and no one behind you.
Round 1
| Brother Theodor |
As the shining spear of force jabs down at the bandit leader, Brother Theodor steps forward and jabs his more mundane weapon at the bandit stationed beside his leader.
Spirit Weapon Attack: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Brother Theo: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Well...crap!! So much for surprise...no chance the Spiritual Weapon might get advantage?? lol
| Zukhan Ssalaras |
"Are you strong enough to take the relics from us?"
Zukhan darts at the closest bandit and stabs out suddenly
Scimitar: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Scimitar: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 1d8 + 3 ⇒ (2) + (2) + 3 = 7
Claw: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
| Djal |
Zukhan, do you have some way to add strength to your off-hand? My bard sub-class gives me this, so may be rangers can to. It's just easy to miss in the rules, so I thought I'd ask.
"Well, it was a boring road... Mind telling us who you work for? At least I'll die cursing the right people!" says Djal as he draws rapier and dagger, while he closes in on the leader, slashing high with the dagger, then following with a deep forward thrust.
Rapier: 1d20 + 5 ⇒ (6) + 5 = 111d6 + 3 ⇒ (2) + 3 = 5
Dagger: 1d20 + 5 ⇒ (13) + 5 = 181d4 + 3 ⇒ (3) + 3 = 6
| Warden of Doors |
Yeah, unfortunately I don't think 5E has flat-footed conditions in combat, Brother Theo.
Round One
Chaos erupts as Brother Theodor's shining spear lances for the lead bandit, who manages to jump aside at his subordinate's shout! Brother Theo jabs his spear at the bandit nearest him at the same time but he turns the point aside with a parry from his handaxe.
Zukhan closes in on the bandit nearest the leader, cutting him down with a swift combination of scimitar slashes and a punch from his claw gauntlet!
Djal leads with the dagger, getting too close for the bandit leader to bring his axe to bear and jabbing him in the side. The leader just narrowly dodges the follow-up rapier thrust.
In the rear, Lhienne lets loose a sling stone and strikes one of the bandits square in the forehead! He staggers, momentarily disoriented as the halfling bolts behind a boulder to change position. Blood pumps from a wound in his forehead.
Lhienne's Stealth w/Expertise: 1d20 + 7 ⇒ (19) + 7 = 26
When he looks up after rubbing his eyes, she's simply gone!
The cultists rally, charging at you with weapons ready!
"I work only for my own opportunity, of course!", the lead bandit retorts before pointing at Zukhan with a small, straight piece of iron he pulled from a belt pouch. "STOP RIGHT THERE, TITANSPAWN!", he commands the Asaathi. Zukhan feels his limbs begin to seize up!
Wisdom save, Zukhan: 1d20 + 2 ⇒ (19) + 2 = 21
But the ranger's resolve is too assured, his ire rising after being called a Titanspawn!
The remaining four bandits descend on the party, two attacking Brother Theodor (including the one with a head wound) while the other two go after Zukhan and Djal.
Attacks vs. Brother Theo w/advantage: 1d20 + 3 ⇒ (1) + 3 = 41d20 + 3 ⇒ (17) + 3 = 201d20 + 3 ⇒ (3) + 3 = 61d20 + 3 ⇒ (1) + 3 = 4
Damage, Brother Theo: 1d6 + 1 ⇒ (4) + 1 = 5
One of the bandits slashes through the cleric's defenses, dealing him a solid blow. I believe that's a Concentration check vs. DC 10 for Spiritual Weapon.
Attacks vs. Djal and Zukhan in order: 1d20 + 3 ⇒ (14) + 3 = 171d20 + 3 ⇒ (1) + 3 = 4
Damage to Djal: 1d6 + 1 ⇒ (1) + 1 = 2
With a mighty bellow, one of the masked bandits swings his handaxe at Djal's head but the bard wards it off with his dagger hand, only suffering a small cut in the exchange. Zukhan's bandit, expecting the Asaathi to be paralyzed, is amazed when the ranger dodges his attack and it throws the bandit off-balance! Advantage on attacks vs. Bandit 4 next round!
Round Two Actions!
Two bandits are in melee with Brother Theodor, one each are attacking Djal and Zukhan while both Djal and Zukhan are attacking the leader in melee. Lhienne is currently hidden so well you all forgot she was there.
| Djal |
Djal ignores the minor wound and presses his advantage on the leader: "I see you've some god behind you. Mind telling us at least whom you worship. That way, we can send your soul to the right hell!"
Rapier: 1d20 + 5 ⇒ (9) + 5 = 141d6 + 3 ⇒ (5) + 3 = 8
Dagger: 1d20 + 5 ⇒ (19) + 5 = 241d4 + 3 ⇒ (1) + 3 = 4
| Brother Theodor |
No, there is no concentration check for Spiritual Weapon...It lasts for 1 minute and I can order it to move or attack as a bonus action, according to the description.
Current HP: 12/17
Reeling from the assault, Brother Theo strikes back, ordering his ghostly weapon to strike the unwounded bandit before him, while he takes on the wounded on with his own spear.
Brother Theo: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Spiritual Weapon: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d8 + 4 ⇒ (4) + 4 = 8