
Spiro Hawke |

Spiro turns and pauses for a moment obviously in deep thought. He then speaks to Herr Hendrick. "Your advice is sound, though it is yet to be determined exactly who my allies are". "Both have threatened to fight me for standing strong for my belief's, and that to me reeks of Chaos".
"I am torn, as the forces of chaos also gather and reinforce themselves as we delay". "From my experience they do not stand idle while we prepare... still perhaps your troubles are in some way entwined with mine".
Spiro glances at the other two adventurers, then addresses Herr Hendrick [b]"I shall stay for two turns of the sun to see if there is any coincidence between our two troubles, but not a minute longer". "I intend to determine what I'm up against before involving mercenaries however". "If needed I shall let you know about the men-at-arms, and you offer is appreciated, however sometimes stealth trumps force".
Just a mechanics question concerning magic. I know in the Old World there is a chance for corruption anytime you use magic. Is that somewhere in the mechanics of this conversion, or are we going the more 5E, friendlier magic way?

PrismaticMonk |
There is a corruption mechanic in play, however it is a relatively subtle one for smaller magics. Its the bigger flashier magics that could potentially result in chaotic interference, but there is a small enough chance of it happening that for the most part it is friendlier magic.
Herr Hendrick nods in understanding. "Of course. That seems fair. I would have suggested that we leave in the morning, to avoid travelling at night, but Spiro's restriction places some pressure on us. If we leave immediately we can arrive shortly after nightfall I think."
He hesitates. "From your argument, there was some type of object involved?"

Spiro Hawke |

Hesitating a moment, but then seemingly convinced of his direction, Spiro presents the monacle to the man.
"Yes". "This". "I found it near the chaos marked site".

PrismaticMonk |
Herr Hendrick shakes his head sadly. "Chaos is everywhere. It seems we can't go two steps in the Empire these days without stepping into a hive of cultists." He examines the item without taking it from Spiro. "It's nothing a beastman would wear, I can tell you that."
He gestures towards the door. "I know it seems like you all have just arrived here, but it is seriously better to not travel at night. We'll have the rest of the afternoon to get to the Manse. If you'll ride in the carriage with me, I can explain just about anything you have questions about."

PrismaticMonk |
After the Jade Mage and the Dwarf give their silent assents, Herr Hendrick swiftly jolts upstairs to fetch his things and then heads back down to the common room and out to a black carriage that has been waiting for some time. There are two men-at-arms standing on the back of the coach and a crossbowman sitting next to the driver.
The black carriage is covered with claw marks and weapon gashes, recent ones from the look of it.
"If there is anything you require before we leave, now is the time to get it."
If no one needs anything, he ushers everyone into the carriage.
And once everyone gets into the carriage, we can go into the backstory, yay!

PrismaticMonk |
Each of you receives 3 gp (advance payment) and 1 Inspiration for great roleplaying.
The journey from Ubersreik is long and uncomfortable, and more than a little boring. The stagecoach does not seem to have a very good suspension at all and jarringly jolts at every rut and pebble in the road. Herr Hendrick quietly curses as his bandaged hand hits the wall of the stagecoach, but he is mostly silent during the journey, unless anyone has any questions for him.
Feel free to post any conversations you may wish to have during the journey, or whatever else you might wish to do. Although the journey is long enough that it would count as a long rest (since you are only sitting) the jarring motion of the coach makes it considerably less comfortable. Everyone takes a Short Rest over the course of the journey.

PrismaticMonk |
Herr Hendrick grimaces as he wraps a spare piece of cloth around his bandaged hand to pull it tighter against the pain.
"Less than a fortnight ago, the Manor was attacked by Beastmen from the woods. We lost several good men, and sent several messengers to Altdorf for aid. Thus far, we have not been answered, nor have the messengers returned."
He pauses for a moment before continuing.
"The remaining staff have been somewhat... less than cooperative. The manor is too far away from the nearest village to employ aid there. Ostensibly you will be there to help unload the lord's coach and arrange his furniture, but really you will be covertly spying upon the staff. Learn what you can of any insubordination, and report to my master, Lord Aschaffenberg."
"I know it seems a trivial task, but the strange occurrences over the past few weeks have made Lord Aschaffenberg more than nervous about his staff. Some of the servants whisper that the spirits of those killed by the beastmen are restless for some reason. I find it strange enough that beastmen would attack a fortified manor...." His voice trails off. "Something is going on, I tell you! I am sure of it."
He turns to Spiro. "I do not wish to deprive you from your quest any more than necessary, so you may leave when it is required. I would not be surprised, however, if some answer to your questions could be answered, either in the Manor's study, or through some other way."
He looks out the window a moment. "I know for certain that I have never seen that monocle frame before, yet it somehow feels very... familiar to me."

Artor |

"I feel like i am stating the obvious here but we don't exactly look like the hired help. And dwarves and elves are well known enemies of chaos and its beastmen servants. I highly doubt any beastmen sympathizers will trust us with their plan. If there are beastmen that need killing I can help that, but convincing human servants to trust me isn't in my normal repertoire. "

Spiro Hawke |

"Here let me have a look at that hand". Spiro will use his Lay on Hands ability to heal the wound to the man's hand.
"The dwarf speaks true. It will be most difficult for us to gain the trust of the humans. Any suggestions".
DM
Spiro will also make use of his Divine Sense on the man. He doesn't really trust anyone... especially humans.

PrismaticMonk |
"With the approaching Wedding of Lord Aschaffenberg to Lady von Bruner, we have had all number of strange servants and guests. Dwarves, halflings, even a wood elf, though his employment did not last long. He made an excellent gardener though." Herr Hendrick sighs. "But if you do not think you will make good spies, you might at least agree to use your better tuned senses and abilities to see what you can discover. Perhaps you may arrive as our guests, for the time being."
Herr Hendrick is genuinely confused as he had not thought before now that racial differences would pose a problem for the investigation.
"I will speak with Lord Aschaffenberg and see how else you might help in this capacity. There is a human wizard who has sent word that he might assist us in this time of strange darkness, but we have not yet seen any sign of him." That would be our Bright Wizard.

PrismaticMonk |
"They have ways of bringing light to darkness." Herr Hendrick says with a little smirk, the first smile he has truly expressed. He thanks Spiro for the act of healing him.
A sudden flash of lightning and peal of thunder shake the air, and the carriage jerks to a halt as the horses rear up and whinny in terror. "Sigmar's Hammer!" Herr Hendrick curses as the contents of the stagecoach are shaken about mightily.
The sky overhead has grown dark with rolling gray clouds, the smell of ozone and rain heavy in the air. He leans out the window to see why the stagecoach has stopped.
"Can we get a move on then?"
"No sire. But I suggest we..." The driver's voice drifts off as a sudden keening hornblast fills the air. It rings with a dreadful intonation.
Herr Hendrick is strangely alert.

Spiro Hawke |

Spiro also uncoils from the uncomfortable coach, and exits, withdrawing his scimitar, and then his shortsword.
1d20 + 2 ⇒ (15) + 2 = 17 Perception

PrismaticMonk |
I just sliced my forefinger preparing lunch, so it feels weird typing without using it.
The stormy clouds above the forest swirl in dark and gray, with an odd green/purple glow sometimes visible where the darker moon should be. It is only because everything is still visible that you realize it must still be day.
The strange horn sounds again, somewhere closer now. But it is not that which draws your attention. A tree has fallen on the road ahead, blocking passage, and standing atop the trunk is a beastly humanoid in dark ragged robes. Six horns jut from the side of its skull, or perhaps they are part of the goat skull mask he wears over his features. He holds forth a staff with the same design on it.
But that is not the only strange creature in view. Behind the carriage, the direction from which came the sound of the horn, more beastmen approach, bearing large clubs and axes. These ones wear no skull or clothing, letting their mangled fur release its carrion wet-dog smell.
Roll foe initiative. Or I will roll it foe you if you prefer if we all haven't rolled by 6 pm.
Beastmen Initiative: 1d20 + 3 ⇒ (11) + 3 = 14

PrismaticMonk |
I hope the link above works. Let me know if you can't access it. The map is a lot smaller than I wanted it to be, so to simulate the actual current distances, each square is 10x10 ft for the purposes of movement and distance. Oh, and the fire isn't there, which is why there's a red X over it.
Beastmen Init 13
Spying Herr Hendrick as he exits the stagecoach, the skulled beastman makes a terrifying howl and a burst of lightning flashes from the sky and channels through it then barrels towards the imperial gentleman.
1d20 + 4 ⇒ (8) + 4 = 12
1d6 ⇒ 6
Herr Hendrick is able to dodge the lightning at just the right moment, however, and the lightning dissipates harmlessly.
The beastmen at the back of the stagecoach move up to the positions currently shown on the map.
Ashia Init 11
Spiro Init 9
Artor Init 6

Ashia Moltar |

i can see it. can't move myself around, but here goes.
Ashia will move 30 feet hiding behind the bucket. I need to get them to stay put... I know..
Beir!!!
Plants grow up, attempting to entangle the two beatmen furthest from Ashia. dc 15 strength save or be entangled.

Spiro Hawke |

"Back to the foul hells that spawned you Chaos fiend"!
Spiro closes with the beast scimitar, and shortsword flashing in the sunlight.
1d20 + 5 ⇒ (4) + 5 = 9 Scimitar Attack
1d6 + 3 ⇒ (1) + 3 = 4 Slashing damage
His feet slipping and sliding on the forest floor.

PrismaticMonk |
Going to move Artor up closer to the southern beastmen and have him attack with his heavy crossbow. Spiro, you're not in range to do a melee attack, you can throw a javelin instead.
Ashia is distracted by the beastmen to the south(?) and moves closer to them, hiding behind a bucket. Vines grow up around two of the beastmen in the forest
1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 2 ⇒ (12) + 2 = 14
Both of them are entangled in the vines.
Spiro's javelin bounces off the thick hide of one of the beastmen.
Artor fires a crossbow bolt at the advancing beastmen.
1d20 + 5 ⇒ (9) + 5 = 14
1d10 + 3 ⇒ (9) + 3 = 12
The shriek of the struck beastmen as it pierces his hide soon yields to a ferocious snarl. It picks up its large club and points it at the dwarf.
A crossbow bolt shoots from the carriage towards the shaman, but misses.

PrismaticMonk |
You should be able to edit this one now, so please move your characters around if they're not where you want them to be. The spaces now represent 5 by 5 foot squares, so movement should be easier. The only exception is the white lines that go across the map, which are 15 foot gaps.
I'll post the next round of combat tomorrow in case people need (me) to change things around.
MAP KEY
Green Beastmen - Entangled
Red Beastmen - Injured by Artor
Gold Beastman - Shaman, to the North.

PrismaticMonk |
The shaman releases a cackle like sound as it swings with its club at Spiro.
1d20 + 2 ⇒ (12) + 2 = 14
2d6 + 3 ⇒ (3, 6) + 3 = 12
Spiro dodges the blow easily.
The two mobile beastmen from the south gang up on Artor, releasing strange howls and whispers as they beat at him with heavy weapons.
1d20 + 2 ⇒ (15) + 2 = 17
2d6 + 3 ⇒ (3, 2) + 3 = 8
The injured beastman chuckles eerily as his club lands a solid blow on Artor.
1d20 + 2 ⇒ (5) + 2 = 7
2d6 + 3 ⇒ (6, 1) + 3 = 10
The remaining mobile beastman howls in anguish as his attack misses.
Ashia, Artor, Spiro, Hendrick & Co

Spiro Hawke |

Spiro dodges the beasts clumsy blows, and leaps forward quickly with his scimitar, hoping to injure the beast.
1d20 + 5 ⇒ (17) + 5 = 22 Scimitar
1d6 + 3 ⇒ (5) + 3 = 8 Slashing Damage
As the slice hits home, he draws his shortsword in his other hand, Spinning as he does so and attempts to stab a soft spot on the creature.
1d20 + 5 ⇒ (18) + 5 = 23 Shortsword
1d6 ⇒ 3 Stabbing damage

PrismaticMonk |
As far as I can tell, based on all mentions of the opportunity attack in the PHB, the only thing which triggers an OA is moving away from an enemy without disengaging. Even casting spells or making ranged attacks do not trigger OA. (However, ranged attacks against an adjacent target are made at disadvantage.)

PrismaticMonk |
Ashia are you sure you don't want to heal Artor? He's at 3 hp. While entangle requires concentration, that doesn't mean you can't do anything else. The rules say the only thing that breaks concentration are: a) casting another spell that requires concentration, b) taking damage (you can make a Constitution save to avoid losing the spell), or c) being incapacitated or killed. You can cast spells (that don't require concentration) and make attacks or perform other actions without breaking your concentration on the spell.
Ashia draws a sword and stands ready to defend herself.
Artor strikes with his handaxe but it fails to penetrate the beastman's tough hide.
Spiro's scimitar and shortsword both hit the beastman, who screams in agony. The other beastmen seem shaken by this.
Another crossbow bolt strikes out from the carriage, this time aiming at one of the beastmen facing Artor, striking it in the shoulder. It growls in pain and glares menacingly at the carriage.

PrismaticMonk |
Replacing her action, Ashia instead moves next to Artor and heals his wounds with magic. The bruises and gashes vanish as though they were never there in the first place.
The shaman attacks Spiro with his club, but it glances off Spiro's armor.
1d20 + 2 ⇒ (11) + 2 = 13
1d6 + 3 ⇒ (1) + 3 = 4
A beastman strikes at Artor, though his attack seems distracted and the club misses as though it weren't even aiming at him.
1d20 + 2 ⇒ (9) + 2 = 11
1d20 + 2 ⇒ (16) + 2 = 18
1d6 + 3 ⇒ (5) + 3 = 8
The remaining beastman moves around Artor to strike at Ashia, but it too seems unnerved by the tide of events, and the club misses her completely. (No Opportunity Attack there, Artor. You only get one if it moves out of your reach.)
1d20 + 2 ⇒ (13) + 2 = 15
1d20 + 2 ⇒ (6) + 2 = 8
1d6 + 3 ⇒ (6) + 3 = 9
The entangled beastmen continue to struggle against the vines holding them, to no avail.
Ashia, Artor, Spiro, Hendrick and Co