
Revjak of the Elk |

Revjak continues to tear the creature apart!
Reckless attack
Azuredge: 1d20 + 6 ⇒ (13) + 6 = 19
Azuredge, adv: 1d10 + 6 ⇒ (10) + 6 = 16
Damage: 1d10 + 4 + 2 + 1d6 + 1 ⇒ (2) + 4 + 2 + (2) + 1 = 11
Azuredge End: 1d20 + 6 ⇒ (13) + 6 = 19
Azuredge End, adv: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d4 + 4 + 2 ⇒ (4) + 4 + 2 = 10

GM Hewy |
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Piety lands a devastating blow on the creature, which visibly shakes it. It's flailing leafy limbs grow spasmodic now, and sap leaks from numerous places in its shifting bulk. Carric lunges forward with a two-handed blow, his blade singing through the air then cleaving deep into the thing.
[spoiler=Carric]You feel your blade come into solid contact with something hard and unyielding within the creature's body, possibly something metal.[/ooc]
Reynwyn's dark blast narrowly avoids Revjak, but the northman doesn't even seem to notice, so focused is he on his enemy. In a mad flurry of swings, Revjak once more carves off sections of the creature, and with a mighty roar cleaves into the heart of the thing. Under his attacks, the vegetative monster rises up as if to deliver one last, fearsome attack, but before it can it flops to the ground, unmoving, sap still leaking gently onto the grassy floor of the woods.
Well! That was a CR 5 creature, in case you were wondering. Things could have been nastier - there was one attack where Piety was randomly selected for pain and took one hit, but if it had been Carric the thing would have hit him twice for a total of more than his max hp - but in the end that felt like a pretty solid victory! That's a cool 360 XP each, nice job!
For reference:
Arthur: 0/25 (stable)
Carric: 29/29
Piety: 15/31
Revjak: 12/34
Reynwyn: 21/21
Once the thing has collapsed, you all catch your breath, and the forest is strangely silent. The gentle breeze causes the leaves rustle softly overhead, but there is no sound of bird nor beast, just your panting and the sound of weapons being sheathed. The mid-afternoon sun is clear and bright, but gives little warmth, particularly as you are mostly shielded by the leafy canopy.
What now?

Revjak of the Elk |

Revjak begins to calm, and winces at his many wounds.
Then he grins.
"Carric, you are meant to eat plants not be eaten by them!", he guffaws.
He finds a healing potion and pours it down Arthur's throat, and then proceeds to begin hacking what is left of the plant apart.
"Let us see if it swallowed anything of worth!"

Carric Amastacia |

Right, let us see what this think is made of. I thought I felt something metal on my last blow.
Carric joins Revjak in the vivisectioning ot the creature.
Survival: 1d20 + 4 ⇒ (15) + 4 = 19

GM Hewy |

Carric and Revjak set to digging into the creature's leafy bulk, and after a short time they find the skeletal remains of a humanoid, probably an elf, within it. Apart from the creature's bones, all that remains are a pair of still-gleaming platinum bracers around its forearms, and a well-worn but still intact leather satchel of strange design.

Reynwyn |

I think a Short Rest is a great idea. Also, could Reynwyn attempt to glean any sort of information about the items with an Arcana check? I really need to scribe Identify into my ritual book... First check is for the bracers and the second for the satchel.
Arcana: 1d20 + 4 ⇒ (3) + 4 = 7
Arcana: 1d20 + 4 ⇒ (18) + 4 = 22

Revjak of the Elk |

Revjak wipes the sap and ichor from Azuredge before sitting down to rest near Arthur.
"Too close for a damned plant!"
Short Rest: 1d12 + 2 + 1d6 ⇒ (6) + 2 + (3) = 11

GM Hewy |

Carric pulls off...
This may have a different meaning outside of Australia, but either way, you're among friends, so do what you feel!
Reynwyn, things are a little cruisier in 5e. You can spend a short rest with an item and find out what it's about. So no real stress with identify. There's the option to remove that ability and force players to rely on identify, but I like it being easier to know what you've got. Having said that, for some items (like Azuredge), I reserve the right to keep it up my sleeve.
The party takes some time to recuperate under the shade of the forest, and while you do Arthur and Reynwyn examine the satchel, while Carric pores over the bracers.
The satchel, made of fine dark leather and inscribed with ancient runes, gives up its secrets easily. As Reynwyn watches, Arthur opens it up, to find that it is impossibly large on the inside. The half-elf is able to get his arms, head, and shoulders inside the small receptacle. In addition, he finds a substantial amount of coins and more items within the carry bag.
The satchel is a bag of holding. The runes are elven, but in an ancient script. It holds 6,000 sp, 1,900 gp, 120 pp, a greyish potion, and a packet of cards that have a recognisable pattern on their backs but blank faces. I'm assuming someone will want to spend their rest examining these, so happy to report that they are a potion of stone giant strength and a deck of illusions (25 cards). Feel free to look those up on the net or in the DMG.
Carric sits with the platinum bracers, and notes the strange sigil on the back of them. Piety looks over, and recognises the mark.
They are bracers of archery. They grant proficiency, and grant a +2 to damage rolls, with bows.
So, forging on after a rest? We'll need Survival rolls to pick up the trail again.

Carric Amastacia |

Lol...right!
There is a glint in Carric's eyes after examining the bracers.
If there are no objections, I would like to keep these bracers, as they are related to archery and will enhance the effects of my arrows.
Carric puts on the bracers and looks at the ground, trying to pick up the trail.
Survival: 1d20 + 4 ⇒ (9) + 4 = 13

Reynwyn |

I very much like that way of doing things, Hewy!
Reynwyn sends Jareth into the skies to circle overhead and report back immediately if he spots anything approaching the group as they take a short breather to recover their strength. He and Arthur examine the bag and find the contents within, his eyes widening in surprise at the sheer amount of coin inside. "This is a veritable horde! There must be close to 3700gp worth of coin in here!"
He nods to Carric. "Of course, Carric, I have no objections here! They are much better suited to your usage than my own. I wonder who this person was and how long they have been dead?"

Revjak of the Elk |

Revjak's eyes widen at the sight.
"A fortune! And an elf can rest easier, now their bones are not a plant's supper! And aye, Carric, that makes good sense. Piety, want ye that potion?"

GM Hewy |

By the time Carric finds the trail once more the sun is beginning to dip to the horizon, and the cold northerly that is the harbinger of winter begins to blow. The mix of setting sun and not-quite-rain clouds gives rise to a palette of colours in the sky, from grey-blues to magenta, and peach to deep yellow. The sun has dropped beneath the treeline by the time the ground begins to fall lower before your feet and you begin to approach what must be Phylund Lodge, nestled in a lightly wooded valley.
You stop at a good distance from the man-made buildings, taking care not to expose yourselves to possible watching eyes. Carric moves forward another hundred yards or so to get a better look.
Carric Perc: 1d20 + 4 ⇒ (7) + 4 = 11
When he returns, his report is troubling. The lodge is a two-storey building, with an outhouse or shed behind it. The place was once ringed with a wooden palisade and other wooden structures, but these are now in tatters, with most of the sections knocked down or burnt away. What remains is now just a pile of wooden trash.
Carric also notes some movement within the area, humanoids and some quadrupedal beasts, probably gnolls and hyenas, but he struggles to make out any details, and it appears the creatures may be attempting to lie low. The place looks quiet, eerie, and possibly on high alert.
So you're approaching from the south-southeast. What's the plan? Full frontal attack? Infiltrate? Parley? Some other sweet idea?

Arthur d’Cannith |

Healing from Potion: 2d4 + 4 ⇒ (3, 4) + 4 = 11
"How about we test their defences with this Deck of Illussion, if it's something threatening they might flee and we can attack them while disordered... if any get away having them believe some dread beast of legend now hunts them will damage their morale. If it's something they'd see more as victims it might lure them into the come out and attack at it. Or should we send a scout forward to get a better idea of how many are inside?"

Revjak of the Elk |

"I say send in something resembling weak prey. Gnolls will hardly resist such."

Revjak of the Elk |

"I do not understand this sorcery, but I will be ready to take advantage of it."

Reynwyn |

"I think hopefully drawing a few of them out would be a good idea. Especially if we can get those hyenas out from the pallisade and into the treeline Carric and myself can attack at range from the trees without fear of the beasts getting to us."

Arthur d’Cannith |

Arthur throws the card out near the house and is amazed to see a creature appear... a dreaded medusa! Arthur thinks for a moment concentrating as it seems to slither towards the house trying not to laugh. "I think they'll either flee or quickly decide not to look out the windows!"
One being the highest and thirty four the lowest on the link below: 1d34 ⇒ 24
The Deck
The deck says I can spend an action to move it, any chance I can control it's speech. It'd be fun to have it start claiming it's here for statues for it's beer garden or that they must submit to become it's minions. DC15 Intelligence on visual examination to determine it's a fake normally... but it's a medusa who wants to look that close?

GM Hewy |

No problems Arthur, the deck's description states that the illusion exhibits normal behaviour for its species. I'm happy for you to direct that unless you suggest behaviour that is really atypical.
Arthur moves forward so that the illusion will be close enough to the lodge, and throws his random card out into cleared space. As it hits the ground, a figure springs from it, curled up in a crouch, then standing up proudly. The medusa illusion then begins to move forward, its beautiful but twisted features glowering as it advances, its snake hair twisting and coiling. Once it get close enough to the lodge to be heard, it cries out in a clear, inhuman voice for those within to submit, or suffer the fate of being turned to stone for the monster's pleasure.
A few moments after this proclamation, a volley of spears and arrows fly from the windows of the lodge at the medusa, some of them passing straight through the illusion, and four hyenas appear from the courtyard, charging towards the illusory figure.
Stealth adv: 1d20 + 4 ⇒ (6) + 4 = 10
Spear: 1d20 + 4 ⇒ (13) + 4 = 17
Spear: 1d20 + 4 ⇒ (1) + 4 = 5
Spear: 1d20 + 4 ⇒ (9) + 4 = 13
Longbow: 1d20 + 4 ⇒ (3) + 4 = 7
Longbow: 1d20 + 4 ⇒ (17) + 4 = 21
Longbow: 1d20 + 4 ⇒ (13) + 4 = 17
Longbow: 1d20 + 4 ⇒ (7) + 4 = 11
Longbow: 1d20 + 4 ⇒ (14) + 4 = 18
Longbow: 1d20 + 4 ⇒ (10) + 4 = 14
You folks are about 200 feet away from the lodge now, hidden in cover. What's the plan? It seems the creatures in the lodge were ready for an attack, and are manning the windows with ranged weapons. The hyenas are still charging.

Reynwyn |

Reynwyn nods his agreement with the warriors' assessment and quickly joins the others, sending Jareth to fly overhead and get a view of the situation from above!

Revjak of the Elk |

Revjak grins, and enters an easy jog with the others, Azuredge at the ready.

Arthur d’Cannith |

"Yes I'll keep putting on a show to keep them distracted." Arthur grinned and was eager to set off with the others...
...meanwhile before the lodge the 'Medusa' called out. "Fools! Do you think I am stupid as you? Or we enough to be threatened by you? Your weapons can not harm me! Come forth and bend the knee. You shall have the pleasure of bearing those who do not to my lair!" The 'Medusa' extends her hands to the sides as if unconcerned by the mundane arrows and lets out a loud throaty laugh.

GM Hewy |

The party swings around to the northeast, using patches of trees for cover, and finds that angle of approach is well hidden by an old apple orchard that covers about 100 feet square. By swerving left as you approach you're able to get a good look at the eastern entrance (a path that wends its way through the remnants of wooden walls, gates, and guard houses till it reaches the main building). As Carric does he sees a pair of gnolls hiding within an underpass that cuts east-west between two sections of the ground floor and under the second storey, which covers it from above. They are peering to the south, where the hyenas are attempting to ravage the illusory medusa. They look at each other, confused, their backs to you all.
So you're about 100 feet from the gnolls in the driveway under the second storey. Those with ranged weapons could easily get an unanswered shot on them, then potentially duck back out of sight into the orchard. Or you could continue approaching and go into stealth mode. Or some other wily plan. What do you want to do?

Revjak of the Elk |

Revjak moves along with Arthur.
Stealth: 1d20 + 3 ⇒ (9) + 3 = 12

Reynwyn |

Stealth: 1d20 + 2 ⇒ (14) + 2 = 16
Reynwyn looks at the others as they sneak forward and finds a good cluster of apple trees to hunker down as he whispers into his ring to the others. "I'll take position here and cover you from range. I wouldn't mind getting a shot in just before you all close range. Let me know when to take my first shot at them."

GM Hewy |

The pair of you have made your way to the corner of the building. Others following? If so, stealth rolls please.
Just to explain the map: the bright green bits are trees; the brown bits are destroyed wooden walls, gates, and buildings (difficult terrain); the straw yellow bit is the path; the grey bit is the ground floor, and the weird dark red/orange bit is the second floor. The second floor has windows everywhere. The doors didn't translate in the dumbing down of the image, so I've inserted door tokens. The medusa is to the south, taking fire from the second floor to the south, and four confused hyenas were circling around it last time you saw.
Any questions about the map, or what's going on?
EDIT: Reynwyn, just saw your post. You'll need to go with them to get within range, as the gnolls are over towards the other side of the building... Move yourself on the map to wherever you like.

Carric Amastacia |

Round 1, Advantage, Hunters Mark Rd 1/10
Carric moves behind the broken palisade to the East, draws his Longbow and fires at the back of one of the gnoll guards before ducking back to cover.
LB Att: 1d20 + 7 ⇒ (4) + 7 = 11
LB Att Adv: 1d20 + 7 ⇒ (6) + 7 = 13
LB Dam: 1d8 + 3 + 2 + 1d6 ⇒ (2) + 3 + 2 + (1) = 8
Stealth: 1d20 + 5 ⇒ (5) + 5 = 10

Reynwyn |

Yeah, I see that on the map now. I'll move up with others to get into better position and range. Once in position near Carric and a few trees, Reynwyn will put his Hex on the gnoll with the grey border, I will target Wisdom checks for Disadvantage.
Ranged Spell Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Ranged Spell Attack Adv: 1d20 + 5 ⇒ (14) + 5 = 19 Assuming Advantage for now due to possible Surprise Round.
Force Damage (EB): 1d10 ⇒ 7
Necrotic Damage (Hex): 1d6 ⇒ 5
Reynwyn follows Carric and moves to a group of trees in direct line of sight with the gnolls. Once everyone is in position he targets the closer of the two with his hex as spectral ravens appear nearby and harry the gnoll as he sends out a blast of his shadowy energy!

GM Hewy |

Carric and Reynwyn take up position and take aim at the nearest gnoll, then simultaneously loose their missiles at him. Carric's arrow bounces off the painted stone wall of the lodge, but Reynwyn's bolt strikes it solidly in the back.
Initiative! Also, can I have a Stealth check please Reynwyn, for when you moved into position? Not for the gnolls you were just shooting at...
Carric: 1d20 + 3 ⇒ (19) + 3 = 22
Carric: 1d20 + 3 ⇒ (13) + 3 = 16
Piety: 1d20 - 1 ⇒ (20) - 1 = 19
Revjak: 1d20 + 1 ⇒ (6) + 1 = 7
Reynwyn: 1d20 + 2 ⇒ (14) + 2 = 16
Gnolls: 1d20 + 1 ⇒ (6) + 1 = 7
Roll off: 2d20 ⇒ (13, 2) = 15
1: -12
2:
INITIATIVE - Round 1
Carric
Piety
Reynwyn
Revjak
Gnolls
Arthur
So, everyone but Arthur, go!

Carric Amastacia |

Round 1, Advantage, Hunters Mark Rd 2/10
Carric Fires again from cover.
LB Att: 1d20 + 7 ⇒ (12) + 7 = 19
LB Att Adv: 1d20 + 7 ⇒ (15) + 7 = 22
LB Dam: 1d8 + 3 + 2 + 1d6 ⇒ (2) + 3 + 2 + (4) = 11

Revjak of the Elk |

Revjak dashes along the side of the building, the fury held in check. Just.

Reynwyn |

Stealth: 1d20 + 2 ⇒ (16) + 2 = 18
Ranged Spell Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Force Damage: 1d10 ⇒ 6
Necrotic Damage: 1d6 ⇒ 6
From his same position, Reynwyn fires yet another bolt of the shadowy energy into the back of the same gnoll!

*Piety |

Piety stomps forward, crashing into one of the gnolls.
Attack Roll: 1d20 + 5 ⇒ (18) + 5 = 23
Damage Roll: 2d4 + 3 ⇒ (4, 3) + 3 = 10
Action Surge Attack Roll: 1d20 + 5 ⇒ (19) + 5 = 24
Damage Roll: 2d4 + 3 ⇒ (3, 4) + 3 = 10

GM Hewy |

Carric fires again, striking the gnoll just wounded by Reynwyn, and it drops to the ground, not even having managed to turn around or react to your attacks.
Piety, you should check out the battlemap. You're not in range to move and attack. Which sucks, because that must be the best pair of attack rolls you've done all game :/

GM Hewy |

Okay, dash/moved Piety up beside Revjak under the large tree, ready to engage next round. Also Piety, remember you can attack twice with a bonus action, so with your action surge you'd get three attacks, although one of them wouldn't get the +3 to damage. Just a heads up, you're going to want to maximise your damage output while you're here at the lodge!
Reywyn's second blast smashes into the back of the remaining gnoll, and can hear the sizzle of flesh and fur from behind the tree as he ducks back out of sight. Revjak joins Piety at the corner of the lodge.
The gnoll yelps in pain, turning and fumbling for its bow. It hurriedly fires off an arrow at Carric behind the waist-high wooden debris. +2 to AC for cover for Carric, Revjak, and Piety, +5 for Reynwyn.
1d20 + 1 ⇒ (11) + 1 = 12
Grey gnoll: dead
Red gnoll: -12
The crudely fletched arrow zings over Carric's head, missing him by a good five feet. The gnoll then ducks behind the cover of the corner of the lodge.
INITIATIVE - Round 2
Arthur (Round 1)
Carric
Piety
Reynwyn
???
Revjak
Gnoll
Your go Arthur, Carric, Piety, and Reynwyn. Revjak, you can post up too, but something else may happen before that. Up to you if you want to wait and see.
Arthur: 20/25
Carric: 29/29
Piety: 28/31
Revjak: 23/34
Reynwyn: 21/21