5E Adventure's in Midgard – North (Reaver's Spring)

Game Master Tareth

A small merchant caravan led by Rook Bentknee, a kobold merchant, travels up the coast of the Bay of Ghed to deliver goods and trade with Rook's former adventuring companion and occasional business partner, Britta Gleamgaurd, human owner of the Frost Maiden Inn in the village of Nargenstal.

Interactive Midgard Map


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jewel thief ★ 50/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability, Silence

Athletics: 1d20 + 2 ⇒ (16) + 2 = 18
Athletics, dis: 1d20 + 2 ⇒ (18) + 2 = 20

It was a strange sight indeed to see the tiny and fully outfitted body of Scramsax so skillfully cutting through the surf.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Strength check with Adv (thanks to Sharky): 1d20 + 4 ⇒ (1) + 4 = 5

Strength check with Adv (thanks to Sharky): 1d20 + 4 ⇒ (1) + 4 = 5

What!? The old man wants me...

For a moment, Trevor manages to put his legs underneath him and stand up. Two legs, ending with the reversed head of a snake-like creature, stand on the wet rock, like a mad mage's newest abomination.

Then a wave hits him and he tumbles into the surf.


Even in death the hydra refuses to release Trevor from its iron grip. In fact the knights struggles seem to be wedging the teeth deeper. Locking him into the surprisingly deadly situation. Vrindel-shark tears at the meaty neck attempting to help free the knight, but then a large wave tumbles the trapped and submerged warrior momentarily out of his grip. The power of the sea continues to pummel and drive the hydra's teeth further, deeper into Trevor's chest. The paladin's eyes watch helplessly and his own blood flows as swirls in the bubbly water. His lungs begin to burn and his heart pounds as it suddenly becomes uncertain whether he will be able to escape the bizarre, macabre trap of the fallen hydra head.

Meanwhile, Scramsax makes it safely to the shallows and shore, none the worse for wear. Just soggy and dripping from his easy swim in the chilly sea.

Trevor takes 1d6 ⇒ 5 damage as the teeth continue to grind away. DC13 Strength(Athletics) to escape. I must admit in all my years of GMing, I've never actually killed a PC with a dead monster head. :)


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

But how many times have you tried?!

Trevor struggles against the head and against the sense of panic taking over him.

Athletics: 1d20 + 6 ⇒ (10) + 6 = 16

Finally, something seems to give, and he redoubles his efforts!


jewel thief ★ 50/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability, Silence

Dead monster heads are actually more dangerous than most people realize.


jewel thief ★ 50/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability, Silence

Fishing a minnow out of his shirt collar and counting on his fingers "2...3...? Wasn't there more of you before?"

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

"Ha! Trevor? Did you see that!" Aterro exclaims, his back to the others as he stands gazing the kill. "By Sif's heavy teats that was a fight! Oh, and at the end, when I THRUST Thor's Spear and it did breath its last. Oh what glory we have had this day! Oh confound, it's slipping deeper!"

Aterro spends some moments trying to a-fix a large branch of driftwood to the thing, to ensure that it does not travel too far from shore.

"Trevor, we must return here with a wagon! Ibrox, did you not say you knew a seamstress in town? We must cart so fine a thing back! Not only can we treat the town to some fine, fine eating, but there is attire to think of!"

[ooc]What? I've always wanted to fullfil my dream of wearing...HydraHyde!


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

"I probably could fit you some things, Attero. Let's just get Trevor alive on land, so he can help bring the carcass to shore and away from the tide." offers the cheerful gnome.

Ibrox's Background Feature =:
“Special” Leather Growing up in Neimheim, you have learned not to waste any useful resources. After all, there’s always a market for fine leather, new candles, carved bone jewelry, or soap. You can spend 2 hours salvaging useful materials from a dead humanoid. A Medium humanoid yields enough materials to make 5 pieces of soap, 10 candles, 1 sheet of parchment, or a delicious meat pie that can sustain up to a Medium creature for one day (1 sp worth of goods). With your GM’s permission, you can also create small goods such as belts, pouches, and shoes.

Probably could work on a hydra, too. Right?


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

Vrindel thrashes and pulls trying to help the young warrior escape from the dead creatures head... until finally some combination of surf, shark rending, and desperation nudge the paladin free. Vrindel waits close by for the paladin to grab on so he can toe him to shore... occasionally taking him closer to the surface for a breath of fresh air.


Aterro manages to temporarily keep the carcass of the fallen hydra from slipping further into the depths while Trevor struggles mightily to free himself from the deadly beasts jaws. With Vrindel continuing to rip and tear at the neck and head something finally gives. His muscles surging in a final desperate attempt to struggle free, Trevor rips himself out of the grasping jaws. Moments later he bursts forth from the sea, gasping and sucking in great deep breaths. Realizing his is only in a few feet of water, it is easy enough for him to walk ashore.

The sun gleams off of a long ivory hydra fang lodged deep in the knights chain shirt and further into his own midsection. The likely cause of his near death. But having been pulled out cleanly by the root, the nearly eight inch pointed, sharp tooth is a true trophy. Or will be once it is removed from the knight's own bleeding body.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor waddles out of the water, noticing Aterro had been talking to him while he was dying under the waves. He's is about to say something about the cleric's god, when he notices the tooth: "Would you look at that... I bet Owyn would love it... A worthy reward."

He puts the tooth in his bag and looks around: "I think we can approach the vessel now and find out more about what happened here. Vrindel?" he adds, looking at the shark. "Thanks, by the way! We'll keep watch while you conduct your search."


jewel thief ★ 50/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability, Silence

"An exotic hide to be sure. Quite sure." he strokes his mustache "But, say, new friends...imagine the contents of those crates from across the northern reaches. With their guardian defeated, the spoils are ours! Bounty of the sea." he starts to pack a little pipe habitually, but noticing the weed is completely soaked, chucks the entire thing into the ocean casually. The halfling pulls a short crowbar from his oiled sack after digging a bit deeper, only about as long as his forearm and freshly painted with some dark pitchy coating. "Eh?" motioning to the shipwreck.

Will search for traps on crates before trying to open one.

Perception: 1d20 + 4 ⇒ (19) + 4 = 23

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

Aterro nods, thoroughly pleased with the work done here. He trudges through the tide back on to dry land.

"Hm? Oh, the crates! Yes yes, please do go on and let us liberate them. No sense in them going to waste now, eh? Yes, have it and I too shall keep watch."

Aterro gathers some wood and makes a small fire (which is one step down from bonfire for him) with which he dries out his kit and his socks and he sets a modest slab of hydra-hyde to sizzling for a good luncheon.

Anyone else wanna take a short rest? Since I've used my one and only power that recharges from it I figure I could get it back. =)


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

Recharges almost everything with short rest. and can summon an unseen servant

"Let's take a breather and harvest this hydra." the cheerful gnome suggests.


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

Vrindel-Shark after seeing that Trevor is going to survive this "test" takes time in his shark form to explore the wreck and move things closer to shore that need to be moved. He also assists in swimming the nasty beast closer to the shore.

1d20 + 6 ⇒ (16) + 6 = 22 Perception (Searching the wreck from sea)

1d20 + 6 ⇒ (9) + 6 = 15 Survival to help in cleaning up the hydra-hide


Vrindel searches the stern of the ship. Lodged in the sand and rock the wreck gently rocks back and forth in the surf. There is little to see from the water. More gashes in the wooden belly, likely caused by the hydra as it struck from below. A few barrels float tangled in ropes and other debris from the stern.

With nothing of interest near or under the ship, Vrindel shifts his attention to helping secure the hydra carcass for skinning. Between Aterro, Trevor, Ibrox, and Vrindel, the big heavy body far enough onto the beach that it can be worked on without trouble.

While the others wrestle the dead hydra ashore, Scramsax checks on one of the crates from the wreckage. Not finding any traps, the halfling easily uses the crowbar to pry open the crate. As the boards pull apart, there damp packing cloth wrapped around a half dozen ebony wood carved 12 to 18 inch statuettes of Sif, Freya and Freyja.


jewel thief ★ 50/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability, Silence

Can I roll something for appraisal? Maybe investigation?

Appraise: 1d20 + 4 ⇒ (15) + 4 = 19


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

"Or we can take care of that massive piece of dead meat instead..." Trevor comments as no one seems to listen to him.

The moment passes quickly for him and he loses himself in the heavy work of pulling the carcass ashore. Then he gladly takes his boots off and sets them, along with his socks and feet on the edge of the fire's warmth.

A minute passes and starts snoring deeply.

Short rest.

HD: 3d10 + 6 ⇒ (8, 7, 1) + 6 = 22

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

After heaving the great carcass ashore, the savory feast was just about down and Aterro set to like a hungry man, which he was.

"Mmmf! Mmm, you guys gotta try this. It's just...I can only hope that the meat they serve in Thor's hall tastes this good!"

Aterro cuts off another thick slice of hydra meat with his dagger and plops it into his mouth, savoring the delectable taste. It seems like a combination of fine beef and flavorful fish.

He commits himself that if, when he gets there, if Thor has never deigned to try hydra, he'll hunt one down for the cookpots in Asgard.

He's not really sure where he would find one in the afterlife but he figures someone would know.

Short rest: 1d8 ⇒ 4

As Scramsax opens the first of the boxes, Aterro peers in and lets out a whistle of appreciation. "Oh ho! No common carvings these but things of some puissance!" he reaches down and takes out a carving of Sif. "Ha! Fine workmanship indeed. We can only hope to find one of her mate, eh?

Carry on with thy work, Scramsax, and let thy interest lead us into the beached hulk itself. Now that the coast is clear, we may as well see what composes our spoils of war."


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

Ibrox finishes his ritual creating an invisible servant during their short rest. He uses it to start harvesting the hydra, and then when everyone is ready to head to the wreck, he commands it to recover anything useful among the flotsam and jetsam. He has the material shuttled to somewhere safer on shore.

Then, he performs a ritual to detect if anything found reeks of magic.


The sun moves toward late afternoon by the time you get the hydra ashore, skinned, and stowed in a place and manner that will keep it from spoiling or being ruined by a curious scavenger. While many of you are occupied in that bloody, sweaty, hard work, Scramsax explores the wrecked trading vessel.

There is little in the way of gold, silver or other items of trade value remaining aboard the vessel. Two more crates of the wooden statuettes. These of gods you don't really recognize. There is no sign of the usual 'Captain's Box' that would have contained any riches the vessel's captain would have acquired over time.

Of other interest are the yards of still useful, strong quality rope. The spare sail, rolled and stored along the one side of the ship. Several of the solid oak oars survived the attack and wreck. And three barrels of pitch often used to seal the ever present gaps and leaks that often plague wooden vessels. All materials that could be very helpful in restoring the reaver vessel back to full form.

Silver Crusade

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Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

"And not just the rope and pitch," Aterro states, talking with Scramsax about the find, "but the very wooden planks themselves. The staves for ships must needs be smoothed and treated. For whatever we need to replace on the ship, we can harvest this rich find for that, too!

What? I might not have built a lot of ships, but seen a few wrecked," he smirks.

"Now, someone should go to town and hire a cart so we can truck these great treasures to where they are most needed, while the rest of us complete the acquirement and secure and guard them. We should send someone trustworthy, like, say, Scr--"

'Oh, hey, guys I just met, I'll need some gold for the cart...and you'll never see it or me again HAHAHAHA!'

"erm, I mean, Tr--"

'Oh yeah, Imma run all the way there and right back! Well first I'll sleep for 24 hours, then I'll need to rest up from all that sleeping with a nap. Then there's that kid I'll probably need to indulge in some mutual adolescent procrastinating with for a while.'

"oh, ah, or, perhaps Ib--"

'I'll return right away! Or I may leave for weeks playing a game that only I understand.'

"but, mostly, could Vr--"

'Hi, I'd like to order a cart? So that I can SMASH IT HOW DARE YOU ENSLAVE THE CORPSES OF MY TREE-BROTHERS! I shall light this on fire and bring down your imperialistic town and return this place to the perfection of NATURE from whence you slave-tyrants STOLE IT!!!'

'Meh.'

"Uh, yes, Vrindel, do you think you could go to town and hire a wagon for us to bring all this back?"


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Nice!

"Can we rest a bit before we start pulling this stuff out of the shipwreck? I mean, I understand it's important, but we've just pulled a giant sea monster out of the water, and somehow, that was framed as important, though I'm still unclear on why it was, and now, well, I'm bushed, and, to be honest, I was resting and you woke me up with this new thing. Just give me a few minutes will you!?" mumbles Trevor at Aterro while remaining in a ball dropped in the nook of some dry rocks, pulling his cloack around him for warmth.


jewel thief ★ 50/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability, Silence

Scram doesn't give up on the wrecked vessel.

He sniffs out hidden compartments, secret stashes, clever false panels ...before looking closer at the wooden statues themselves, cracking a few open to see what's inside.


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

While magically cleaning up from dressing the hydra using Prestidigitation , the cheerful gnome volunteers, "Vrindel, I'll join you. I'll talk to Pearl into pulling the cart."

"With the statues and material to repair the Reavers's ship, it seems like the gods want us to sail. With that, he shrugs and heads back to town.

Among the material, he looked for material that would attract a fey owl. material components for Find Familiar


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

”Here let me help with your injuries. It was very brave of you to draw the attention of that beast “.

2d8 ⇒ (3, 4) = 7 Cure wounds


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Vrindel, do you mean Trevor?


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2
Trevor the Yellow wrote:
Vrindel, do you mean Trevor?

Yes.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor gives Vrindel a thankful grunt, but otherwise continues to huddle into his cloak. looking for a nap.


Sounds of wood being pried apart, hacked up and tossed aside come from the remains of the wrecked ship as Scramsax does his best to find something more of value. The halfling does find one or two secret compartments but they are empty of anything of value. A small smugglers hold has also been emptied.

He emerges tired and hungry from the days work finally realizing that someone has already cleaned out anything of real value from the wreck. It is a that moment that the halfling's eyes once again fall upon the trail of footsteps leading from the beach and up into the woods.


jewel thief ★ 50/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability, Silence

Slamming the last empty compartment shut, Scram yelled "Mumblecrusts...", the worst halfling curse of all. His hopes were sky high after the defeat of the hydra, and now they were crashing fast...

As he exited the vessel his tummy rumbled at the sight of a thick-legged crab scadoodling across the wet sands. He thought to snipe it with a quick whipped stone...until it stepped into the bootprint. The tracks!

So quickly his hopes were restored.

"Uh, hey. There's survivors...I forgot about that." he shrugged apologetically "I think we should follow these tracks. Oh, I bet its the witch or something..." he lied obviously.

Deception: 1d20 - 1 ⇒ (20) - 1 = 19 Or not so obviously


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor ignores Scramsax with a grunt and pulls the cloak even tighter around him, his toes now sticking out from under.


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

Vrindel finishes resting as he casually works on the hide with an edged shell removing fat and gristle.

He jumps to his feet at the Halflings exclamation.

"What"!

"Follow me and lets' try to find them. I might be able to work better in this form".

Panther Or whatever big cat frequents this area

Spoiler:

Panther
Medium beast, unaligned

Armor Class 12
Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft.

STR
14 (+2)
DEX
15 (+2)
CON
10 (+0)
INT
3 (-4)
WIS
14 (+2)
CHA
7 (-2)

Skills Perception +4, Stealth +6
Senses Passive Perception 14
Languages --
Challenge 1/4 (50 XP)

Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage

1d20 + 6 ⇒ (5) + 6 = 11 Perception
1d20 + 6 ⇒ (5) + 6 = 11 Big Cat Advantage


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

It seems to me like the dice roller is duplicating the roll when your roll with advantage or disadvantage... so I'm going to see if it does the same if I roll for advantage in a different post. If it's my imagination just ignore

1d20 + 6 ⇒ (14) + 6 = 20 Advantage


jewel thief ★ 50/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability, Silence

Strange times, these. Strange when a man suddenly morphs into a black panther...but then that was part of the growing rumors of these heroes. 'The trollkin practices the old ways...' they always whispered. Whispered anytime a group assembled to debate getting rid of the fey abomination, that is.

But Scramsax transcended such base judgments: his birthright as halfling. For one such as himself, times like these usually just called for a long draw off a hot pipe...but it was only now Scram realized he had earlier chucked it into the sea. It would probably yet be another hour or 2 before he realized the hydra fight had even occurred, or how close to death he danced.

The jewel thief wasn't slow...far from it. Its just that his mind had been trained to focus on things that required immediate reaction...honed instincts took precedence over deeper reflection. There was a time for heavy intellectual planning, but standing on the edge of a dark forest was not such a time.

Scramsax followed along quietly...the survivors' reaction to a forest cat might present certain fresh opportunities.

Stealth: 1d20 + 6 ⇒ (15) + 6 = 21


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

"All right then..." says Trevor when he feels the others are about to head out. He sits up and puts his socks and boots on, complaining they're still wet, though feebly.

Once he finally gets to his feet, he seems refreshed and manages to hurry getting his kit together and runs after the others.


Vrindel-Cat slips up the sandy embankment and through the tall beach grasses into the woods, following the trail of survivors. He's shortly followed by the halfling who almost seems to disappear among the grasses, brush and windblown pines.

Trevor and the others soon follow along, boots and feet squelching softly as he walks along the sandy trail.

The noise of the surf, blowing breeze and birds soon gives way to peaceful silence as the trail winds its way through the dense wood. Slowly meandering across soft marshes and bogs as it crosses the lowlands apparently on its way toward a nearby rise to the northeast.

Vrindel, Wisdom(Survival) DC15:
Following the trail your keen cat-senses pick out the obvious smells of men and dwarves, sailors who've spent several days or weeks at sea. But you also pick up something odd, a sweet scent of clover and honey with the tangy hint of meade or other fermented drink. Along with what seem to be an occasional set of smaller footprints. These are spaced more like they might be escorting the others, rather than mixed in with them.

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

"Eh? Survivors you say?" Aterro states as he stomps along. "Alright we'll look. But if any are those thrice-accursed dwarven reavers, we are slaying them with so much as a how-you-do."


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

Ibrox follows along with his unseen servant.


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

1d20 + 6 ⇒ (7) + 6 = 13 Survival

Vrindel-Cat continues to attempt to follow the trail, though some scents are unfamiliar to him and he has difficulty keeping the distractions of darting field mice, and slithering garden snakes from distracting his new finely tuned senses.

"Yowwwwl".

The big Mountain Lion growls looking back at the others, then at the rise ahead before padding towards the rise trying to keep his big clawed feet from the worst of the mud.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

"It's 'How DO you do,' is it not?" comments Trevor, trying to kick a rock inside his boot as far away from the bottom of his big toe as he can.


jewel thief ★ 50/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability, Silence

The jewel thief was out of his element, struggling to stay concealed behind only the light obscurement of the branches...flitting from cover to cover as well he could. Still, a twig snap here and there under his halfling feet did little to hide his passage.

The forest here in northern Courlandia was itself alien to Scram, his natural home far on the other side of the world...the edge of the world. Every bush, tree and flower was a new organism to his senses...here deeper in the forest the northern patterns in foliage, the shape of the leaves even, never entering his imagination before.

But he was a quick learner, and imitating the cat as best he could he managed to stay hidden...though as the tracks branched and told their own certain tale he began to suspect something more than a quick score was laying in wait at the end of the trail...


The sun moves a full hand's width as you wind your way through the dense almost primeval forest. Finally you see the shadows of the forest giving away to the bright sunlight of a meadow or other clearing. The sweet scent of wildflowers fills the late spring air along with the deep, buzzing drone of bees.

Survival DC12:
As you listen to the pleasant, relaxing whisper of the late afternoon breeze rustling the leaves and branches of the forest as it mixes with the hum of insects you realize something. The hum of the bees is much deeper, vibrant than what you've typically heard. Even the great hives of the bearfolk in Bjornrike aren't as resonant as the deep base hum coming from the meadow ahead.


jewel thief ★ 50/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability, Silence

Survival (no prof): 1d20 + 2 ⇒ (1) + 2 = 3
Survival (no prof), halfling luck: 1d20 + 2 ⇒ (12) + 2 = 14

Not liking the sound of that hum one bit, the lightfoot quickly scrambled up a nearby tree...thinking to get a line of sight on just whatever the hell was hiding in the grass forward.

Climbing at double normal speed from thief ability, if it matters


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

Survival: 1d20 ⇒ 1

The cheerful gnome breathes deep and smiles, "What a beautiful meadow."


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Survival: 1d20 - 1 ⇒ (9) - 1 = 8

"I couldn't agree more! Are we stopping for a rest?"

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

Survive!: 1d20 + 3 ⇒ (18) + 3 = 21

"I would not rest just now. I spent enough punishments as an acolyte gathering honey for the master's meade to know that is not what bees sound like.

Let us stay on guard for a spell and see what our baffling friend has to say when he comes back.

If he comes back."


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

1d20 + 6 ⇒ (6) + 6 = 12 Survival

The Vrindel-Cat slows as he nears the meadow, his senses almost missing the change of the buzzing of the bees. His different shaped and located ears almost had him missing the obvious. He turns and looks at his companions growling deep in his chest, before slinking down, and beginning to move forward.

I hope the new little halfling is not leading us here in league with someone or something.

1d20 + 6 ⇒ (10) + 6 = 16 Stealth


The late afternoon sun hangs over a vast open meadow filled with all manner of wildflowers. From numerous dandelions to lupines to wild roses and clematis and lavender. The meadow is a vast swath of brilliant color and perfume. The shining jewels within this rainbow of color are a large purple flower easily the size of a giants fist. Few of the big purple blossoms grow near this end of the meadow, but a little further along the trail, the hill appears to turn royal purple because of the massive sweet smelling blooms.

The huge meadow is an insect and bird's paradise. Hummingbirds flit from bright flower to bright flower feeding on the banquet of pollen. Other birds dive down to snatch at small flies, nats, and other insects who are busy gorging themselves on the abundant feast. But along with the hum, buzz, and twitter of thousands of small bees, insects and songbirds, there is a deeper humming drone. Breaking free of the tree line, Vrindel immediately sees the cause of this deeper hum. Dozens of giant bees circle about, feeding from the flowers especially the larger purple variety. As large as a human child of eight or nine years old, the great yellow striped bees whirl and swirl over the meadow with the same grace an agility as their tiny cousins.

Int(Nature or Arcana) DC13:
You recognize the purple flowers as the very rare Effildawnan blooms. These brightly colored blossoms are prized by herbalists and alchemists for their sleep inducing qualities. They are quite rare and usually only found in forests and glades further south.

Int (Nature or Arcana) DC15:
With the right recipes the flowers can also be used to generate a highly potent and sometimes lethal hallucinigen. The manufacturing of such substances is banned by most guilds and governments, but those who are willing to risk the consequences often pay handsomely for the rare pollen of the Effildawnan flowers.

Vrindel or Wis(Perception) DC15:
While watching the big bees buzz around the open meadow, you spot the glint of something metallic reflecting sunlight about a half mile away, up the side of the hill. That is also the same direction as the trail you've been following.


jewel thief ★ 50/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability, Silence

Int (no proficiency): 1d20 + 2 ⇒ (7) + 2 = 9
Perception: 1d20 + 4 ⇒ (6) + 4 = 10

Up on the high branch, the halfling suddenly has a waking dream about a Scramsax-sized bumblebee impaling him on a poisoned spike...turning him into royal jelly for billions of little bee babies back in the honeycomb from Hell. He keeps an eye on the cat...if it charged, he could use the distraction to escape.

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