Bergur, Son of Ragni |
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"You do know me, Belgo. You hired a group to take you and your daughter safely across Mirkwood, and that is what I plan to do." With no further conversation, Bergur drags the sack of webbing over to the wall. Unfortunately the webbing resists being cut, and Bergur curses as his small dagger seems to make no progress.
Rolls/OOC:
Dice, we need to talk. You do know that numbers higher than 8 exist, right? Right?!
DM Wandering Loremaster |
Bite: 1d20 + 4 ⇒ (9) + 4 = 13 Oh, come ON!
Unfortunately, Bergur not only fails to free Belgo from the webbing but in his haste he wraps himself up in the webbing on the side of the wall.
Bergur is Restrained (move of 0, Disadvantage on attacks). Cutting yourself free is a Sleight of Hand or Athletics check
Worse than that, one of the Spiders is alerted by the thrashings in the web! Clearly irritated that the prey is trying to escape, it climbs to the top of the wall, chittering in some vile language.
That's its go for the turn. Party can act. Everyone can see the Spider, it is 20 feet from Bergur and 50 feet away from the company on the ground. It has AC 12. Bergur, remember you still have 1 point of inspiration (see the Status spoiler)
Your sword again cuts deeply into the spider, but not enough to kill it. It lashes out at you once more, but you are growing wise to its tricks and manage to dodge out the way.
HIT POINTS
B 9/9, HD 1/1
H 8/8, HD 1/1
I 10/13, HD 1/1
M 12/12, HD 1/1
O 14/14, HD 1/1
INSPIRATION
B 1
H 2
I 2
M 1
O 2
SHADOW (P)
B 2(0)
H 0(0)
I 2(0)
M 2(0)
O 2(0)
CONDITIONS
B Restrained
H
I Raging 2/2, 7 rounds remaining
M
O
OTHER
Party ignores first point of Exhaustion for this Journey
Party gets +1 to all skill rolls made during this Journey
Ónar |
When Bergur becomes entrapped Ónar grumbles under his breath in Khuzdul; a curse that becomes more pronounced when one of the 8 legged denizens takes an interest...
The dwarf draws a bead on the foul chitterer with his bow, then fires;
Shortbow (Simple Ranged) vs Spider: 1d20 + 3 ⇒ (3) + 3 = 6
Shortbow Damage (Piercing): 1d6 ⇒ 1
Bergur, Son of Ragni |
His shoulders relax slightly as the webbing falls away, but the spiders are still coming. He returns to the task of trying to free Belgo from his cocoon.
Rolls/OOC:
Sleight of Hand, Inspiration: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
Athletics: 1d20 + 1 + 1 ⇒ (15) + 1 + 1 = 17
Thanks for the reminder, I had forgotten about the second point of Inspiration. Which I needed, because dicebot is still trying to get me killed.
Harry Kettlegrass |
Harry does not hesitate and launches a bullet at the spider!
Unfortunately, it may have been a better outcome had he aimed it first.
Sling vs spider: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d4 + 0 ⇒ (1) + 0 = 1
Morwen of House Isildur |
Rolls
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Illyria of Rohan |
Sword: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d10 + 3 + 2 ⇒ (6) + 3 + 2 = 11
With a renewed burst of energy, she swings her longsword, cutting deeply into the monster's hide.
DM Wandering Loremaster |
Dex, Belgo: 1d20 ⇒ 6
Your sword chops the spider almost in two - it thrashes on the ground for a bit, oozing ichor, before it slumps dead beside the other one.
Combat over!
Bergur frees himself and Belgo. The merchant shakes himself groggily, but the sight of the giant spider advancing towards them spurs him forward. The two of them race across the webbing bridge, back towards the stairs in the tower.
Belgo slips and stumbles, making the bridge jolt wildly.
Bergur: you need to make an Acrobatics check
Everyone on the ground shoots at the spider, but their shots go far wide, leaving the monster unscathed. It races after its prey, with alarming speed!
As if that weren't bad enough, another spider appears, clambering up the wall...
Everyone can act. Bergur and Belgo are on the bridge, it will take them 4 move actions to get back to the ground (either 4 rounds with an action to do something else, or 2 rounds if they use the Dash action in both rounds). Spider 1 is right next to Bergur, 30 feet away from the company on the ground. Spider 2 is 80 feet from Bergur, 50 feet away from the company on the ground.
HIT POINTS
B 9/9, HD 1/1
H 8/8, HD 1/1
I 10/13, HD 1/1
M 12/12, HD 1/1
O 14/14, HD 1/1
INSPIRATION
B 0
H 2
I 2
M 1
O 2
SHADOW (P)
B 2(0)
H 0(0)
I 2(0)
M 2(0)
O 2(0)
CONDITIONS
B
H
I
M
O
OTHER
Party ignores first point of Exhaustion for this Journey
Party gets +1 to all skill rolls made during this Journey
Harry Kettlegrass |
"Second try!", Harry quips as he launches a second bullet at the spider looming next to Bergur.
This one strikes the creature in one of its beady eyes!
Sling: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d4 + 0 ⇒ (4) + 0 = 4
Doubled for 8 damage total!
Ónar |
Ónar scowls as all shots at the scuttling spider go wide.
As Harry extolls more effort, the dwarf nods and draws back his bow once again;
"Indeed Master Kettlegrass!"
Letting fly he targets the nearest spider to Bergur... Should Harry's slingshot fell the creature he'll target the second spider.
Shortbow (Simple Ranged) vs Spider: 1d20 + 3 ⇒ (14) + 3 = 17
Shortbow Damage (Piercing): 1d6 ⇒ 6
Bergur, Son of Ragni |
He hopes.
Rolls/OOC:
DM Wandering Loremaster |
Bite: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Morwen: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Belgo: 1d20 ⇒ 18
Morwen fires an arrow that strikes the spider threatening Bergur solidly in it side. It chitters in pain but continues its pursuit of a tasty meal.
Everyone can act. Bergur and Belgo are on the bridge, it will take them 2 move actions to get back to the ground (either 2 round with an action to do something else, or 1 rounds if they use the Dash action). Spider 1 is right next to Bergur, 30 feet away from the company on the ground. Spider 2 is 60 feet from Bergur, 30 feet away from the company on the ground.
HIT POINTS
B 9/9, HD 1/1
H 8/8, HD 1/1
I 10/13, HD 1/1
M 12/12, HD 1/1
O 14/14, HD 1/1
INSPIRATION
B 0
H 2
I 2
M 1
O 2
SHADOW (P)
B 2(0)
H 0(0)
I 2(0)
M 2(0)
O 2(0)
CONDITIONS
B
H
I
M
O
OTHER
Party ignores first point of Exhaustion for this Journey
Party gets +1 to all skill rolls made during this Journey
Spider 1 -10
Spider 2
DM Wandering Loremaster |
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The spider next to Bergur bites at him as the scout flees, but in its haste it misses. It nevertheless scuttles after him and Belgo, as does the other one. Thankfully, no more spiders appear - for the moment.
Morwen fires an arrow that strikes the spider threatening Bergur solidly in it side. It chitters in pain before Harry and Onar finish it off, at which point it falls to the ground with a loud thump and a crack as its carapace breaks open.
Everyone can act. Bergur and Belgo are on the bridge, it will take them 2 move actions to get back to the ground (either 2 round with an action to do something else, or 1 rounds if they use the Dash action). Spider 1 is DEAD. Spider 2 is 60 feet from Bergur, 30 feet away from the company on the ground.
HIT POINTS
B 9/9, HD 1/1
H 8/8, HD 1/1
I 10/13, HD 1/1
M 12/12, HD 1/1
O 14/14, HD 1/1
INSPIRATION
B 0
H 2
I 2
M 1
O 2
SHADOW (P)
B 2(0)
H 0(0)
I 2(0)
M 2(0)
O 2(0)
CONDITIONS
B
H
I
M
O
OTHER
Party ignores first point of Exhaustion for this Journey
Party gets +1 to all skill rolls made during this Journey
Spider 1 DEAD
Spider 2
Harry Kettlegrass |
Seeing the spider fall, it is all Harry can do to not whoop with excitement!
"Second was lucky! How about third?!", Harry quips, launching another bullet straight at the other spider threatening Bergur and Belgo!
Sling: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d4 + 0 ⇒ (2) + 0 = 2
Ónar |
Ónar mutters an aside to Harry as he notches another arrow;
"Your stone was true Master Kettlegrass. Skill not luck... We dwarves are the one's needing luck with weapons such as bows!
He draws a bead on the second eight-legged menace and lets fly;
Shortbow (Simple Ranged) vs Spider #2: 1d20 + 3 ⇒ (13) + 3 = 16
Shortbow Damage (Piercing): 1d6 ⇒ 1
Bergur, Son of Ragni |
Rolls/OOC:
DM Wandering Loremaster |
Bergur and the dazed merchant continue to run along the web bridge and down the crumbling stone stairs, reaching the ground at last.
Morwen, Harry and Onar fire at the spider, wounding it but not killing it. It scuttles across to the middle of the bridge, before coming to a halt as it sees its prey reach the ground. Its eight legs perform a jittering, grotesque mockery of a dance as it plucks at the webbing.
A cacophony of noise shudders through the fibres, forming a sinuous wave that travels backwards from the spider towards the nest. There is a moment of silence, and then a horrible screeching as of a dozen enraged spiders waking from their slumber...
Ónar |
As the fell spider rouses its companions, a scowling Ónar stows his bow, then steps forward toward the stairs, beckoning the arriving Bergur and Belgo to continue past him at pace;
"Keep running lad. Take the fool o' a merchant with you! Once clear I'll follow!"
Turning his gaze webward the dwarf spits on his hands, then pulls forth his great axe...
Harry Kettlegrass |
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Harry takes one look at the mass of angry eyes, hard chitin, and skittering legs rapidly approaching.
Too many, with us too few!
He gulps, and once Bergur and Belgo are past, says:
"I will flee also, good Ónar!"
Then, Harry does just that.
Morwen of House Isildur |
Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Then she turned and followed after the rest of the group.
Bergur, Son of Ragni |
He himself continues running, keeping a firm grip on Belgo's arm as they go. The merchant seems to have come to himself enough to realize that they aren't enemies, but no need to be careless. It's a miracle they found him alive the first time. If he ran off again into the darkness of Mirkwood...
Bergur does not want to have to tell Halla her father is gone.
DM Wandering Loremaster |
Against such a great rush of spiders, there is no victory. There is only flight, and fortunately you have the advantage that it is light now: even beneath the canopy of these unfriendly trees, dawn is slowly breaking. The spiders chase you even so, harassing you with webs that they spew from their bodies like vile fishing lures, but by your good luck, and their hissing rage, they do not catch you.
After twenty minutes or so of flat-out running through the forest, heedless of branches whipping across your faces and trailing tree-roots catching at your shins and ankles, you have outrun them: the spiders evidently decide that they are too far from their lair, and grudgingly retreat.
Belgo leans forward, pressing his hands against his knees as he doubles over, gasping and panting for breath. "I know not who you are, but I thank you for coming - ah! - coming to my rescue."
He looks around. "Now, where are we?"
A good question indeed...
Someone give me a Survival roll to know your direction. If you have a power or ability that helps here, speak up!
Harry Kettlegrass |
"That is a good question."
Harry looks about, hoping to spot a landmark or another clue:
Survival: 1d20 + 3 ⇒ (9) + 3 = 12
Morwen of House Isildur |
Survival: 1d20 + 4 ⇒ (9) + 4 = 13
Ónar |
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With an element of chagrin that discretion proved the better part of valor Ónar shoots a scowl at the forgetful merchant;
"Don't mention it Master Belgo, nothing I like better than a sprint through the woods with attercops at our backs!"
The dwarf grumbles to himself, then eyes the surrounding terrain with the same weathered frown;
Survival: 1d20 + 1 ⇒ (9) + 1 = 10
"All this trees look the same to me. How the rangers and elves tell the difference is beyond my ken..."
DM Wandering Loremaster |
Morwen is not familiar with this great forest - the open hills of Eriador are her preferred terrain - but some rules are universal: track the sun. Mark your path. And above all, never ever panic.
That said, it takes several hours of wandering before you find a part of the wood that looks familiar. Morning has well and truly given way to afternoon by the time you are reunited with the Elf-path, but once back on it you are able to retrace your steps quickly and easily and are soon reunited with those you left behind.
Everyone in this group takes 1 level of Exhaustion: you can ignore this for now as you are travelling with ponies.
Time passes. And passes. The dawn passes and the sun rises, or at least as much as it ever does in this gloomy place. Halla wakes and frets, refusing any breakfast or attempts to console her.
The ponies are restless and would flee if they weren't firmly tethered. Even your faithful steed is troubled, giving you long meaningful glances and thrashing his head in the direction you came from.
Finally, finally, many hours after they left, you hear the sound of them returning.
The reunion is not altogether a happy one. Whatever madness lay on Belgo has not fully left; he clearly doesn't recognise Halla, remembering instead the little girl that she once was. The stream has clearly washed away many memories for good. For her part, the girl is hurt and confused. She lapses into a sullen silence, which quickly settles over the whole party as you resume your travels.
HIT POINTS
B 9/9, HD 1/1
H 8/8, HD 1/1
I 10/13, HD 1/1
M 12/12, HD 1/1
O 14/14, HD 1/1
INSPIRATION
B 0
H 2
I 2
M 1
O 2
SHADOW (P)
B 2(0)
H 0(0)
I 2(0)
M 2(0)
O 2(0)
CONDITIONS
B 1 point exhaustion
H 1 point exhaustion
I
M 1 point exhaustion
O 1 point exhaustion
OTHER
Illyria has used both rages until a Long Rest
Party ignores first point of Exhaustion for this Journey
Party gets +1 to all skill rolls made during this Journey
Harry Kettlegrass |
Staggering along the elf-path, Harry is delighted to see familiar faces.
"Illyria! Halla! It is good to see you hale! We have Belgo, though his memories have been lashed at."
Concerned for Belgo and Halla, Harry examines the man, asking him questions and seeing if there is ought he can do to help.
I'm not entirely sure how to proceed here but Harry would try to help.
He does have Hands of a Healer and could tackle physical injuries at least, plus certain conditions:
"Alternatively, you can spend a Healing Die to cure one disease, neutralize one poison, or remove one condition affecting a single target. Conditions are removed instantly, but poisons and diseases require the creature to take a long rest before they are removed.
"The types of conditions you can cure are limited when you first gain this feature. You can remove the Frightened, Paralysed, Stunned, or Unconscious conditions. At higher levels you can cure other conditions, described below." In the Scholar book entry
Some rolls:
Insight: 1d20 + 5 ⇒ (11) + 5 = 16
Investigation: 1d20 + 5 ⇒ (1) + 5 = 6
Lore: 1d20 + 5 ⇒ (15) + 5 = 20
Medicine: 1d20 + 5 ⇒ (11) + 5 = 16
Shadow-lore: 1d20 + 3 ⇒ (12) + 3 = 15
Illyria of Rohan |
Illyria does her best to hide her relief at seeing the companions she had more or less given up for lost. But her relief turns sour on realising the mood that has settled on the party after Belgo's enchantment.
She isn't sure what to do about it, if anything. But then, it's not as if she's in charge. So it might not be her problem to deal with. Sure. Let's go with that.
Bergur, Son of Ragni |
Bergur is quiet as they make their way back to Illyria and Halla, trusting in Morwen's navigational skills to get them back to safety. Which she does, although it takes several hours of tracing and retracing their steps.
When he sees Halla safe, he lets out a sigh of relief he hadn't realized he'd been holding. His brief vision of a child's doll, slick with poison, still weighs heavy on his mind. He didn't doubt Illyria's ability to take of herself and the girl, but still...he had worried. Much could have happened while they were gone.
His eyes dart around the glade, noting the signs of recent battle. It seemed much had happened. But Belgo was safe, as was Halla, and they were all together again on the path. It was the best outcome he could have possibly hoped for.
"Good to see you safe Illyria. And you as well, Halla." His brow furrows slightly in concern when she rushes to her father, only to be rebuffed by the man who clearly doesn't remember her. "As you can see, Belgo is unharmed. Hopefully his memories will return when we walk once more in the light rather than the shadows of this cursed forest."
He does take the opportunity, while they travel, to have a quiet word with Belgo alone.
Morwen of House Isildur |
When the group finally found their way to the path Morwen breathed easier. However they we're out of the woods yet, and the path was still long.
"We are never leaving this path again! And if it isn't from your waterskin, don't drink it!" Morwen instructed the group. When she saw how Belgo reacted to Halla, a part of Morwen snapped. Stepping up, Morwen smacked Belgo in the back of his head. Not enough to cause serious pain but more than enough to get his attention. "Take a good long look Beglo! You've lost time, I don't know how but you have. Even with the years lost how can you not recognize your own daughter?! The gift your wife gave you. Do you not see even a hit of her or yourself in your child before you?" She asked.
Ónar |
Catching his breath, Ónar nods in greeting to Illyria;
"Well met Daughter of the Mark. As you can see he's alive but addled... How did you fair in our absence?"
When Morven's approach becomes more... physical the dwarf holds back, curious to see if the Dúnedain can knock some sense into the merchant...
DM Wandering Loremaster |
12/13 December 2946
Harry's knowledge of these things is enough to make him realise that whatever healing arts he has are of no use: Belgo must make his recovery by himself, or not at all.
Morwen and Bergur's ministrations (good watchman, bad watchman) have some of the intended effect: the merchant is obviously flustered by the attention, but he sees the value in what you are saying. By the end of the second day after the attack, he is attempting to talk with Halla, but the girl remains suspicious and withdrawn, evidently not ready (yet) to forgive her father for the abandonment and lack of recognition.
15 December 2946
A few days later sees the sun rising on an unseasonably warm morning, considering you are but one week away from the shortest day of the year. Even within the depths of Mirkwood, you feel the temperature rising. As you march on, you start to feel very hot. Towards midday, a sense of sleepiness seems to creep out of the ground and up your legs.
Eventually you break for lunch in a small glade formed as the Elf-path opens onto the forest. In the filtered sunlight, you see stones scored with runes, and piled rocks that show that Men once lived in these parts. In another day or so, you will come around a bend in the path and see the end of the road and the Forest Gate as the land slopes down towards the Vales of Anduin.
But for now, the forest is dark and deep, and the air is warm and heavy. Flies buzz round your ears, and water trickling from a hundred rills sounds like a half-whispered lullaby. The urge to take a quick nap after eating your meal is almost irresistible...
Everyone needs to make a Wisdom check
Harry Kettlegrass |
"Goodness, it is warm. Oh well, we can look forward to camp this evening!"
Wisdom Save: 1d20 + 5 ⇒ (13) + 5 = 18
Illyria of Rohan |
Illyria isn't complaining. For the first time since she arrived in the North, her bones aren't aching when she wakes in the morning. A few flies and some drowsiness is a reasonable trade.
Wis save: 1d20 + 2 ⇒ (20) + 2 = 22
Bergur, Son of Ragni |
Bergur yawns, barely able to keep his eyes open. "A nap would be nice. Take advantage...of the warm weather..." He trails off with another large yawn.
Sadly I am out of inspiration, and dicebot still doesn't like me.
Ónar |
Ónar lets out a sigh as his eyelids grow heavy;
"Aye laddie... A wee nap. So fancies ta...king... first watch..."
Wisdom Check: 1d20 + 1 ⇒ (8) + 1 = 9
DM Wandering Loremaster |
Forgot to say: your escapades in rescuing Belgo/defending the camp from spiders have given you all another point of Inspiration. Status updated below accordingly
Perception, H: 1d20 + 5 ⇒ (10) + 5 = 15
Perception, I: 1d20 + 4 ⇒ (12) + 4 = 16
Perception, M: 1d20 + 3 ⇒ (14) + 3 = 17
You awake from a tranquil sleep with a start: you heard someone calling your name - your real name, that is, Brigg. And you know that voice. You'd know it anywhere. It's Ragni.
He calls for your help as he struggles with a goblin warrior, at the edge of an ancient stone well. The goblin chatters with glee as it pushes the innkeeper slowly back, step by step. Ragni is valiant, but he is no soldier: he blocks desperately with spear and shield, although this combat has only one outcome - unless you intervene.
Your legs move faster than your thoughts as, blade in hand, you run to put right what you once could not...
Beside you, Halla runs forward too, but where you have seen danger, her face is joyous as she calls out to her mother in delight.
OK, that was a sucky roll for you. Given that this is (duh) the premonition you had, I'll let you make another Wisdom save (with Disadvantage) to try and snap out of it.
You doze lightly for perhaps a few minutes before your keen eyes spot something in the gloom of the trees: a roughly circular ring of stone. Not naturally-occurring, that's for sure, and it was put together by dwarven hands, or you're a troll.
A well, perhaps; or - yes, far more likely! - a mineshaft! Who knows what wealth lurks beneath this soil - and wouldn't it be satisfying to take it from under the noses of those snooty Elves.
Gold. For me. MINE.
Your legs are carrying you towards it before your brain has time to catch up...
There's some - drowsy - discussion about setting a watch, but the unnatural warmth and cosiness of this place means that you don't really get around to it before you drift off into a post-lunch haze of drowsy reverie.
You are brought out of it some time later (maybe an hour? Or two?) by a joyous cry from Halla: "Mama! Mama! You're here! I'm so glad!"
You open your eyes just in time to see her, Onar and Bergur running into the woods and out of sight.
B 9/9, HD 1/1
H 8/8, HD 1/1
I 10/13, HD 1/1
M 12/12, HD 1/1
O 14/14, HD 1/1
INSPIRATION
B 1
H 3
I 3
M 2
O 3
SHADOW (P)
B 2(0)
H 0(0)
I 2(0)
M 2(0)
O 2(0)
CONDITIONS
B 1 point exhaustion
H 1 point exhaustion
I
M 1 point exhaustion
O 1 point exhaustion
OTHER
Illyria has used both rages until a Long Rest
Party ignores first point of Exhaustion for this Journey
Party gets +1 to all skill rolls made during this Journey
Bergur, Son of Ragni |
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Except...something's wrong. Why is Halla here? Why is she calling for her mother? Doesn't she see the goblin?!
A brief memory flashes: a glade, a well, a doll...
Dice/OOC:
Wisdom: 1d20 + 2 ⇒ (16) + 2 = 18
Illyria of Rohan |
Illyria wakes with a curse: she's a seasoned campaigner, she knows better than this! She'd have had any of her troop flogged if they'd fallen asleep without setting watch.
"Ah, dammit! This journey is cursed." She laments as she sees the others vanish into the undergrowth.
She grabs a couple of spears and makes sure her sword is in its scabbard before following. "Come on, we have to follow them. Belgo, stay here and do.not.leave.the.path."
She punctuates this command slowly for emphasis.
Harry Kettlegrass |
Harry rubs his eyes, then snaps to attention when he realises what his companions are doing/
"Stop running! Oh blaze it, we have to go after them! Belgo, stay here!"
Ónar |
Keen to get his hands on the gold Ónar forges ahead...
Best make haste. The others may get a sniff of the gilt otherwise! They cannot... For this mine may contain more than gold...
DM Wandering Loremaster |
I'm assuming Morwen does the sensible(?) thing and follows the others
Tendril v B: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Tendril v H: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
crit: 1d6 ⇒ 2
Tendril v I: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Tendril v M: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Damage, O: 1d6 + 2 ⇒ (1) + 2 = 3
Damage, H: 1d6 + 2 ⇒ (5) + 2 = 7
Bergur's sight clears as he recalls the nightmarish vision, and the scout sees the same as the others do when they run into the scene: an old ring of built-up stones marks the location of an ancient well - and from that well, a bristling profusion of vine-like tendrils reach out hungrily!
Onar and Halla dive eagerly, joyously, into the well, which appears to be no more than 20 feet deep. They don't seem to notice the vine-like tendrils wrapping around them, constricting them, cutting off their breathing.
The remaining tendrils notice you, though - with something like an angry snarl, they lash out at you. Morwen ducks, but everyone else is hit by the whip-like vines.
Bergur takes 8 damage. Harry takes 7 damage. Illyria takes 8 damage.
The shaft that you have found is no depth at all - barely twenty feet down, and at the bottom your keen eyes discern the glitter of gold nuggets jutting from the rock - and more: a vein of mithril as thick as Dain Ironfoot's neck.
You hastily scramble down the side of the shaft in your haste to inspect the seam further.
You don't realise it, but you have taken 3 damage.
HIT POINTS
B 1/9, HD 1/1
H 1/8, HD 1/1
I 5/13, HD 1/1
M 12/12, HD 1/1
O 11/14, HD 1/1
INSPIRATION
B 0
H 3
I 3
M 2
O 3
SHADOW (P)
B 2(0)
H 0(0)
I 2(0)
M 2(0)
O 2(0)
CONDITIONS
B 1 point exhaustion
H 1 point exhaustion
I
M 1 point exhaustion
O 1 point exhaustion
OTHER
Illyria has used both rages until a Long Rest
Party ignores first point of Exhaustion for this Journey
Party gets +1 to all skill rolls made during this Journey
Harry Kettlegrass |
Harry tries to duck under the deadly tendril but is still struck.
He then flings a bullet at the vines to distract them!
Is that okay as a help action for someone?
Spend inspiration to force disadvantage on that attack! Ins: 0/3
[ooc]Not a critical hit at least!
Illyria of Rohan |
The instant passes, but not before she has dropped her guard enough for the thing to wound her. Angry, she slashes at the nearest vine with her sword.
Longsword: 1d20 + 5 ⇒ (3) + 5 = 8
Yuck. Using the Advantage from Harry
Longsword, advantage: 1d20 + 5 ⇒ (10) + 5 = 15
Damage, 2-handed: 1d10 + 3 ⇒ (6) + 3 = 9
Morwen of House Isildur |
Yes! Sorry. I'm considered essential but they downsize a lot at work. I was going to reply yesterday but I kinda came home and passed out...
Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Ónar |
ignoring any bumps or scrapes he might incur Ónar pulls forth his light hammer, normally used for throwing.
No mining tools, an I cannae risk lettin' the others know.
With a scowl toward the top of the shaft, he begins to attempt to mine the precious nuggets...
DM Wandering Loremaster |
Botting Bergur to keep things moving, Harry gets 2 HP back due it not being a crit. Illyria and Onar, just a reminder that you have 3 Inspiration. Harry and Morwen have 2. Bergur has burned all of theirs.
Bergur attack v vine: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Vine v Illyria: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Bergur snaps out of the enchantment and strikes at one of the vine-like tendrils, missing. In return, one of them lashes out at Illyria but the Shieldmaiden is able to dodge. Her stroke severs one of the tendrils, and there is a screech loud enough to wake the dead; Morwen's attack misses.
There is a sudden, loud screech that splits the air - and whatever delusion or spell you were under shatters into pieces. You realise you are at the bottom of an ancient well, being attacked by a creature that seems to be nothing but vine-like tendrils.
Halla is with you, and the spell seems to have broken for the girl as well: she claws at her throat, trying to dislodge the strangling vines as her eyes bulge and her face turns purple...
HIT POINTS
B 1/9, HD 1/1
H 3/8, HD 1/1
I 5/13, HD 1/1
M 12/12, HD 1/1
O 11/14, HD 1/1
INSPIRATION
B 0
H 2
I 3
M 2
O 3
SHADOW (P)
B 2(0)
H 0(0)
I 2(0)
M 2(0)
O 2(0)
CONDITIONS
B 1 point exhaustion
H 1 point exhaustion
I
M 1 point exhaustion
O 1 point exhaustion
OTHER
Illyria has used both rages until a Long Rest
Party ignores first point of Exhaustion for this Journey
Party gets +1 to all skill rolls made during this Journey
Creature -9
Bergur, Son of Ragni |
"Ónar! Halla!" He doesn't really expect them to listen, but maybe, just maybe..."It's not real! Whatever you're seeing, it's not real!"
Even as he calls to the two trapped in the well, he pulls out his shortbow and aims at one of the thrashing vines. Unfortunately, in his haste, the arrow flies harmlessly through the air. Cursing, he retreats to get away from the thrashing tendrils.
Rolls/OOC:
P. Damage, Sneak Attack: 1d6 + 3 + 1d6 ⇒ (3) + 3 + (4) = 10
Do we have a battle map? Bergur wants to get as far away from the well as he can while still having line of sight on the creature.