| DM Brainiac |
”The Circle of Stones suffered a schism when the orb was removed. Most of the Circle wanted to leave this tower but we felt it important to stay and defend the land here. That’s why we call our circle the Empty Stones. We know only that the Circle of Stone’s current use of the aeon orb is very important, and we can’t and shouldn’t get it back. Retrieving the final aeon orb from the Darklands is the only way.
“There are many reasons why you must do this. If we leave, the forest will lose our protections, and the Welt will expand even faster. Also, we know that the Vault of the Black Desert is exceptionally dangerous, and we don’t know whether we can overcome these dangers to find the orb. Finally, we feel the Circle of Stones has caused enough trouble already through our meddling. It is right for someone else to do this.”
| DM Brainiac |
You return to Willowside to tell the townsfolk that the siege has ended. The citizens celebrate and rally to push the scattered xulgaths back. Although a few lingering xulgaths and dinosaurs will continue to be a problem in the Welt, the town is safe for now.
Mayor Vandy thanks you profusely for all the assistance that you have given to her town. You can shop for any equipment that you like, as well as put on another circus performance. The people of Willowside continue to clamor for entertainment, and they still have coin to spend.
You tell the members of the circus that you will soon be parting ways to seek out the missing aeon orb. The circus workers understand; after all, they’ve all seen enough of the region’s ecological decline to understand the importance of your mission.
Before you can leave, however, Tygrah suddenly lets out a howl of agony. She leans against the fence of the animal pen, clutching at her belly. "Ashlion! It's...it's time! Your son is coming!"
Ashlion of Vudra
|
Ashlion scoops Tygrah up in his arms and charges towards their wagon, not waiting or slowing down for anything or anyone.
"SOMEONE GET GRELDA!" he roars. The hulking barbarian would never admit it, but he's scared out of his wits until Grelda arrives and is able to take charge!
| Grelda Bonehammer |
Grelda swoops in to assist the birthing process. The witch kneels by Tygrah's side, applying a cool compress to her forehead while using her hexes to boost the warrior's vitality. "Remember to breathe, Battle Bride. Hee, hee, HOO! Hee, hee, HOO!"
She looks to her husband. "Fetch Ruine! Her healer's skills will be needed."
| Tasha the Fair |
Tasha follows along as Ashlion doesn't quite carry Ruine to his wagon. She doesn't know what she can do to help, but she wants to be there if she's needed.
| Ruinë the Flame |
Ruinë does not look excited whatsoever about going into the Darklands. She doesn't say anything, but the look on her face speaks volumes.
--
"Just a moment, I need a few things." she says, gathering up her supplies and slinging her back over her shoulder. "Alright, let us be on our way!" she says, dashing out with the others.
| Tygrah, Battle Bride |
The labor lasts several hours, but with Grelda and Ruine assisting with their magical and medicinal abilities, both mother and baby make it through okay. A wail fills the air as the newborn baby half-orc takes his first breath. Ruine cleans the child and makes sure he is healthy before laying him on Tygrah’s chest.
Tygrah looks at Ashlion, her expression full of both exhaustion and joy. ”Come meet your son, husband.”
| Tasha the Fair |
Tasha pulls Ruine away to give the new family a moment of private time. She helps the half-elf clean her hands and then pulls her into a deep-felt hug. "We are never doing that," she whispers in her lover's ear with a laugh.
Ashlion of Vudra
|
Ashlion takes the tiny bundle of half-orc with remarkable delicacy, the child appearing tiny in his huge hands. "HE MUST HAVE A GOOD NAME." His father declares. "A STRONG NAME! JAGRAH! MY SON IS JAGRAH!"
The delighted father gives his son a kiss and then returns him safely to his mother. "I LOVE YOU TYGRAH." He declares happily, before turning to Grelda and giving her a thorough kissing too. "THANK YOU!"
| DM Brainiac |
"Jagrah. It is perfect, husband. Little Jagrah." Tygrah smiles and holds her son close. "I love you more, Ashlion."
Chapter 5: Lord of the Black Sands
26 Desnus, 4720 AR
Two more weeks pass after the birth of Jagrah, giving Ashlion some time to bond with his newborn son. Eventually, however, duty calls once more. Unakite sends a messenger to Willowside to request your presence at the Tower of Empty Stones. At the tower's entrance, she greets you warmly and with notable enthusiasm. The last time you visited the Tower of Empty Stones, its few internal chambers seemed small and cramped. This time, Unakite reveals the entirety of the interior to you: an extensive complex of libraries, indoor gardens, living quarters, and shrines. More than a dozen nature priests live here, all of them ready to help prepare you for your journey.
Unakite presents a buffet of simple foods and clean water in a spacious stone meeting room in the Tower of Empty Stones. "We’ve performed quite a lot of research since we last met, and we have much to share. First, it has become clear to all of us that your task—bringing together the energies of five aeon orbs in Aroden’s sanctum in the Kortos mountains—is of dire importance; indeed, it might be the most vital act for the Starstone Isles since Aroden first raised them from the sea. The livelihood of every growing thing on the islands is in your hands.
"The orb that once shone from this tower is gone, but as we told you, we know of another. Aroden originally discovered six orbs; he brought five up from the depths, but left the sixth in its massive subterranean vault. If you can recover that orb, you’ll have the five reflections you need.
“I know that your task requires only that you collect the orb’s reflection, but we beg you to find a way to physically bring the orb here, where we can install it in this tower. I hope we’ve shown we would be worthy custodians.
“But regardless of your choice, we will help you reach this last orb so you can complete your vital task."
Unakite introduces you to three other robed nature priests: an elderly human man named Zargun, an enthusiastic halfling woman named Nepheline, and a serious human man named Cerussite. Each has led an aspect of the research. Zargun, a scholar and amateur alchemist before becoming a nature priest, knows about the highly radioactive blightburn crystals and has read a fragmentary chapbook called Farwalker’s Travels that details a lucky explorer’s journey from the surface to the Vault of the Black Desert and back again. Nepheline, who studied at the Magaambya academy, knows much about both arcane and primal magic. Cerussite is an expert on creature lore and has studied the threats you might face in the vault.
The priests bring out their research notes to talk through the dangers with you. Zargun leads the discussion, but the others interject to answer questions as appropriate.
"Having studied ancient writings, we know the aeon orb is in a massive underground cavern that holds the Black Desert. It is impossibly vast, more than two hundred miles across and nearly a thousand miles wide. There is no sun there, but there is light. Dangerous green blightburn crystals twinkle from the cavern’s ceiling like poisonous stars. They emit a deadly radiation that suffuses the entire vault; you must be prepared to withstand the sickness it inflicts."
In anticipation of the deadly blightburn sickness, Zargun provides you with eight vials of major antiplague. He warns you that eight vials will almost certainly not be enough, and suggests you ration it or provide it to the least hardy among your group.
“A lush valley called the Cradle of Worms stands in the west; it is the only place where plant life can grow in the Black Desert. Ancient texts say the orb was enshrined in a pyramid there called Xul-Khundur, which would explain why this area is so green, despite the wasteland that surrounds it. We know little of Xul-Khundur; in a fragmentary journal called Farwalker’s Travels, the location is described, although cryptically.” Zargun opens a scroll with his creaking knuckles, clears his throat, and recites: “The Azure Eye, Sunken Titan, and Crown of Teeth each gaze upon the legendary Xul-Khundur, but none can see it completely.” He shrugs and continues. “We’re certain the things mentioned in the poem are landmarks or locations that can help you find Xul-Khundur.”
As the old man rolls up the scroll again, Nepheline chimes in. “The Vault of the Black Desert is weeks—or perhaps months—away by foot. And few passages underground are safe. It’s much faster to teleport there. Unfortunately, the blightburn crystals that permeate the vault make teleportation erratic, or even impossible. The closest I can get you is a cavern called Crystal Hall, some 50 miles away from the vault. I’ve only seen it in divinations, but it looks very pretty! From Crystal Hall, you’ll follow a long passage leading to the Vault of the Black Desert. It’s still a journey of a few days, but that’s much better than months!”
Nepheline offers her greater knapsack of halflingkind. She explains she has attuned the fifth compartment of the knapsack to Crystal Hall with a special ritual. This enables the wearer to activate the knapsack and travel to or from Crystal Hall (which is much more than 100 miles away), transport up to a dozen willing creatures who are touching at least one other traveler, and bring extradimensional spaces. She makes it clear to the heroes that she doesn’t want her knapsack damaged, and that she expects it back.
When asked about the creature you might face, Cerussite grimly fields the question. “Few things you’ll meet are friendly. Cave worms, fungi, and far stranger creatures lurk within the tunnels and vaults of Orv. Desert-dwelling cults of war-like, bloodsucking humanoids called urdefhans live there as well. But worst are the rumors of an amorphous creature called Iffdahsil. Descriptions of it are muddled at best, as we are aware of no one who has encountered it and survived. Sources agree that if you hear a burbling, maddening cry, you should run—and not look back!”
Grelda recalls that a city of drow called Shraen sits somewhere in the Black Desert. However, all of the drow are undead and venerate Urgathoa!
| Ruinë the Flame |
The cleric helps with the birth and then says a prayer and a blessing for Ash's offspring. "It is a proud name, a strong name!" she declares with joy, so excited to be a part of this process. When she holds the child in her arms, she looks so smitten and instantly bleeds motherly charm through every pore of her body.
--
Later, Ruinë looks taken aback at first and then confusion washes over her face when Tasha says they will never have a baby. "Technically it's not possible, to have children of our own. See, when a man and a woman love each other very much-"[/b she starts, beginning to explain the process of childbirth to Tasha.
When she reads the expression on Tasha's face she stops and says [b]"Oh. I thought. You meant. Nevermind."
---
Before they begin their newest journey down to the depths below, Ruinë goes into town for a shopping spree with Tasha picking up many things, foremost among them a staff to help her with healing all of Ash's many, continuous injuries during battle.
| Tasha the Fair |
Tasha laughs softly at Ruine's confusion. "I do know how babies come about," she says, tapping a finger under the half-elf's chin. "I'd just never seen one actually birthed before. It was a bit intense. And it looked more than a little painful."
Her smile fades a bit.
"Wait, are you ... are you saying that you'd like to have a child some day?" she asks in a quiet voice.
| Ruinë the Flame |
"The pain is temporary, the love is forever." she says with a smile that spreads across her face.
"Why, to be a mother? Sure. Who wouldn't? To have and to hold that little one to your breast and to bring new life into this world. Simply amazing." The cleric looks dreamily into Tasha's eyes as she fantasizes about the prospect of motherhood.
Snapping out of her reverie, she asks "What? You mean you don't?
| Tasha the Fair |
"I ... I wouldn't know how to be a mother," Tasha says with a frown as she pulls back a little further. She looks down and then away. "The idea of being responsible for someone else like that. Someone that's dependent on you and you alone for literally everything." She shakes her head. "The entire concept seems ... overwhelming."
Trying to lighten the mood, she chuckles and smiles. "Besides, a baby would be terrified at the sight of me. Who would want someone like me as a mother?"
| Ruinë the Flame |
"Imagine bringing new life into this world and raising them as your own. Building a blood family. The entire concept seems amazing to me."
Putting her hand on Tasha's forearm, she shakes her head. "No. A baby would love its mother in a very special way that transcends physicality . When they are born, they known nothing of those biases."
Looking into Tasha's eyes, she says "I think you would be an amazing mother."
| DM Brainiac |
Before the group departs, Grelda makes sure Tygrah and Jagrah will be well-taken care of. She smiles as the baby coos and closes his fingers around hers. Her hands go to her own slightly rounded belly, wondering what her child will look like when they are born in a relatively short amount of time. She can't wait!
***
Once all your preparations are in order, Nepheline enacts her spell of teleportation. The world shifts around you as you find yourselves transported hundreds of miles away and deep underground, appearing in the aptly named Crystal Hall. The sparkle of thousands of colorful crystals illuminate this spacious cavern. Strange echoes fill the air, and even the faintest drips of water and the whispers of invisible air currents are amplified a thousand-fold. A sound strangely reminiscent of wind chimes permeates the chamber, producing a mournful melody.
A hulking woman stands nearby, seemingly surprised by your sudden appearance. Her skin appears to be mae of dark stone, and a scorpion-like tail protrudes behind her. She hefts a large maul as she looks at you wit narrowed eyes. "Who are you? Why have you come to this place?" she demands in Undercommon.
| Tasha the Fair |
With Ruine ...
"How could I be?" Tasha replies, her normal confidence vanished entirely. "I know nothing of it." She leans in close and presses her lips to the half-elf's forehead. "I believe that you, on the other hand, would be unmatched in that role." She stays there a moment, her cheek pressed against Ruine's skin.
"However," she says finally, pulling away and looking her love in the eyes. "I have no seed with which to give you a child and we have more important things that must be tended to."
~~~~~
Current ...
The familiar, but strange language brings back so many memories that it takes Tasha a moment before she responds. It's been so long since she'd spoken the language of the underworld. She's sure her words will fumble so she keeps them simple.
"We mean no harm. Our destination is the Black Desert," she replies in the same language.
| Tasha the Fair |
"We are attempting to retrieve a magical artifact from there that is causing great harm. We will return it to the Overworld where it will do good instead," she says with a simple bow of her head.
Diplomacy - Make An Impression: 1d20 + 28 ⇒ (17) + 28 = 45
| Tasha the Fair |
Tasha bows to the woman and gestures for the rest to move along. She's the last to leave the stocky figure behind and then races to catch up with the rest of the group. As they move through the dark tunnels she keeps her new blade handy and her eyes watch for any threats.
It's the smell that triggers so many memories. No vivid images, but rather feelings. She was too small at the time to understand the reason for the fear she sensed from her mother. Fear of what would happen if they were caught. She understands it now. Fleeing slaves that were captured were used as an object lesson for the others. All she knew then, though, was that her mother was very afraid. She works to keep that remembered fear from influencing what she's doing now.
| Grelda Bonehammer |
As you move through the tunnels, the chime-like tune echoing through Crystal Hall gets louder and a strange light appears, pulsating rhythmically with the melody. You can see the chime is produced by a creature that resembles a large jackal made of several gleaming crystals. As it moves, the crystals rub together and make the chiming tune.
The jackal lopes up to Grelda and cavorts playfully, chimes ringing loudly as it bounds about.
"Oh! He's adorable!" Grelda says. She holds out her hand and clucks her tongue gently.
Saoc: 1d4 ⇒ 3
Nature: 1d20 + 21 + 3 ⇒ (17) + 21 + 3 = 41
The jackal approaches the witch and rubs its head against her hand, crystal tail wagging happily. "Oh, can we keep him?" Grelda asks hopefully.
| Grelda Bonehammer |
Grelda laughs. "Maybe the two of them can share a kennel!"
Ashlion of Vudra
|
Ashlion watches the by-play with a grin and comes over to pet the jackal.
"WELL, DOGS CERTAINLY KNOW HOW TO DO SOME THINGS RIGHT." He says with a sly grin before squatting to talk to the jackal instead.
"HELLO FRIEND. DO YOU WANT TO COME WITH US? WE HAVE FOOD."
| DM Brainiac |
As an elemental creature, Ashlion can't actually talk to it like he does normal animals. But the jackal dances about and moves to follow you as you prepare to leave. "I think he eats gems," Grelda comments. "That's quite a rich diet!"
The crystal jackal has joined your circus!
You depart Crystal Hall and travel south through dark and twisting tunnels. After traveling approximately 20 miles south from the Crystal Hall, you arrive in a fungus-infested section of the tunnel where patches of small, bell-shaped mushrooms glow in the dark.
A placid but deep pond divides this large cavern into two halves. On both sides, giant mushrooms grow as tall as thirty feet from the ground, reaching halfway to the top of the cavern. The walls and ceiling of the western half of the cavern are covered in vines. On the eastern side of the water, the forest of mushrooms is even denser.
| DM Brainiac |
Grelda confirms that the mushrooms aren't dangerous to touch, though they would be toxic if ingested. You begin to make your way across the cavern when what appeared to have been a vine-covered cluster of rocks rises up, revealing itself for the monstrous plant that it is!
Grelda: 1d20 + 29 + 2 ⇒ (11) + 29 + 2 = 42
Ruine: 1d20 + 24 + 2 ⇒ (18) + 24 + 2 = 44
Tasha: 1d20 + 21 + 2 ⇒ (6) + 21 + 2 = 29
Enemy: 1d20 + 30 ⇒ (4) + 30 = 34
Everybody but Tasha may act! The creature is 15 feet away.
| Grelda Bonehammer |
Recall Knowledge: 1d20 + 21 ⇒ (3) + 21 = 24
"It's a... it's a plant monster!" Grelda says, racking her brain to try to remember what the thing might be. "Maybe try to burn it?"
The witch attempts to hamper it with a curse of death.
Fortitude: 1d20 + 27 ⇒ (3) + 27 = 30
Negative Damage: 7d6 ⇒ (6, 1, 1, 4, 4, 6, 2) = 24
Ashlion of Vudra
|
Ash actually has fire now! So he grows to a great height and hits it!
Double Strike!: 1d20 + 29 ⇒ (1) + 29 = 301d20 + 29 ⇒ (13) + 29 = 42
Damage: 3d12 + 29 + 1d6 ⇒ (12, 1, 11) + 29 + (5) = 583d12 + 29 + 1d6 ⇒ (11, 3, 2) + 29 + (5) = 50 The d6 is fire damage.
The hammer hits a soft patch of earth, but his gigantic shortsword shears through the creature!
| Ruinë the Flame |
Ruinë acts before Ash and do this before he goes in.
"I can assist in burning it. the cleric says dutifully, twirling her hands and uttering the phrase to produce fire on the plant.
"Avert your eyes." she says before causing the entire area to explode in a flash of blinding light that leaves the area scorched and burning. Sunburst, DC36. Damage: 8d10 ⇒ (9, 1, 10, 6, 9, 2, 3, 8) = 48
| DM Brainiac |
Reflex: 1d20 + 26 ⇒ (15) + 26 = 41
The plant creature avoids the worst of Ruine's sunburst. The fire is effective, though the monster does not seem particularly weak to it.
Ash's short sword, however, leaves significant wounds behind. The monster is weak to slashing damage!
The creature tries to pummel Ash but fails miserably! Grelda's death curse progresses.
Pummel: 1d20 + 29 ⇒ (3) + 29 = 321d20 + 24 ⇒ (1) + 24 = 251d20 + 19 ⇒ (10) + 19 = 29
Fort vs Death Curse: 1d20 + 26 ⇒ (5) + 26 = 31
Negative Damage: 11d6 ⇒ (4, 3, 5, 2, 2, 6, 6, 1, 1, 4, 5) = 39
Everybody may act!
| Ruinë the Flame |
Ruinë tries to follow-up her fire attack with another, but this time misses completely.
Fire Ray: 1d20 + 23 ⇒ (1) + 23 = 24 Damage: 13d6 ⇒ (2, 5, 5, 5, 1, 2, 4, 5, 3, 5, 4, 3, 1) = 45 Persistent Fire Damage (If Crit): 7d4 ⇒ (1, 4, 2, 1, 1, 1, 1) = 11
| Grelda Bonehammer |
Grelda telekinetically lifts a dagger from her belt before sending it spinning through the air towards the plant monster!
Telkinetic Projectile, Guidance: 1d20 + 26 + 1 ⇒ (16) + 26 + 1 = 43
Damage: 8d6 + 5 ⇒ (6, 6, 4, 3, 3, 5, 1, 6) + 5 = 39
Ashlion of Vudra
|
Double Strike: 1d20 + 29 ⇒ (2) + 29 = 311d20 + 29 ⇒ (15) + 29 = 44
Damage: 3d12 + 29 + 1d6 ⇒ (7, 2, 5) + 29 + (2) = 453d12 + 29 + 1d6 ⇒ (7, 9, 12) + 29 + (4) = 61
Strike: 1d20 + 25 ⇒ (10) + 25 = 353d10 + 29 + 1d6 ⇒ (2, 8, 1) + 29 + (6) = 46
Trusting Tasha to move and distract the creature Ashlion sticks to his job, tearing the thing into small small pieces.
| Tasha the Fair |
Tasha dashes forward, shouting a challenge at the ... plant.
{A} Stride
{A} Rapier Attack: 1d20 + 28 ⇒ (3) + 28 = 31
Rapier Damage - P & E - with panache: 3d6 + 11 + 1d6 ⇒ (3, 2, 1) + 11 + (6) = 23
{A} Rapier Attack: 1d20 + 23 ⇒ (4) + 23 = 27
Rapier Damage - P & E - with panache: 3d6 + 11 + 1d6 ⇒ (5, 5, 2) + 11 + (2) = 25
| DM Brainiac |
Badly wounded, the plant creature wraps itself around Ashlion, trying to squeeze the life out of him. But Grelda’s curse of death takes its toll, and the creature withers and collapses, releasing the barbarian!
Pummel: 1d20 + 29 ⇒ (12) + 29 = 41
Damage: 4d12 + 10 ⇒ (12, 3, 5, 4) + 10 = 34
Constrict: 2d12 + 10 ⇒ (11, 1) + 10 = 22
Fortitude: 1d20 + 26 ⇒ (7) + 26 = 33
Damage: 15d6 ⇒ (5, 2, 2, 4, 1, 5, 2, 6, 6, 1, 2, 1, 4, 6, 5) = 52
34 Damage to Ashlion, Plus 22 from Constrict (basic Fortitude DC 36).
Ashlion of Vudra
|
Fort: 1d20 + 30 ⇒ (7) + 30 = 37
Ashlion shakes the creature off with almost no effort and gives it a hefty kick to ensure that it is really dead.
"IS EVERYTHING DOWN HERE GOING TO BE THIS FRIENDLY?" He asks with a grin.
| DM Brainiac |
Searching the area where the monster was, you discover a strange staff that has a small metal hook on one end and a length of chain on the other. Lying next to the staff is a shoulder satchel that contains three large crystals worth 1,500 gp each, 150 gp worth of rare incense, and a strange puzzle box. The puzzle box weighs 1 Bulk and provides a continually replenishing supply of herbs, adhesives, healing clay, and gauze as its various compartments are opened, shut, and rearranged. The puzzle box functions as a greater marvelous medicines.
You move through the cavern. In the eastern part of the cave, the forest of mushrooms becomes even thicker. Although there are several phosphorescent mushrooms here as well, a few tall stalks of black creepers fill the area with stripes of shadow.
You spot a trio of aberrations lurking aimd the mushrooms. Each of these monsters is a slavering nightmare of teeth, eyes, and hairy spiderlike legs. Fortunately, you are able to react before they attack!
Ashlion: 1d20 + 23 ⇒ (18) + 23 = 41
Grelda: 1d20 + 29 + 2 ⇒ (19) + 29 + 2 = 50
Ruine: 1d20 + 24 + 2 ⇒ (2) + 24 + 2 = 28
Tasha: 1d20 + 21 + 2 ⇒ (10) + 21 + 2 = 33
Enemies: 1d20 + 21 ⇒ (4) + 21 = 25
Everybody may act!
| Grelda Bonehammer |
Grelda quickly unleashes a phantasmal calamity upon the minds of the monsters!
Mental Damage: 11d6 ⇒ (4, 4, 4, 2, 6, 1, 2, 1, 1, 2, 5) = 32
Will: 1d20 + 20 ⇒ (19) + 20 = 391d20 + 20 ⇒ (20) + 20 = 401d20 + 20 ⇒ (13) + 20 = 33
Ashlion of Vudra
|
Ashlion swells to great size once more and sets himself to receive the monster's charge!
Readied Smash!: 1d20 + 29 ⇒ (4) + 29 = 333d12 + 29 + 1d6 ⇒ (1, 6, 11) + 29 + (1) = 48
AOO: 1d20 + 29 ⇒ (11) + 29 = 403d12 + 29 + 1d6 ⇒ (2, 4, 10) + 29 + (3) = 48
| Tasha the Fair |
Tasha moves to the nearest of the creatures and stabs at it with her blade.
{A} Stride
{A} Rapier Attack: 1d20 + 28 ⇒ (8) + 28 = 36
Rapier Damage - P & E - with panache: 3d6 + 11 + 1d6 ⇒ (6, 4, 1) + 11 + (5) = 27
{A} Rapier Attack: 1d20 + 23 ⇒ (11) + 23 = 34
Rapier Damage - P & E - with panache: 3d6 + 11 + 1d6 ⇒ (2, 5, 3) + 11 + (3) = 24
Current HP: 218/218
Current Effects: n/a
| Ruinë the Flame |
Still in the mood fore fire, Ruinë ignites a fireball on the three creatures. Damage: 6d6 ⇒ (4, 2, 2, 3, 1, 4) = 16 Reflex DC36.
| DM Brainiac |
Reflex: 1d20 + 22 ⇒ (11) + 22 = 331d20 + 22 ⇒ (6) + 22 = 281d20 + 22 ⇒ (3) + 22 = 25
The fireball hits the monsters full force. Tasha darts in to attack one, stabbing it twice. It chitters and tries to bite her while the other two skitter up to confront Ash. The barbarian makes one pay for that choice, smashing it twice. He takes a few hits in turn.
Jaws vs Tasha: 1d20 + 26 ⇒ (16) + 26 = 421d20 + 21 ⇒ (5) + 21 = 261d20 + 16 ⇒ (17) + 16 = 33
Damage: 3d10 + 12 ⇒ (8, 4, 10) + 12 = 34
Jaws vs Ash: 1d20 + 26 ⇒ (8) + 26 = 341d20 + 21 ⇒ (15) + 21 = 361d20 + 26 ⇒ (15) + 26 = 411d20 + 21 ⇒ (17) + 21 = 38
Damage: 3d10 + 12 ⇒ (5, 6, 4) + 12 = 273d10 + 12 ⇒ (3, 8, 3) + 12 = 263d10 + 12 ⇒ (7, 6, 9) + 12 = 34
34 Damage to Tasha. 97 damage to Ashlion. Everybody is up.
| Ruinë the Flame |
Ruinë follows up her fireball with a powerful ray of fire.
Fire Ray: 1d20 + 26 ⇒ (18) + 26 = 44 Damage: 15d6 ⇒ (6, 4, 3, 2, 6, 4, 1, 4, 6, 6, 6, 4, 1, 6, 3) = 62 Persistent Fire Damage (If Crit): 8d4 ⇒ (3, 1, 4, 3, 1, 2, 4, 3) = 21
| Grelda Bonehammer |
Grelda tries to scare one of the monsters to death, but it resists the spell.
Will vs Phantasmal Killer: 1d20 + 20 ⇒ (17) + 20 = 37
Mental Damage: 4d6 ⇒ (1, 6, 3, 6) = 16