
Haedrig Lucridious |

Aye, you've been most gracious as we've invaded your home--we didn't know. Apologies if we harmed anything you hold dear.
Haedrig treats the strange creature with respect, and with barely a raised eyebrow.
I'm OK with moving on.

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Nightcap shrugs, unable to confirm whether Eileanora was a druid or not. The fungus leshy isn't familiar with the term, but after a bit of discussion you gather that their creator was clearly in tune with nature.
Finally, the group bids Nightcap farewell and they continue their journey. It's not long before sunset though, and the three set up camp.
Encounter: 1d20 ⇒ 16
Type: 1d10 ⇒ 3
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (18) + 6 - 5 = 19
Perception (Haedrig): 1d20 ⇒ 15
The next morning the adventurers pack up and set out once more. The day starts out warm and sunny, progressing to become hot and sunny. Soon cloaks are doffed as the rays bear down on the group. At one point in their travels they come across a procession of tiny mushrooms, walking about on legs but without any other features. It's not clear how they know where they're going, and they walk heedless of your presence. But they head the way you came: towards Nightcap's grove.
Dar is able to catch some fish in a slow-moving stream, and the group eats well that night. They complement the meal with some mushrooms from the leshys garden, making it perhaps the most interesting meal the adventurers have had in a month.

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Encounter: 1d20 ⇒ 8
Type: 1d10 ⇒ 10
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (4) + 6 - 5 = 5
Perception (Haedrig): 1d20 ⇒ 16
On their fifth day in this new land the adventurers wake to an overcast sky and much cooler temperatures from the day before. Cloaks and donned as they break camp, and with some unexplored land before them they once more set to mapping the area.
You're in a new hex now, and I assume you want to Reconnoiter. If I'm wrong and you just want to travel through, let me know.
The land remains difficult to traverse, a mix of shrubs and low trees broken up with swaths of swampland. The abundance of water keeps flies about the group, and they each tire of having to constantly swat at mosquitos and black flies.
That is until the sound gets louder, and four creatures spring out from the nearby greenery! Each is a foot long, with mottled, reddish-brown skin and a yellow underbelly. Their four wings resemble bat wings!
Haedrig: 1d20 + 7 ⇒ (6) + 7 = 13
Senizar: 1d20 + 4 ⇒ (14) + 4 = 18
Enemy: 1d20 + 6 ⇒ (1) + 6 = 7
ROUND 1
Dar - Go
Senizar - Go
Haedrig - Go
Enemy - TBD

Senizar the Erudite |

"Look at the size of those things!"
Senizar wastes no time. He summons forth some magic and hurls his staff at the one to the rear. He moves to a more central position and raises a spell of Shield:
ATK v. Yellow: 1d20 + 7 ⇒ (19) + 7 = 26 for DMG: 1d6 + 4 ⇒ (5) + 4 = 9

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Senizar's staff flies out from his hand, striking the flying creature with a sickening crunch as bones break from the impact of the weapon.
ROUND 1
Dar - Go
Senizar - HotA
Haedrig - Go
Enemy - TBD

Haedrig Lucridious |

The dwarf glances about, reading the threats. Seeing the first bug crumple under the magical assault, he cries out WELL STRUCK wizard!! He then lumbers toward the duo nearby, hoping to draw their ire. Axe out, shield up, he strikes!!
Move, raise shield, swing vs blue
Attack: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d8 + 4 ⇒ (5) + 4 = 9

Dar Orc-Blooded |

Round 1
Action 1: recall knowledge
Nature 1d20 + 5 ⇒ (17) + 5 = 22
Action 2: move
Action 3: melee attack
The druid wracks his brain for any info he might know about these strange bug like critters. Then he moves forward at the green one and attempts to smack it out of the sky with looping swing of his club.
Melee attack 1d20 + 6 ⇒ (19) + 6 = 25
Club 1d6 + 3 ⇒ (1) + 3 = 4
Id like a retcon if my recall knowledge gets me some important info. Also, Im still on the road, if someone could moveme into melee w/ green

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Dar recognizes these creatures as bloodseekers!
Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers. Farmers curse the creatures for sucking their livestock dry. It is from such beleaguered people that the bloodseeker's regional name “stirge,” possibly a corruption of the word “scourge,” comes.
He knows that bloodseekers attach to their prey and drain the blood from them. They're not particularly brave though, and can be scared off without too much effort. Regardless, they typically hunt relatively close to their nests.
Making a point, Dar steps up to the nearest creature and swats it with his club! The strike clips the creature, and it vocalizes its pain.
With the adventurers quickly decimating half of the parasites, the two that remain flee!
For easily routing the bloodseekers, you each earn 80xp

Senizar the Erudite |

"Let them go. We'd only exhaust ourselves. Excellent work though! A resounding victory helps wash away some of our struggles. Come let us look about." Senizar searches the immediate area for anything of interest; other victims, a lair, etc. Perception: 1d20 + 4 ⇒ (20) + 4 = 24

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Convinced that there is more to be found, Senizar leads the group in a search around the area. It takes some time, but eventually he spots more bloodseekers clustered around their nest.
Not looking to stir up a swarm, the wizard wisely searches the periphery. They spot a number of boggard bodies, drained of blood and at various stages of decay. After a search of the bodies they find two interesting items.

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The party moves back to safety as Senizar takes the time to study what they found. He quickly deduces that neither are magical, but they are alchemical.
Haedrig takes a look at both. And though he doesn't have alchemical tools to test these items, he recognizes the vial with a white liquid: a lesser frost vial.

Dar Orc-Blooded |

The druid takes a few minutes to study the broken bodies of the dead stirges, as its rare to get the opportunity. He does the same with the drained boggards.
I have little experience with such things, what does the vial do? One of us drinks it?

Haedrig Lucridious |

Nay, lad! 'Tis a missile weapon. Will draw the heat out of any critter unlucky enough to be the target. Hurts 'em and slows 'em down

Senizar the Erudite |

"I suggest Haedrig carry it, as he has the smallest mastery of elements."
Senizar looks over the thing that looks like an overly large match and shrugs. "I suggest we finish reconnoitering this area."

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Aware of the bloodseeker nest, the adventurers steer clear and resume the task of charting tout the area. Dar is able to scavenge a few edible berries, but the others have to eat their less-than-delicious rations.
Type: 1d10 ⇒ 9
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (3) + 6 - 5 = 4
Perception (Haedrig): 1d20 ⇒ 19
The next morning is overcast and cool, with morning frost that melts way in the morning. It's hard to stay upbeat with the weather being what it is, but the task of mapping provides a helpful distraction. The day ends with the group tired, but the area documented to Senizar's level of satisfaction.
Type: 1d10 ⇒ 3
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (17) + 6 - 5 = 18
Perception (Haedrig): 1d20 ⇒ 11
Follow the coast west...
Vors' guidance is still top of mind, and the group breaks camp and sets out once more.
Only to get hit with heavy rain.
It doesn't take long before they are all soaked to the bone. The ground turns to mud, their feet often getting stuck thanks to the softened ground. This improves slightly as the land rises, turning from swamp to forest, but it's still far from enjoyable. Haedrig can be often heard cursing loudly and colorfully in the dwarven tongue.
As dusk approaches the group starts looking for a place to camp. Dar is surprised when a dear, from out of nowhere, nudges his arm. The druid stays the arm of the others, and instead opts to follow the animal. Because it is leading the group: To a spacious cave!
Haedrig and Senizar exchange looks and check the cave, discovering that it is empty and dry compared to the outdoors. Dar stays with the deer, who lowers its head to the half-orc in a gesture that he can believes might be... an offering.

Dar Orc-Blooded |

While Dar has no qualms with killing animals for food, he doesnt feel this is the right time for it. Grateful for the dry cave, the druid feels that is enough. He slowly reaches out to stroke the deer’s wet fur and offers it a few berries to eat.

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The deer, a young doe, nibbles on the berries offered by Dar. When she finishes the deer watches the druid for a moment before turning and wandering away.
The cave itself is rather shallow, with only enough space for the three adventurers. Senizar does spot old drawings carved on one wall, eroded by time and the elements. Whatever message was there is unfortunately lost.
Regardless, the three adventurers benefit from the shelter. Haedrig manages to build a fire, and the heat upgrades their clothes from 'wet' to 'damp'.
Type: 1d10 ⇒ 4
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (4) + 6 - 5 = 5
Perception (Haedrig): 1d20 ⇒ 10
Fortunately for the group, the the rain stops during the middle of the night. The day itself is only slightly warmer though, and clouds keep the sun away.
The journey west continues, and through the day they spot the deer following in the distance. It does not approach them. Otherwise it's an uneventful day.
Type: 1d10 ⇒ 8
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (19) + 6 - 5 = 20
Perception (Haedrig): 1d20 ⇒ 10
They arrive in a new, unexplored region and once more set to the task of exploring and updating their map.
Dar sets some traps in a stream early that morning, planning to return later to see what is caught. The clouds turn darker in the distance, and when dawn makes its way dusk the have fish to eat and time enough to build a makeshift shelter.
Type: 1d10 ⇒ 2
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (17) + 6 - 5 = 18
Perception (Haedrig): 1d20 ⇒ 20
The rain returns that morning, though it is light and sporadic throughout the day. It's not enough to truly hinder the adventurers, who are satisfied at mapping out another region in this new land.

Senizar the Erudite |

Standing at the coast, Senizar cogitates out loud, "I wonder how large this island is? We have subsisted well, thank you Dar, but we haven't really learned much yet. I am eager to find something. I suggest we set out and keep the search going. Eventually we'll have to reach a port."

Dar Orc-Blooded |

The druid does spend some time in meditation about the deer. Dar has always loved animals but never seemed to have the special connection that some other druids had with animals. The deer meant something, but what… A sign from a spirit of the land? Gozreh himself? The half-orc made a mental note to have Senizar mark that hex. He would like to return later and explore it more.
Dar also was eager to learn about the island. He hoped eventually finding the coastal town would provide some answers.

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Type: 1d10 ⇒ 8
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (20) + 6 - 5 = 21
Perception (Haedrig): 1d20 ⇒ 10
The adventurers set out, the summer heat present despite the cloudy sky. The forest, as that's what it truly has become now, provides ample opportunities to find edible berries and keep their waterskins full.
When night comes the day cools quickly. All three can tell that there will be rain. Dar sets up a makeshift shelter that he hopes will protect them from the worst of it.
Type: 1d10 ⇒ 2
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (13) + 6 - 5 = 14
Perception (Haedrig): 1d20 ⇒ 4
And rain it does. It's not what Dar would call 'torrential', but it's enough that they are soaked to the bone as they travel. It keeps the bugs away, but that is possibly only a small consolation.
They shelter under a large oak tree for the night, with the rain tapering off near midnight.
Type: 1d10 ⇒ 4
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (17) + 6 - 5 = 18
Perception (Haedrig): 1d20 ⇒ 18
With a new section of this world before them, Senizar once more leads the group in mapping out the region. They are helped by Gozreh, it seems, as the rain stays away and the heat of the day returns around midday. By the evening their clothes are once more dry. And the land provides, with Dar easily finding fish in a stream. Haedrig puts his axe to use severing fish heads, with danger feeling like a blessedly remote thing.
Type: 1d10 ⇒ 1
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (1) + 6 - 5 = 2
Perception (Haedrig): 1d20 ⇒ 8
Of course, fortune turns easily. Dar sees dark clouds roll in as the wind picks up, and this time he's happy to use the term 'torrential' for the rain that comes. They are forced to take shelter, and barely make any progress in their cartography.
To make matters worse, Dar brings back some mushrooms that he recalls as being edible. Unfortunately, he is betrayed by his own memories and the group lose what meal they had for the day. When stomachs settle, the adventurers end up nibbling on the much safer rations they carry.

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Type: 1d10 ⇒ 5
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (3) + 6 - 5 = 4
Perception (Haedrig): 1d20 ⇒ 19
The rain relents, and by early morning the adventurers complete their mapping to Senizar's satisfaction. What's more, they discover a cave entrance with runes inscribed in stone around the entrance. As they move closer though, a strange creature emerges. At first Haedrig thinks it's a chicken, but if so then the bat-like wings and tail don't make sense...
All of that is made moot when the beast hisses angrily and begins moving towards the group!
Haedrig: 1d20 + 7 ⇒ (15) + 7 = 22
Senizar: 1d20 + 4 ⇒ (18) + 4 = 22
Enemy: 1d20 + 8 ⇒ (8) + 8 = 16
ROUND 1
Dar - Go
Haedrig - Go
Senizar - Go
Enemy - TBD

Haedrig Lucridious |

HOLD!! Let it come to us!!
Haedrig yells out the warning, hoping the others will hold the line. He raises his shield, and prepares to swipe at the beastie if it closes.
I don't recall whether "ready an action" is an actual thing, and if so, what kind of action it is--but I'm hoping 1 action to raise shield and 2 to ready an attack is enough

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@Haedrig - See HERE. Using 3 actions you can Raise a Shield (1) and then Ready (2+3).
ROUND 1
Dar - Go
Haedrig - Ready
Senizar - Go
Enemy - TBD

Dar Orc-Blooded |

Round 1
The half-orc starts to run forward but freezes at Haedrig’s cry to “hold”. The druid marvels at the strange creature and tries to think if he can remember any tales about such a chicken monster. He does recall a minor cantrip that can reach out with some distance. A moment of concentration and he releases a frost ray at the critter.
Action 1: recall knowledge, nature 1d20 + 5 ⇒ (15) + 5 = 20
Action 2-3: Ray of Frost 1d20 + 5 ⇒ (18) + 5 = 23
Cold damage 1d4 + 2 ⇒ (3) + 2 = 5

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Dar recognizes a cockatrice! Ugly and aggressive, the dread cockatrice stalks prey that it can turn to stone with its petrifying beak and subsequently consume piece by broken piece.
He doesn't wait, knowing the creature cannot be reasoned with. With a invocation of nature's power he sends a ray of pure cold forth, striking the beast!
ROUND 1
Dar - Ray
Haedrig - Ready
Senizar - Go
Enemy - TBD -5hp

Senizar the Erudite |

"Woah ugly!" he almost reflexively hurls his staff forward with a magic spell. 1d20 + 7 ⇒ (12) + 7 = 19 for DMG: 1d6 + 4 ⇒ (6) + 4 = 10
He then throws a magical shield up as he Seeks more potential foes.

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Damage roll: 1d4 ⇒ 2
Senizar's staff flies forward, just catching the cockatrice with the tip of the weapon.
Fury rising, the beast flies straight for...
Dar 1, Haedrig 2: 1d2 ⇒ 1
... Dar! With a shrill caw it pecks at the druid!
But not before Haedrig hits it, causing it to turn its attention to the dwarf.
Beak vs Haedrig: 1d20 + 13 ⇒ (6) + 13 = 19
Damage (P): 1d8 - 2 ⇒ (4) - 2 = 2 plus DC 20 Fort save.
ROUND 2
Dar - Go
Haedrig - Go
Senizar - Go
Enemy - TBD -25hp

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Reflex save: 1d20 + 11 ⇒ (2) + 11 = 13
Senizar catches the cockatrice with his electric magic!
ROUND 2
Dar - Go
Haedrig - Go
Senizar - Zap!
Enemy - TBD -26hp

Dar Orc-Blooded |

Round 2
With the cockatrice among them pecking and biting, the half-orc moves into melee action as well. Dar moves into flanking position with the dwarven warrior, arm pumping he thrusts at it with spear.
Action 1: Move
Action 2: Attack! 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
spear damage 1d6 + 3 ⇒ (1) + 3 = 4
Action 3: Attack 1d20 + 6 - 5 + 2 ⇒ (15) + 6 - 5 + 2 = 18
spear damage 1d6 + 3 ⇒ (4) + 3 = 7

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Dar repositions himself, looking to exploit an exposed side of cockatrice. His spear strikes once, and the beast caws in pain!
ROUND 2
Dar - Hit
Haedrig - Go
Senizar - Zap!
Enemy - TBD -30hp

Haedrig Lucridious |

fort: 1d20 + 8 ⇒ (20) + 8 = 28 <--BOOM
With a deep-throated cry of LUCRIDIOOOUUUUS!! the hardy dwarf shrugs off the beastie's magic. Sparing a bit of concentration to keep his shield up, his mighty axe swings!
raise shield, 2x strike
Attack: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 1d8 + 4 ⇒ (3) + 4 = 7
Attack: 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d8 + 4 ⇒ (2) + 4 = 6

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Haedrig's axe cuts into a wing of the beast! It lands on the ground, and continues to attack the warrior.
Beak vs Haedrig: 1d20 + 13 ⇒ (8) + 13 = 21
Damage (P): 1d8 - 2 ⇒ (7) - 2 = 5 plus DC 20 Fort save
Beak vs Haedrig: 1d20 + 8 ⇒ (15) + 8 = 23
Damage (P): 1d8 - 2 ⇒ (4) - 2 = 2 plus DC 20 Fort save
Beak vs Haedrig: 1d20 + 3 ⇒ (11) + 3 = 14
Damage (P): 1d8 - 2 ⇒ (7) - 2 = 5 plus DC 20 Fort save
ROUND 3
Dar - Go
Haedrig - Go
Senizar - Go
Enemy - TBD -37hp

Haedrig Lucridious |

First hit: Shield block. Wooden shield blocks 3, the remaining 2 go to me & shield (right??)
fort: 1d20 + 8 ⇒ (11) + 8 = 19
fort: 1d20 + 8 ⇒ (17) + 8 = 25
The warrior will not be denied as he continues his shielded assault.
Attack: 1d20 + 8 ⇒ (9) + 8 = 17
damage: 1d8 + 4 ⇒ (5) + 4 = 9
Attack: 1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d8 + 4 ⇒ (4) + 4 = 8

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Correct. 2 damage to you and the shield
Haedrig feels his skin begin to harden as the petrifying magic flows into his body. He manages to resist most of the effects though, and for good measure lands an overhead with the axe, severing the head from the creature!
OUT OF COMBAT
For defeating a lone cockatrice, you each earn 80xp
Haedrig earns a Hero Point for taking the focus of these dangerous attacks.

Senizar the Erudite |

Senizar holds his staff overhead and shouts. "Huzzah!" He ponders the carcass, and wonders if there's anything valuable in and of itself in it. He then eyes the cave. "Shelter or supplies, we should check it out."
He forgets to look at the wounds the others have suffered, but stops and slows down once it's pointed out to him.

Haedrig Lucridious |

Haedrig huffs with satisfaction, and sits to tend his wounds.
He also looks at the shield, hoping he can get the tools & materials to keep it in good shape...

Dar Orc-Blooded |

Senizar holds his staff overhead and shouts. "Huzzah!" He ponders the carcass, and wonders if there's anything valuable in and of itself in it. He then eyes the cave. "Shelter or supplies, we should check it out."
He forgets to look at the wounds the others have suffered, but stops and slows down once it's pointed out to him.
The druid also wishes to take a moment to study the carcass of the strange beast. A strange necropsy this is Senizar...
The druid has two healing spells. Are they needed?
The half-orc is in no rush and gives Haedrig all the time he needs to recover from his wounds. But he is clearly ready to explore the cave.
When the group is ready he casts his Light cantrip on a small stick.

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1d4 ⇒ 3
Senizar recalls that gem workers especially prize precious stones that have been polished to perfection in a cockatrice’s crop, and may pay a high price for these so-called "cockatrice rocks". When he mentions this, Dar draws his dagger and cuts open the beast. After a few moments digging through the corpse of the cockatrice he finds several interesting gems that could be of worth. Haedrig comes over to look, and with a discerning eye points to three that are likely worth 5 silver each.
After tending to the various wounds the dwarven warrior collected during battle, Dar casts a spell to shed some light before they enter the cave...

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When the adventurers enter the cave the first thing they note is not the lack of light. It's the smell. They expect a sort of musty humidity, which is there, but it's the smell of animals that dominate. Senizar and Dar both note that the odour is similar to that of the cockatrice, making it apparent that the creature laired here.
As they move forward, Dar's light revealing more of the space, they notice that the rough-walled tunnel opens up to a series of larger caverns ahead. Numerous pieces of broken stone lie on the ground, many appearing to be finely carved. One piece is recognizable as a stone humanoid hand, broken off at the wrist.
Dominating the intersection is a statue of an iruxi warrior, their scaly lineage apparent through the impossibly fine craftsmanship. The statue is looking down, with its arms broken off and resting on the ground.
To Dar that statue is too life-like.

Senizar the Erudite |

"Not a bad conclusion Dar. We are fortunate that such a fate did not befall us. Keep your guard up. This is a lot of stink for one creature - and I know not of the mating habits of cockatrices."
Senizar continues to frequently cast detect magic, but will simply relax for a moment and look around with the others once he's certain there is no magic here. Perception: 1d20 + 4 ⇒ (13) + 4 = 17

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Dar and Haedrig both take a moment to study the statue, and quickly agree that this warrior was indeed petrified.
Senizar whispers an incantation to detect magic, and does not find any present. When he begins to look about however he spots a crack in the wall just behind the statue. When he examines the crack he can feel gentle wisps of wind blowing through and hears the faint sound of running water. What's more, he sees a glyph on the wall that is completely foreign to him.
Although perplexed by glyph and its meaning, Senizar does think that with some force (and perhaps the right tools) the crack could be widened.

Dar Orc-Blooded |

The half-orc looks to Senizar w/ a raised brow, Good spot! But shall we pry open that crack AFTER we have explored the rest of the cave. I’d hate for something to creep up behind us while we are working with tools.
The druid votes to keep pressing further into the tunnel.