
GM - Obermind |

Oskar is able to skillfully deposit the pin as agreed with their employer, even as the elf offers a polite bow and a wink - "Hope we can do further business in the future" - and moves off with the others through the back exit.
@Reuleaux: You can give it a try, but you will need to ask Oskar to let you take a closer look, as the egg is inside the backpack now.
@All: We just broke the 100 posts mark! ;)

Ispen Ironborn |

Arching a bushy eyebrow at the odd cybernetic mage, Ispen mutters mostly joking, Mayhaps next time we need to be secretive and stealthy, ye might be the best ta be watchin' from outside. Can't ye control yerself, man?"

Oskar Aglund |

Oskar stares at Reuleaux. Blinks once. Feels the weight of the egg in the pack slung over his shoulder. Thoughts race through his mind.
To Oskar, dragons were both terrifying and magnificent creatures. He'd seen one once as a youth, flying high over the mountains north of the village. A massive blue gliding through the slowly building spring storm clouds. Not being suicidal, he took cover in some nearby rocks, but he watched the creature with its huge wings stretching out wider than Kilmarin's big wind mill on Knocker's Knoll. At one point it unleashed a bolt of brilliant blue white lightning into a cloud. A crackling pyrotechnic display of power that sent a shiver down his young boy's spine even as thunder from the blast rumbled overhead moments later. It swooped and dove in the growing thunderheads for most of the afternoon. A sight and experience not to be forgotten.
A few days later refugees from a Northspur, further up the valley, came through. Apparently a dragon had decided their sheep herds would make a fine meal. Destroyed most of the village and then flew off north.
So much beauty, power, and terror wrapped up in one beast. If the thing was truly what the elf claimed, he'd not be letting the gnome anywhere near it.
"Not the time gnome. Talk to the Harper when we get back." He says and then stalks past Reuleaux and through the door looking for Johnny Boy. Unfortunately the gnome's spluttering and pleading continue to occupy too much of his attention.
Perception: 1d20 + 7 ⇒ (2) + 7 = 9

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"Oh, aye, it all seems t' be going very well, very well indeed," Johnny Boy muses, inside his comfy dilapitated wagon, just like grandma's. "Of course, back in my day, if a man was invited to a barn, it was considered bad manners to not try to hang him or roast him alive.
Now that I'm thinking on't, that they haven't even tried to burn us out or double cross us to death leaves me deeply insulted.
Oh, wait, I seem t' be wrong. Now that's just the thing I've been waiting for."
Being a leprechaun, Johnny Boy is well prepared for this kind of mischief, so he counters it in the best way, with mischief of his own.
As soon as the newcomers take up their positions, he tries to get them all in a nice big cage of Fae Fire.
Faerie Fire. Each object in a 20-foot cube within range is outlined in green light. DC 13 Dex to avoid. Any attack roll against an affected creature or object has advantage.
Hospitality observed, he pops out of his hiding hole. "Oh grand soft evening for an ambush ain't we having lads?" he yells, holding his shillelagh high.

Sister Selene Marsk |

Selene looked down at Reuleaux "It isn't the time or place for such examinations. Besides, there is a book of reference that espouses in detail a lot of things about dragons and dragon kind! It was through rough, gave a variety of directions of both chromatic and metallic dragons. It is a good read. I would assume most of your questions are answered with in." She said as she walked close next to the tiny tinkerer.
"Also to do such an experiment here outside a properly prepared workstation would make a variety of your findings in question. At least that's what the Methodologies of Arcane Research and Exploration Which was written by the Blackstaff of Waterdeep! Who has a very witty pen! Well, I found him witty, my fellow librarians thought it very dry. I think you would enjoy it. It's been copied multiple times! Not as good as Elministers' Ecologies on various ruins and history of the realms! Now those are some incredible librams!" Selene continued, her voice getting excitable about the works and her general descriptions. A bibliophile as well as a fan of numbers Selene was ever the strange and weird teifling as well as an even more bizarre Selunite!

GM - Obermind |

"What the...?" - grunts the half-orc, looking at the green surrounding his men, and then at Johnny Boy with murder in his eyes - "Crabber, get him!" - he growls, and one of the unaffected men draws a scimitar - "Ye'll pay for that..." - he promises.
Johnny Boy, you are up again! The ambushers are close, but none has engaged with you yet.
Oskar is alerted by voices coming from outside, which are definitely different from the halfling who was left on watch - right behind him Ispen and Davorox also realize something is going on beyond the barn doors, which stand ajar.
More importantly however, and plain to all inside the barn, loud 'thuds' sound at their backs as two men nimbly jump down from the barn's loft - "That is far enough boyos - give us the egg and no one needs to get hurt" - they grunt, drawing steel.
Ok guys, time to try my hand at 5e combat - feel free to point out if I make any glaring errors. Let's start simple - you are up! Let me know your actions.
I have also put together a simple map HERE, so we can get a more visual idea of the situation. Let me know if you can access it correctly.
1d20 ⇒ 19
1d20 ⇒ 19
1d20 ⇒ 5
1d20 ⇒ 11
1d3 ⇒ 1
1d20 ⇒ 17
1d20 ⇒ 5

Oskar Aglund |

"Knew it was too bloody easy." Mutters Oskar upon hearing Johnny's shouted warning from out front and the sudden thumps and demand of the ambushers behind.
Sliding a step to get a better look outside, the thief glimpses the two robbers glowing with fey green light. With the ease of one who has spent hours at practice he draws his bow and an arrow. Spirits dance around the outer edges of his vision as his pulls, aims for the bright glow over the man's heart and releases.
Move 5' step to F19
Attack Bandit on D23: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 3 + 1d6 ⇒ (3) + 3 + (6) = 12

Reuleaux |
Reu was sketching the egg furiously from memory with a very precise live octopus when the commotion started. His mechanical jaw chittered out "YOLKS on you!" but then there was some malfunction and it started flapping wildly "EGG EGG EGG ALBUMEN ZYGOTE EGG" sending a shower of sparks all over the poor inventor, nearly catching his parchment on fire.
Full of regret, he tore the device from his face, licked his lips a few times and then reached deep into his nose. From that mysterious portal the wizard produced a slender vial marked simply 'HF'. Unscrewing the cap immediately released a melon-sized cloud of emerald vapors, which seemed to react with the concentrated pattern of hand gestures ol' lefty was executing. The cloud took the form of a baby dragon, which promptly spit at the highly demanding scoundrels...
Acid Splash. Going for pair at G23 to take advantage of acid splash's AoE. Its a DEX save on their part else take...
DEX DC 13 vs Acid Damage: 1d6 ⇒ 2
By the way, for AoE spells the damage is rolled just once not individually (pg 196 PHB).

Ispen Ironborn |

"Expect th' worst, lad, and we'll never be disappointed...get yer'selves clear, out the back. I'll distract 'em." the dwarven fighter strides past Oskar, muttering as he unsheathes his axe from it's harness on his back and steps out through the doors of the barn.
"Hey. Doorknobs. Over here...Ever dance a dwarven jig a'fore?" As he calls out to the ruffians, Ispen winds up and swings his father's battleaxe.
1d20 + 4 ⇒ (9) + 4 = 13
Targeting the ambusher at d23

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Ispen, the ones outlined in green, B & D 23, have Faerie Fire, so all attacks are at Advantage. Also, don't forget to roll damage, you never know!
John makes a great show of counting up all the hodlums facing him. "Hrmmmm. One. Two. Three.... This doesn't really seem a fair fight.
I mean, there's only four of you.
Well, it's a fine night t' take you all on meself so," he pauses as arrow and acid and dwarf come hurtling out of the barn. "Oh well there ya go now, yer ambush is right buggered good'n'proper. Now come taste me shillelagh!"
Johnny Boy gives his shillelagh a MIGHTY jiggle, and it suddenly glows with a luminous green light, not unlike the ephemeral fire that outlines two of the hooligans. Yowling a mighty "HA!" he leaps at the closest man outlined in green.
Bonus action to case Shillelagh. Not sure if D23 can survive Oskar's sniper shot and Ispen's axe, so I'll attack B23 if he's already dropped.
Attack!: 1d20 + 5 ⇒ (20) + 5 = 25
Attack Advantage!: 1d20 + 5 ⇒ (15) + 5 = 20
CRITICAL Damage!: 2d8 + 3 ⇒ (4, 1) + 3 = 8
The green glow of Johnny's Shillelagh connects with the emerald outline of the bandit and the night EXPLODES with a shower of light as the two magicks collide and feed off each other in a majestic magical show.

GM - Obermind |

Oskar's arrow opens the confrontation on a brutal note, piercing one of the ambushers through the throat, and dropping him like a sack of potatoes to lie unmoving and bleeding on the floor.
The beam of crackling energy unleashed by Davorox misses its mark though, hitting one of the barn wooden support columns with a sizzle instead.
Davorox, does Eldritch Blast have any sort of elemental damage associated to it?
@Reuleaux: from where you are it is not possible to target those in G23 - you cannot see them as that side of the barn's double door is closed (black line), and obstructs your line of sight. Let me know if you want to target others.
Ispen moves boldly ahead and out the door building momentum as he goes, to land a vicious strike on one of their assailants - the wound is serious, but the vicious cutthroat does not fall. At least until Johnny Boy clobbers him over the head and leaves him down in a crumple heap, that is...
D23 was already down, so I set Ispen and Johnny both to attack B23.
Guys, is diagonal movement more expensive, as in Pathfinder?
Two bad guys down! Waiting on Reuleaux (assuming he may want to change his targets) and Selene to take her action.

Sister Selene Marsk |

Selene hears this and her face grows a deep shade of purple."BOYOS! BOYOS! Have you insolent thugs never seen a WOMAN before!" she growls in anger as she turns and her eyes flash with light her mouth moving as she outstretches her hand and growls.
"BY SELUNES' MIGHT, SACRED FLAME!" She spouts lashing out whisps of silvery light form beneath the thug [E13] and slivery fire spouts up in a brilliant bright moonlight!
Dexterity Save DC12 or takes
Raidant Damage: 1d8 ⇒ 4

GM - Obermind |

Somehow one of the bandits inside manages to avoid both Reuleaux spell, and Selene's Sacred Flame. The other one is not so lucky though, being badly burned by acid and holy power.
"You'll pay for that" - the wounded one snarls at the wizard and cleric, wading in scimitar first. The diagonal slice connects solidly, opening a nasty gash on the gnome's chest.
Reuleaux, you take 6 points of damage from the scimitar swing!
The second one moves to attack Selene in a similar fashion, with a predictable offensive tactic - a snarl and a swing. Albeit simple, the attack is efficient and brutal, wounding the tiefling.
Selene, you take 5 points of damage from the scimitar slash!
At the front of the barn, the two assailants move to engage Ispen and Johnny Boy - "Our turn now!" - the half-orc snarls, attacking the dwarf with a vicious one-two combination. The swings bounce harmlessly off the dwarven shield however.
Ispen, I assume you have the shield out? If not, one attack will hit for 3 points of damage.
His companion moves in tandem but toward the halfling, successfully managing to hit him with a sword attack - "Shining green won't help you know!" - he grunted.
Johnny Boy, you are cut for 3 points of damage!
The battle was fully on now, attacks exchanged without mercy or second thought - the companions seemed beset on both sides without avenues of escape.
Good guys are up - go!
1d20 ⇒ 20
1d20 ⇒ 7
1d20 ⇒ 20
1d20 ⇒ 9
1d20 + 3 ⇒ (9) + 3 = 12
1d6 + 1 ⇒ (5) + 1 = 6
1d20 + 3 ⇒ (16) + 3 = 19
1d6 + 1 ⇒ (4) + 1 = 5
1d20 + 4 ⇒ (13) + 4 = 17
1d6 + 2 ⇒ (1) + 2 = 3
1d20 + 4 ⇒ (9) + 4 = 13
1d6 + 2 ⇒ (5) + 2 = 7
1d20 + 3 ⇒ (16) + 3 = 19
1d6 + 1 ⇒ (2) + 1 = 3

Oskar Aglund |

A ghostly keening fills Oskar's ears as the first bandit falls. Blood pounds in his temples as he watches the ghastly visages of his former neighbors pounce upon the emerging spirit of the dead man. Turning away from the sight he sees Selene and Reuleaux both take bloody blows from those who were lurking in the rafters.
"Selene. He utters a worried whisper. But his concern is abruptly cut off as another voice breathes in his ear. Kill them... The ghastly spirit demands. A command made all the more chilling by the sensual feminine tone, the way Yasmine's would occasionally sound late on a Midsummer eve. Harvest so that I may feed. She calls as if she stood only a hairs breath from his ear. The shiver of aetherial fingers run along his spine. He can only do as the spirit asks.
Drawing another arrow, he sites and releases in one quick, smooth motion. He's already turning away, not waiting to see if the shaft hits, he simple...knows...it will. And he doesn't wish to see what will come next. Doesn't wish to see the spirit feeding, most especially hers. Instead he looks briefly at Selene and then turns back toward the door.
Attack bandit at E16.
Attack: 1d20 + 5 ⇒ (20) + 5 = 25 Crit!
Damage: 2d6 + 3 + 1d6 ⇒ (6, 1) + 3 + (5) = 15

Davorox Pythnilgar |

eldritch blast is force.
Taking more time this time, Davorox slams his hands together and then pushes them towards the thug whom had just hit Reuleaux.
eldritch bolt: 1d20 + 5 ⇒ (19) + 5 = 24
force damage: 1d10 ⇒ 9
As the bolt slams into the thug, wounds appear where it connects to the body. It is obvious that the bolt hurt.

Sister Selene Marsk |

"Pitak!" Selene spits as she shifts to combat mode, her Shield up and spear point out. She though notes the pain and knows her limitations. She begins to step back her movements defensive as she hoped the other more combative members will aid her and Reulueax!
Will withdraw to E19

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"Ha! Well struck, laddie!" Johnny Boy laughs as the man gets in a cut as he lowers his guard. He always lowers his guard. It's almost as if he'd rather fight naked, the traditional way.
"Once there was four, then two was killed,
But fools get cocky when blood is spilled!" he taunts.
"Do ya always think yer winning when yer losing? When ya play at cards, do ya think yer havin' a good night after half yer coin is gone? My yer a half-wit ain't ya? Ah, don't worry about it laddie, I got a cure fer bein' daft. Best there is!"
And then he hits him.
Attack!: 1d20 + 5 ⇒ (1) + 5 = 6
Luck O' The Irish!!: 1d20 + 5 ⇒ (1) + 5 = 6 ._.
Damage!: 1d8 + 3 ⇒ (6) + 3 = 9

GM - Obermind |

obermind..can you pin the map to the top by placing it under campaign tab please? I keep spending 10 min or more looking for it when its my turn.
It is already right below my alias name ;)
I will pin it at the top also.

Ispen Ironborn |

Yes, Ispen has his shield out, hence the one hand attack. Apologies on not making that clear. He continues to fight the same enemy at D21.
Squaring off against the half-orc ruffian, laughs as he blocks the other's attacks with his sturdy shield. "Bah! Yah hit like a three-legged boar stuck in a swamp...an' ya got the tusks fer it too!"
Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

GM - Obermind |

Yes, Ispen has his shield out, hence the one hand attack. Apologies on not making that clear...
No need for apologies - all good, I could have picked up on the 1h attack also ;)
--------------------
Oskar's bow shot again proves deadly, piercing one of the bandits through the eye socket and killing him instantly.
As Reuleaux retreats, Davorox slams his opponent with a full blast of eldritch power which collapses his ribcage, knocking him out also.
Selene, do you want to change your actions for the round, since both bad guys are down and out on this side?
Johnny Boy is not as fortunate as his companions, even his leprechaun luck not helping him as the shillelagh attack goes harmlessly wide. His opponent shows a crooked smile and better luck, swinging his scimitar in a deadly counterattack, again badly wounding the halfling!
Johnny Boy, you take 8 points of damage from the scimitar.
Ispen squares off against his opponent with usual dwarven resilience, the battleaxe striking true but not taking his enemy down. In turn the half-orc reacts with another double mace swing, connecting solidly with one of the attacks.
Ispen, you take 7 points of damage.
Good guys are up - go!
1d20 ⇒ 18
1d6 + 2 ⇒ (6) + 2 = 8
1d20 ⇒ 15
1d6 + 2 ⇒ (5) + 2 = 7
1d20 ⇒ 7

Reuleaux |
Reu limps out the barn door towards the abandoned cart, slipping a pair of rose tinted vision enhancing goggles over his eyes...he focuses on JB's assailant and quickly fires the light-enhanced bolt...
Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Piercing Dmg: 1d8 + 2 ⇒ (6) + 2 = 8 +light
Move to H23 and Attack.

Sister Selene Marsk |

Yes Selene is gonna do a Dash
Selene shifted and readied a shift withdraw from her opponent when an arrow hit and dropped the thug who had struck her. Hearing that her companions outside were also in combat she spun and dashed out the door and stood right next to the wall to assess the battle
Dash to G21
Round 2
Seeing Johnny Boy fall Selene looked up to the moon. Bathing in the Goddesses Luminescent glow she speaks out."May the Mother's warm silver embrace envelope you and soothe your ailments, Be Healed in the Name of SELUNE, BE HEALED!" She called out and tendrils of silvery light wrapped about JOhnny Boys' broken and bleeding body. The healing energy washed over him.
Healing: 1d4 + 2 ⇒ (3) + 2 = 5
After the Spell Selene will move back and over to better monitor her allies.
Moves to H23

Oskar Aglund |

Stepping through the barn doors, Oskar sees Johnny Boy hit the ground. Even as Selene is rushing past to ply her healing arts on the fallen halfling, Oskar plies his own deadly art to the bandit. The snap of his bowstring signals another arrow streaking through the night toward an intended target.
Move to F21. Attacking bandit at D25.
Bow Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 + 3 + 1d6 ⇒ (1) + 3 + (3) = 7

Davorox Pythnilgar |

Davorox, trusting that the remainder of his companions can handle what is about, moves in and begins to carefully search the "bandits" looking for some trace of whom sent them and to make sure they are totally incapacitated or dead.
search: 1d20 ⇒ 2
perception: 1d20 ⇒ 2
of all the times to roll low.

Ispen Ironborn |

Roaring in defiance against the half-orc's attacks, Ispen keeps his shield up and lets loose with a side-swing with his battle axe, intending to finish off his opponent!
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Crit Damage: 1d8 ⇒ 6
Sparing a moment to glance over at his fallen companion, Ispen calls out, "Johnny Boy! Can ye fight?? Get up, lad!"

GM - Obermind |

The gnomish wizard moves out of the barn toward the broken down wagon - his enhanced attack strikes true, damaging and 'enlightening' the bandit.
From her vantage position, Selene heals her fallen halfling companion, who begins to open his eyes, wounds miraculously closing.
Johnny Boy, you can act! You have dropped your weapon though.
Silent as death, Oskar moves out of the barn also - another well aimed shot is enough to put down the bandit who had just severely wounded Johnny Boy.
Davorox searches the bandits to find nothing of value, but a few silver coins. They are both equipped with scimitars and carried also crossbows and ammunition. Two things of note - they are both missing a portion of their left ear, and they are both quite dead.
Ispen's axe swing is perfectly balanced, and opens a nasty gash on the half-orc's side. He is badly wounded, but somehow still standing!
Ok, we need actions from Johnny Boy. Then it is the bad guy's turn. Go!

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Oh my please don't wait on me. I'm not that awesome. ^_^ Also, assuming that I dropped prone, it takes half my movement to pick it up. Mind you, in 5E you get to interact with one object for free, so picking up the dropped weapon on the way up is free. It's convenient, since it's on the ground with me. =)
Johnny Boy staggers up to his feet, loosely gripping his shillelagh. "Oh now I had the most lovely dream. I dreamt an angel with skin as smooth as glass and eyes as lovely as pearls did grant me life-giving grace. And then I hefted me shillelagh and clubbed the life out of some uncouth bugger."
He pauses and shifts his hat.
"Oh, now I see I was not dreaming," he says, jumping toward the standing half-orc, trying to club the life out of him.
Shillelagh!: 1d20 + 5 ⇒ (5) + 5 = 10
Damage!: 1d20 + 3 ⇒ (2) + 3 = 5

GM - Obermind |

I waited because I had a feeling you would want to post Johhny ;)
Johnny Boy is quick to get back into the fray, but his swing misses.
The half-orc takes a look around and decides he does not like the odds arrayed against him - "I will not forget your faces!" - he roars, and bolts.
He is on the run! His dash would put him outside the map. You guys are up. GO!

Sister Selene Marsk |

Selene points at the Half-Orc and begins to mutter a spell. As she does her eyes flash and then smoke begins to rise about her. As she does she lets her voice be heard over the area, loud and in Infernal!
Using Thaumaturgy to make Selene look sinister and to let her voice carry so the Half-Orc can hear
Deception?to make him believe I am cursing him
"Now you shall be cursed should you come near us ever again!"
Deception: 1d20 + 2 ⇒ (13) + 2 = 15

Oskar Aglund |

Do not let him escape. Let us have him. Common Ozzy, give us a bit 'o fun. The voices filled his head even as he drew a bead on the fleeing half orc. Relax, pull, release. Just like hunting coney on a summer evening. The arrow hisses through the night air catching the fleeing bandit and eliciting a flurry of enthusiastic shouts and squeals from the bevy of spirits who wait eagerly to see it the half orc will succumb to his wounds.
"I've not much of a face worth rememberin'." Oskar says jogging forward in case the bandit still has some fight left in him.
Bow Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Move forward 30'. Attack. If he's still up after any AOO's and the arrow shot, Oskar would try to get him to surrender so we could question him.

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"And where do ya think you're going, ya wee beastie?" Johnny Boy taunts as the cowardly foe turns to go, smiting him hip and thigh.
AOO!: 1d20 + 5 ⇒ (6) + 5 = 11
Damage!: 1d8 + 3 ⇒ (5) + 3 = 8
"Oh and you'll not forget me shillelaugh either I'd wager!" he yells as a parting shot. He never liked running and saw no need to do it now.

Davorox Pythnilgar |

Having searched on unsuccessfully but for a small pouch on his belt, Davorox moves to the second one and begins a slow methodical search of him. investigate: 1d20 + 0 ⇒ (18) + 0 = 18
He then leans down and places his head next to the mouth of the bandit hoping to feel breathe exhale. That would give them a prisoner to get more information from. perception: 1d20 + 0 ⇒ (3) + 0 = 3
Satisfied they are incapacitated or dead, Ox will move towards the front of the barn where he hears his companions fighting.
perception at barn doors: 1d20 + 0 ⇒ (4) + 0 = 4

GM - Obermind |

Waiting on Ispen, as his action may tip the scales here ;)

Ispen Ironborn |

SO Sorry. Crazy day here. LOTS o' Snow.
Attack of Opportunity: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Stunned by the half-orc's resilience, Ispen gives a grudging nod of respect to his foe...and then swings wildly at the mace-fighter when the half-orc tries to escape!

GM - Obermind |

Np Ispen ;)
Even with another well aimed shot from Oskar, the half-orc still manages to run away from the gathered group, among a hail of swings and curses. Without looking back, he begins gaining distance!
You guys are up. Go!

Oskar Aglund |

Jogging forward to keep the bandit within a reasonable distance for his small bow, Oskar takes comfort in the fact the half orc simply keeps running straight along the open street. Grabbing one last arrow, the Damaran raises his bow, draws and releases on the move to send a shaft flying toward the fleeing half orc.
"You best hope this arrow takes him down, I'll not pursue him further." Oskar mutters under his breath to the spirits already racing behind the arrow in hopes of yet another aetherial snack.
Move forward another 30' and attack one last time.
Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

GM - Obermind |

Will move us along, the others can post after.
Yet another very well aimed shot from Oskar brings the fray to an abrupt ending, taking down the half-orc from a considerable distance.
Silence falls upon the scene of carnage - the companions are left alone, surrounded by the bodies of the defeated.

Oskar Aglund |

Seeing the big half orc fall, Oskar jogs up the road giving the spirits plenty of time to have their fill before giving the body a quick search. Once he's grabbed anything of value, use or importance he drags it off the road and into whatever nearby ditch, field, or other useful spot that will keep it hidden for a few hours at least.
With the threat of violence gone, so to do the spirits begin to drift away. With their departure, the desire to kill makes an abrupt exit as well, leaving the Damaran momentarily shaken and pale as he deals with his regrets over more spilled blood.
Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Sister Selene Marsk |

Selene will look over everyone and begin to assess them the best she can, as she does she also will spit onto her hand and rub any grime off of there faces as if a mother to a child.
"Let us bandage our wounds and see to getting ourselves back to the Tea House. We can finish up and sleep off most of the wounds" Selene says looking at her own wounds and wincing a bit. She could have died.

Ispen Ironborn |

Limping a bit, the dwarf cleans his axe off and stands guard while Oskar searches the half-orc before offering, "Aye, We should get going...all that commotion is bound to draw out guardsmen."