
DM DoctorEvil |

Try as he might, Hurik cannot tell anything more about the nature of the lily, other than its near-perfect condition and loveliness. As he admires the flower, however, a streak of mud stains his face, even though he swears he didn't wipe any there...
So you are not plucking or bringing the flower back? If not, then others cannot examine it closely enough to read the above spoiler. If you do bring it back, then others can admire it from up close. I suppose they can go see it in the mud also.

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Hurik calls out "I don't know if we should take it. It appears to be beauty amid the muck. I am not sentimental but...are we sure??"
"No one is sure, but it's the plan," Kheyji calls back.

Tharskh |

"I say we should not" - Tharskh pipes in - "What reasons do we have to do what this evil creature commands? Perhaps it hates the flower for whatever reasons?" - he added - "I have no interest in running errands for those I know nothing about"

Hurik |

Seeing the group is divided, and he is the one who divided it, he ponders, then rather than rip it out entirely, he tries to take some of the soil the flower is IN "We cannot squabble forever, I will try to compromise.I will try to make it so we can plant it back after we have looked at it.."
In short, he's trying to take a cup of dirt/mud with it and preserving the roots. I don't know what one would roll for this, but will go with nature, correct me if that is not the right one. But win or lose, he'll try to get it out. I'll assume a failure means he rips the roots
Nature 1d20 + 4 ⇒ (10) + 4 = 14

DM DoctorEvil |

Hurik reaches into the muddy mess, and brings forth the magnificent lily, including enough wet, messy earth to keep the roots covered in case he has to re-plant it. He struggles back through the mire, and shows the flower to Miriani and the others. Hurik's lower half is covered in stinking mud, but he powers through it.
Those who want to examine the lily can attempt a DC 15 check (arcane, divine, occult, primal) with the spell tradition of their choice (that they are trained in).

DM DoctorEvil |

Mirani can tell the flower is magical, but she has to sit with it for several minutes to identify its properties. While she sits and studies, the voice from the river cries out. "Ok, just keep the lily then! Its the bones of a frog I need now! Can you catch a river-frog and toss its bones in? That'll help clear my waters, for sure!"
After several minutes study, Miriani, who now has a streak of brown mud across the front of her tunic, although she never got near the mudhole, says: "It's a mudlily, and has nothing to do with purifying the river."
Miriani Arcana: 1d20 + 4 ⇒ (13) + 4 = 17
If you soil a mudlily with some dirt or mud and wear it, you become perfectly clean over an hour. Any new dirt or grime you get in slowly vanishes from everywhere except the mudlily itself.
Each day at dawn, the mudlily comes clean again.
Miriani may share the spoiler for the mudlily at her discretion

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Perception: 1d20 + 6 ⇒ (17) + 6 = 23
”Okay, now can we kill it?” Kheyji asks in a whisper.
She listens for a second and then says, ”There’s another one out there. Or something else out there, at least. It’s talking to someone else, joking about these tasks it’s giving us. It doesn’t care about the lily or the frog; it just wants to laugh at us while we do this.”

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Kheyji nods and whispers, "Sister, we're about to smite some evil, and I know you're into that. Would you guide Tharskh's hand, please? He tends to draw first blood in situations like this." The familiar glow of firelight flickers across her eyes and Tharskh feels a pleasant warmth settle on his shoulders.
Casting Guidance to give Tharskh a +1 circumstance bonus to one attack roll, Perception check, saving throw, or skill check.

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"Why don't we simply ignore them, and get back to our task?" - Tharskh questions.
Thanks for the Guidance Kheyji!
Kheyji smiles at you. "Always practical, Tharskh. To be honest, that would probably be smarter. But for my part, Sister will get mad at me if I don't at least try to do something about them, especially this close to the following."

DM DoctorEvil |

As the group makes determinations on how to proceed, the voice on the small island changes, losing any sense of need or help, it booms out. "Empress of Reeds, I gave them every chance to play Kalbo's game, but the fools wouldn't play, and now Kalbo has lost patience with all of it. Aid me in removing these fun-killers!"
If you are watching the place where the loblobi rests behind the rocks of the mid-channel isle, you see him rise, revealing himself fully. "Kalbo rules this river, mortals! And if you won't play Kalbo's games, then you will perish!"
I added the loblobi (Kalbo apparently) to the map linked at the top margin. Your characters start where they are indicated for now. Will move to encounter mode with initiative upcoming.

DM DoctorEvil |

Kalbo's Game - Round 1
23 Empress of Reeds
19 Kalbo
15 Satu
12 Kheyji
11 Tharskh
7 Hurik
7 Miriani
The angry bird-like fey flies across the ash-filled river landing heavily on your bank. As it lands it starts some sort of preening dance puffing and tiding its feathered crest in a hypnotizing manner.
All within 30' (that's everyone but Kheyji) must make a DC 17 Will save or be fascinated. Success means you are distracted and cannot use reactions until next turn.
From out of the river, a watery form appears flying from the water. It casts a strange spell and an arrow of liquid acid flies into Tharskh. The blast of acid overwhelms the half-orc dropping him instantly.
With that ill-omened intro, the party is up next against these creatures. Tharskh moves drops to zero hp, is unconscious and dying 1. Needs a DC 11 Flat check on his next turn, which moves to end of the initiative order in this case. Recalling Knowledge to identify the spellcaster is an action, just FYI
Kalbo: 1d20 + 8 ⇒ (11) + 8 = 19
Empress of Reeds: 1d20 + 3 ⇒ (20) + 3 = 23
Tharskh: 1d20 + 7 ⇒ (4) + 7 = 11
Kheyji: 1d20 + 6 ⇒ (6) + 6 = 12
Hurik: 1d20 + 6 ⇒ (1) + 6 = 7
Miriani: 1d20 + 3 ⇒ (4) + 3 = 7
Satu: 1d20 + 5 ⇒ (10) + 5 = 15
Empress spell attack: 1d20 + 9 ⇒ (16) + 9 = 25
Acid dmg to Tharskh: 3d8 ⇒ (8, 8, 4) = 20
Persistent Acid dmg to Tharskh: 1d6 ⇒ 1

DM DoctorEvil |

We are doing block initiative, so you can act whenever your group is ready. In this case, the party is altogether, so act when you want and i will act them out in the order posted, not true initiative. IMO, its better for PBP this way.
There has been no post from Satu for a while, so if we get through the party and she hasn't acted, I will DM-PC for this combat to keep things going. Sent a PM, but no reply.

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"Oh, crap," Kheyji says.
She waves her hand and points at Tharskh, saying, "Sister, we are going to need him for this. Bind him up and send him back to us, if you would."
Heal: 1d10 + 8 ⇒ (2) + 8 = 10
Firelight blazes from Tharskh's wounds, warmth spreading across him and seeping into his skin. "No napping on the job," she quips to Tharskh in Jotun. "Bad guys are that way."
Then, having restored her friend a little, she raises a hand in front of her protectively, conjuring a thin barrier of dancing flame.
Kheyji will use two actions to cast Heal and then one action to cast the Shield cantrip, raising her AC to 18. She took the Healing Hands Feat, so she rolls a d10 when she heals instead of a d8, for all the good it did on this particular turn.

Miriani |

Miriani yowls in pure rage as this thing attacks Tharshk. She lashes out with water and wind.
2A hydraulic push on Empress, 1a elemental toss on Kaibo
hydraulic push: 1d20 + 7 ⇒ (20) + 7 = 27
damage: 6d6 ⇒ (4, 4, 4, 4, 4, 3) = 23 (B)
elemental toss: 1d20 + 2 ⇒ (6) + 2 = 8
damage: 1d8 ⇒ 4 (B)

Hurik |

Hurik moves forward, seizing his maul and closing with the dancing bird thing to strike at it.
Action one, draw out maul
Action two move
Action three strike
To hit: 1d20 + 7 ⇒ (17) + 7 = 24
Dmg: 1d12 + 4 ⇒ (1) + 4 = 5

DM DoctorEvil |

"Oh, crap," Kheyji says.
She waves her hand and points at Tharskh, saying, "Sister, we are going to need him for this. Bind him up and send him back to us, if you would."
[dice=Heal]1d10+8
Not sure where the +8 on this Heal comes from? By rule, the spell is 1d8, but your feat gives you 1d10. Far as I know that is not modified. What am I missing?

Miriani |

Kheyji wrote:Not sure where the +8 on this Heal comes from? By rule, the spell is 1d8, but your feat gives you 1d10. Far as I know that is not modified. What am I missing?"Oh, crap," Kheyji says.
She waves her hand and points at Tharskh, saying, "Sister, we are going to need him for this. Bind him up and send him back to us, if you would."
[dice=Heal]1d10+8
a two-action heal does +8 on every die.

DM DoctorEvil |

Kalbo's Game - Round 1 - concluded
As Tharskh continues to suffer the wound from the acid missile, Kheyji calls on the healing power of Sarenrae to help him recover from his injuries. The spell revives the fallen half-orc who remains prone, trying to get back in the fight that has suddenly developed.
Enraged by the attack of the river creatures, Miriani blasts the flying Empress of Weeds with a watery blast, catching her totally unaware, with an extra smashing push behind it. The extra-powerful blast is enough to send the mephit flying back 10' landing lifeless on the small river island.
Seeing the fight get really bad really fast, Hurik unlimbers his maul and rushes forward striking the loblobi once for moderate damage.
Satu is fascinated by the preening of the loblobi and cannot act.
End of Round 1
Miriani downs the mephit and Tharskh is healed, so now the party is ahead. On to Round 2. I will post the enemy actions in a bit.
Satu DC 17 Will: 1d20 + 5 ⇒ (2) + 5 = 7
Miriani DC 17 Will: 1d20 + 5 ⇒ (17) + 5 = 22

DM DoctorEvil |

Kalbo's Game - Round 2
19 Kalbo (5hp dmg)
15 Satu (fascinated)
12 Kheyji
11 Tharskh (10hp remaining)
7 Hurik
7 Miriani
Kalbo the loblobi looks quite taken aback as Miriani blasts the mephit out of the air with one shot. He tries to regain his arrogant composure and turns his attacks on Hurik. The fey attacks twice with its beak. The first strike is turned away by the barbarian, but the second hits him in his neck, hurting him badly. After striking, the loblobi jumps, hops, and flies in an ungainly manner around the bole of the dead tree overhanging the river.
Kalbo Beak vs Hurik: 1d20 + 9 ⇒ (6) + 9 = 15
Kalbo Beak vs Hurik, 2nd strike: 1d20 + 9 - 5 ⇒ (20) + 9 - 5 = 24 CRITICAL
Kalbo Piercing Dmg to Hurik: 1d6 + 2 + 1d6 + 2 ⇒ (1) + 2 + (5) + 2 = 10
Hurik takes 10hp dmg, now all the party is up again.

Tharskh |

"What happened?" - Tharskh stands up, shaking the black spots in his vision.
Quickly looking around, he grabs his bow, and fires at the creature attacking Hurik.
Shortbow: 1d20 + 7 ⇒ (16) + 7 = 23
Damage if it hits: 1d6 ⇒ 4

Hurik |

Hurik snarled in pain at the wound. Then answers "It cast some spell upon you that nearly killed you in one shot, my friend. We can't let it do that foul magic again."
He'd pursue, but realizes the winged creature is flying! Well, that is annoying. Putting his maul away, he draws a javelin, and throws it!
Action 1, put maul back, Action 2 draw javelin. Action three, THROW Javelin!
To hit: 1d20 + 5 ⇒ (18) + 5 = 23
Dmg if that hits 1d6 + 4 ⇒ (6) + 4 = 10

DM DoctorEvil |

Kalbo's Game - Round 2 - continued
Despite attacks against party members from Kalbo, Satu remains fascinated by the fey creatures beautiful preening movements and still cannot act.
Tharskh recovers from his injury enough to stand, draw his bow, and fire an accurate shot at the loblobi, the arrow sinking deep in the flabby belly of the creature.
Nearer, Hurik sees the fey flying out of reach, and grabs a javelin, hurling it in anger at the enemy, and scoring a powerful strike.
Still have actios from Kheyji and Miriani this round. Possible to end the fight with the right damage.
DC 17 Will vs Fascinate: 1d20 + 5 ⇒ (3) + 5 = 8

Miriani |

Miriani turns to the other threat, with the power of the storm still rolling off of her. "Are we as entertaining as you hoped? Preen all you want, you will leave an ugly, rotting corpse."
will save: 1d20 + 5 ⇒ (14) + 5 = 19
intimidation: 1d20 + 7 ⇒ (12) + 7 = 19
ray of frost: 1d20 + 7 ⇒ (20) + 7 = 27
cold damage: 2d4 + 8 ⇒ (1, 2) + 8 = 11
And the MVP of this fight is the die roller! Awesome work!

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Kheyji, seeing the creature wounded, decides now might be a good time to get in on the smiting.
"Sister, some fire, please," she says as she levels her hand at the creature.
Ray of Fire: 1d20 + 6 ⇒ (17) + 6 = 23 doing Fire Damage: 2d6 ⇒ (5, 1) = 6 on a hit.
Kheyji's eyes alight with flame, as is typical when she channels Sister Cinder's power. This time, though, actual smoke leaks from the corners of her eyes.
A line of bright flame lances out from Kheyi's outstretched hand, seeking the evil fey.
I know the odds are somewhat low, but any chance that's a critical, GM? Also, if the creature goes down before Kheyji’s turn begins, she’ll do a 3 action Heal instead for 1d10 + 8 ⇒ (2) + 8 = 10 hp to anyone that’s hurt.

DM DoctorEvil |

Kalbo's Game - Round 2 - concluded
Miriani's not done punishing the loblobi. As it perches in the tree, the catfolk lines up a ray of frost that zaps across the open space and scores a direct hit on the foe, doing extra damage as well. The damage is enough to drop the fey creature, which falls from the tree onto the ground at Hurik's feet stone dead.
End of Combat
Guess you don't want to make Miriani mad....I will assume Kheyji fires the area of effect heal then since the target is dead on her action.

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With the fey defeated, Kheyji focuses on helping her friends. "Sister, patch them up, please," she says, touching the silver holy symbol she wears around her neck.
Light shines from Hurik and Tharskh's wounds, closing them up.
Yep. 10 hp back to anyone hurt.

Hurik |

Hurik is amazed as his wounds heal, "Praise Sister Cinder and her godsmouths" He pulls his javelin out of the corpse, and looks for where he dropped the flower "I should return the flower I suppose. Perhaps these creatures have some thing of value? I am not one for looting the deed but they would have done worse to us, and it may help the tribe."

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Kheyji smiles and punches Hurik affectionately on his shoulder. "Oh, come on now. You're gonna make me blush."
Her face grows serious and she says, "I don't know what it would have of use, but there's no sense in wasting anything."

Miriani |

I know the odds are somewhat low, but any chance that's a critical, GM? Also, if the creature goes down before Kheyji’s turn begins, she’ll do a 3 action Heal instead for 1d10+8 hp to anyone that’s hurt.
We don't get the +8 on the 3-action area heal. Only on the two action.

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We don't get the +8 on the 3-action area heal. Only on the two action.
Oh, snap. I did not realize that. Okay, you folks only get +2 to your HP instead of +10. Sorry about that!

DM DoctorEvil |

The body of the mephit lies on the small island mid-stream, but the loblobi lies near the bottom of an old tree on the bank. Searching it quickly, you can see that it doesn't wear clothes or hold any items, and nothing of value is on its body.
Does someone want to go over to the island to Search? No risk from the river just FYI. And thanks for the catch on the healing...

DM DoctorEvil |

Miriani understands the magical properties of the mudlily at least a bit, but she doesn't see how that could cause the river to become ash-filled no matter how powerful the aura was.
Hurik trudges off to replace the mudlily, streaks of dirt and mud caking his arms and hands before he even enters the mudhole.
Tharskh swims over to the small islet and begins searching it. The mephit is quite dead, but carries nothing of value. However, in the center of a hollowed out log, the ranger finds the lair of the fey loblobi. Inside the log is a grim sight -- the crumpled corpse of a Kellid woman in hide armor. The corpse's face bears distinctive burn scars, similar to those seen on the invading hunters in Tapir Grove. Affixed to the front of the hide armor is a strange interwoven ring of dried leaves.

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While Tharksh goes to investigate the fey’s lair, Kheyji offers to treat Hurik’s wounds via more mundane healing. Holding her healer’s kit, she says, ”Here, let me patch you up.”
Given that mundane healing carries a risk of causing harm, I’ll wait to see if Hurik is on board before I roll Medicine,”

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Kheyi nods and sets about treating Hurik with her healer's tools.
Medicine to Treat Wounds: 1d20 + 6 ⇒ (19) + 6 = 25
That looks like a critical success, so Hurik gets 4d8 ⇒ (2, 7, 2, 7) = 18 hit points back!

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"Thank you for your blessings Kheyji - I would be dead otherwise" - Tharskh nodded his thanks at his companion.
"Think nothing of it. You will surely save me at some point. It is the nature of this life. Are you still injured? Would you like me to take a look at any wounds you're still carrying?
Same as with Hurik. Would you like Kheyji to treat Tharskh's wounds using the medicine skill? There's a chance she'd do 1d8 damage if she critically fails.

DM DoctorEvil |

After Hurik replants the magical lily, Kheyji tends his remaining wounds with great skill and care, and the wounded barbarian restores all his lost hit points.
She offers the same to Tharskh when he returns from the island in the middle of the river.
Let me know what else you may want to do here at the riverside.