Amnestic
  New Cyre Music  

When Prince Oargev's letter reached you, it also came with the promise of transportation to bring you from the small salvager station of Salvation on the edge of the Mournland back to New Cyre – though it's not quite as comfortable as you might have liked. There are no lightning rail stations or passages through the small 'town', and so you're reliant on more mundane transportation.

The horse drawn carriage rattles down dusty, uneven streets after days of travel that brought you to your Prince's abode. For those who have visited before, the town is much the same as last time, albeit the tent city in the southeast seems to have grown since you last you came. For those here the first time, the permanent buildings display a mix of facades – some Brelish, and some echoing the architecture and fashions of Cyre, though with a gaudy fragility resembling that of faires – a temporary measure meant to look close to the original, without truly managing to embody it.

Prince Oargev's manor, once owned by the master of the village before it was handed over to the Cyrans, sits on the southern edge but as a three storey building it can be seen from almost anywhere in the cluster of buildings. Rolling through the town you see little in the way of new buildings being constructed, and the attitudes of those who you pass is muted and passive. Outside one building, a woman sits half curled on her porch, weeping into a blanket, and the stony face on her partner beside her says that this isn't the first, nor will it be the last time, that such a display of utter despair and hopelessness bursts forth.

The town centre holds a well from which a line of people are queuing to draw water, and some look up as you pass, though most keep their faces forward – they're alive, but it's hard to say if they're truly living. The edges of their eyes are drawn sharp by their drawn-taut skin, their gaunt expressions, but their actual gaze is clouded by thoughts that occupy their minds entirely Noticeboards surround the edge of the town centre, plastered with messages freshly written and others faded with age and elements; some are requests with offer of payment, some are offers of support or advertising skills, and some are pleas for help to find their lost loved ones. Monuments to the dead and countless trinkets or keepsakes surround you on small shrines, and even if each one represented only a single dead Cyran, it's still not a drop in the bucket for how many you have all truly lost.

A gnome stands outside the manor, apparently awaiting your arrival. When you step down from the carriage she consults her pocket watch and nods approvingly, her loose raven-black hair fluttering at the motion. “ Four minutes early. Very good, very good.”  No time had been specified in the letter – indeed Oargev had specified you could arrive in New Cyre at your own pace, rather than his own timetable – but that doesn't seem to have affected her expectations.  “Duvamil Sparklegem, or Duvi for short. Majordomo to his Highness, I handle much of the day to day running of New Cyre as well as handle matters in his absence. He'll want to see you now that you're here. Come along then, let's not waste your haste!” 

She waves you inside, beckoning you to follow as she keeps a crisp pace beyond what you might expect from her short legs, yet she seems to exert no effort in maintaining it. The interior of the manor is a similar mishmash to the town itself: Brelish decorations interspersed with signs of Cyran  items of art, history or other value, and at least one painting you're pretty sure you recovered on a previous expedition. Duvi blazes a trail along velvet carpets, leading you through halls. Without stopping, and without panting despite the pace she's maintaining, she asks  “His Highness is currently in a small meeting but it's connected to the job he has for you, so I'll announce you. Do you have any preference for names? Titles? Epithets? Or any other questions before we arrive?” 
 
 Spoiler: Prince Oargev's Letter 

To the recipients of this missive,

Word has reached me of your exploits in the Mournland, and I happen to find myself in need of capable people who will serve the needs of the Cyran cause. If you could make your way to my manor in New Cyre at your earliest convenience, I hope that we can discuss the proposition in more detail. Please rest assured that this is not a charity job, and you will be compensated handsomely for a successful mission.

Enclosed with this document are sufficient funds to cover your travel expenses to New Cyre. Might I recommend Chila for your carriage driver? She has the best sense of humour.

Tomorrow in Cyre,
Prince Oargev ir'Wynarn.

[A green wax seal, bearing the heraldry of the Cyran royal family, is inset beneath Oargev's incredibly aesthetic signature.
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52/52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 27/27 Sorcery Points: 5/5
Conditions:  

Svek is happy to be back in New Cyre. For all its flaws and decay, it is still home. He loves the Cyran people, and this is where the remnants have been placed. It's slightly less crowded and dirty than High Walls, and it's not immediately surrounded by as many Brelish pigs as you find in Sharn. Mostly, it's the closest thing that Svek has to a home, having spent over a year living on its streets.

He follows the gnome into the house for the expected meeting with Prince Oargev. When asked what title he would like used, Svek sticks out his chest a little and pronounces in his usual but still surprisingly deep voice,

  "Svek Gazuur, Cyran Sssssoldier,"   letting the s roll for a second to emphasize the last word.

It was a bit of an overstatement. Svek had lived with the soldiers and scouted for them, but he had never been given a commission. There were plans for him to officially enlist, but like many Cyrans' plans, those were interrupted. But since then, Adam had made a good point. With no records anymore, and now that nothing matters, Svek could go ahead and be a Cyran soldier. Adam is the only person who would know, and Svek doesn't think he would tell anyone.
 
 
  
 
 Spoiler: OOC 
 Action: 
 Bonus Action: 
 Reaction: 
 Movement: 
 Object: 
 Concentration: 
 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome Majordomo for Prince Oargev.
 
Archmage1
Adam pauses, kneeling in prayer before the empty, moldering shipping crate he was using as a makeshift altar inside the even more dilapidated abandoned box car he was using to host his public prayer session as the floor creaks under the footsteps of a stranger.    Is it time, at last?  Have the gods decided to conduct my punishment more personally?    The dark haired young man, dressed in somewhat ill maintained vestments of the Sovereign Host looks up as the messenger enters, his brown eyes focused on the uniformed young man approaching, and accepts the message.  " My thanks. "  Not responding, the messenger takes one look around the makeshift temple, and skedaddles.

Adam finishes his prayers, before rising.    Perhaps this is the gods way of telling me to act?  .  He stands there, for a long moment, before opening the letter, and reading it.  As his eyes reach the seal, and the scattering of gold within, he nods.  Perhaps it was indeed time to make another attempt.  Who knows?  Maybe it might even allow the mourning to end?

Eleven minutes later, the plate armoured man emerged from the bare boxcar, his holy symbol and vestments carefully placed back into his bag, before heading to the carriage, to arrange for transport.

During the travel, Adam is mostly silent, and in his eyes you can see the horrors of the Mourning, even years after the event.
 
 Spoiler: Image 

 
 


He takes in the structures of New Cyre, noting the fading facades, the despair.  The attempts to plaster over a horror that has never ended, the will of the gods.  There was no hope here, just men trying to carry on, despite all the gods could throw at them.

Inside the manor, Adam takes in the various pieces of art, the worn carpets, the scattering of original pieces, and the more recently placed Cyrish pieces as he clanks along, his well maintained armor, shielding him from the world around him.  He remains silent at Duvi's introduction, as she clearly didn't expect a response until almost before a final meeting.  Adam's response, however, was perhaps less than she had expected.  " Adam.  There is nothing else. "  The "anymore" remains unspoken, but, for all that, it can clearly be heard.
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  44/44  
 PP: 15 PIv: 15 PIs: 14 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 

Surge was annoyed the carriage was so slow. The other had convinced him it was proper not to run ahead and scout the area like some sort of paranoid nutjob. The slower races bored him to no end. As a swiftstride, he typically was faster than anything short of a lightning rail. He kept occupied watching out of the window silently. Not much had changed. New refugees mixed with the old blood of Cyrans. The township constantly grew, but some unwanted elements were likely to be attracted as soon as the town had some sort of money. For now, the feline shifter felt it safe enough. No money? No burglars, robbers and cutthroats. Just weeping women.

In all actuality, Surge felt strangely welcome here. The hostility towards the lycan-bloods was deafened here, as the people knew him for what he was, even if that was being a mercenary. In Sharn he was ostracised and segregated, but here he was a member of the community, even if it was steeped in suffering. As the majordomo adressed the group, Surge just nodded.  Surge is fine. I assume we are here to work, not chat. But one question: Do we need to conduct ourselves as royalty considering Prince Oargev is known as the Pauper Prince? I will not pretend to be his servant, but I do appreciate his work for all of New Cyre. 

The gnome was nice enough to praise their punctuality. It was no point of honor, but of safety to be somewhere early to check out the area. The shifter scanned the manor for entry points. New Cyre was safe but Oargev was inconvenient for more than a handful of powerful people. With him learning more about the Mournlands and its buried secrets as well as extending his reach into Breland, he was at risk.
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 25/25 

When the letter reached Honor at Salvation he was praying at a small shrine of the Sovereign Host. Kneeled before the small shrine with his eye lights dimmed and his hammer at his side, to an unknowing observer it would be difficult to tell if the man shaped mass of steel was a statue. He was all dark steel with flecks of rust, corded brown material that served as his formidable muscles, and a number of jangling chains hanging from his plates, the latter being a recent addition and the only sign of personalization or vanity. He kept his prayers inside his own mind, which was normal for him, but he had his reasons beyond his normal quiet nature. The messenger had been given a description, and they gently called his name to try to get his attention.

  Dol Arrah guide my mind, that I never forget my obligations, both to my soldiers and to my nation...

Dol Dorn guide my hand, and let it never forget that I fight side by side with my soldiers without pretense or illusions of grandeur...

Dol Azure guide my practicality, that I never again forget that my home is more important than my morals...

May the Three Faces of War restore that which was and will be again... by whatever means necessary.

My life for Cyre.  

The messenger called his name again, and the warforged's eye lights grew brighter again. Wordlessly, he stood, using his hammer to aid the process, and turned to receive the letter. It took a few moments to read, but once it was finished, Honor took the gold and counted it slowly into his purse.  "It is time." 
 Some Time Later 

Honor rides in the carriage silently, trying not to monopolize the limited space inside the carriage while also spending his time reading a well worn, tattered book of Cyran poetry. It was a struggle to turn the pages with his inelegant hands, and the warforged read excruciatingly slow, but continued on with dogged determination, using his compound fingers to underline the text. Those who had known him for some time would know that once he reached the end of the book, he would simply flip back to the start and begin again. Honor had always been quiet outside of combat, and any attempts at conversation during the travel to New Cyre is met with flat, succinct responses.

 New Cyre 

Honor stows his book as the carriage passes through New Cyre, looking out the windows and taking in the sights of this place. The despair. The hopelessness. The grim determination to survive. It all only served to reinforce the injustice of what was done to his adopted home, and fuel the burning flame of determination inside the warforged's heart. He paid particular attention to the sobbing woman. There was once a time when he didn't understand her pain. Her loss. Part of him longed for that naivety. His emotionless face didn't betray any of this introspection, but it didn't need to. His drive was his own, and his passion would be unleashed when they returned to the Mournland. Any who thought the warforged dull or mute would be rudely retorted when his battle cry was unleashed. But for now he remained silent, as per usual.

When they arrived at the manor, Honor removed his full kit from the storage on top of the carriage. This was a matter of realism more than anything- the warforged would have preferred to keep his armaments on his person at all times, but considering their absolute size and mass, that simply was not possible without having an entire carriage to himself. After the gnome majordomo introduced themselves and announced their station there was a metallic scraping or splint plated and a rattling of chains as Honor bowed, giving the respect that he felt was due to the prince's right hand. He followed Duvi inside the manor, admiring the artwork and Cyran relics as they passed them. Once prompted for a name and title, the warforged spoke out, his voice sounding something like a whetstone dragged over a rusted blade.

 First Sergeant Honor, of the Cyran Fourth Company.  
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP-/- 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 1/1 Fireball wand 7/7

Witchling
AC13 18HP
16PP
  
 
  

The Iron Witch had spent the coach ride swaddled in her raggedy black wings, whittling a piece of wood into a little owlbear, a pipe clamped between her sharp teeth. Long curls of fragrant smoke crept upwards; small curls of birch tumbled down to the floorboards of the coach. Her longarm was leant into the corner next to her, the runic pattern along the barrel catching the light oddly. Her enourmous witch's hat was angled down, shading her silver-white eyes from observers.

The group was, as a whole, not very talkative, which the Iron Witch did nothing to change. The Mournlands were a place accursed, and the kind of people who ventured into the hellscape that was once a homeland tended to have something that inhibited easy conversation. As they entered New Cyre, she looked up briefly before looking down again. It was nothing she wanted to see. She couldn't fix it. Some of the tiny trinkets out there that memorialised the lost were hers.

The little Witchling roamed about, occasionally tugging at the Witch's hands so it could look at the progress on the whittling before, seemingly bored, taking to the air to land on Honor's shoulder to quietly read his book.

At the end of the coachride, she carefully finished sculpting a miniscule claw on the owlbear and placed the little figure down carefully on the seat as a gift to the rider.

With a sharp whistle, she called the Witchling over to settle on her hat, tucked the knife back away somewhere hidden, and slung the longarm back on its sling, tight against her chest to not get in the way when flying. She dismounted with a flap of the wings, landing a half-dozen steps away, and swaddled her cloak-like wings around herself again.


 New Cyre

  "The Iron Witch will do,"  she said to the Majordomo. Her voice was slightly hoarse, but curiously gentle for a ragged witch with sharksteeth. Her brows furrowed as the Witchling tugged at her hat brim, and she reached up to wrap a hand around the tiny construct, holding it where she could take a good look. The Witchling stared back, scowling.

The Witch sighed.
 "...And the Witchling,"  she added.  "Happy?" 
The Witchling nodded, expression smug, and the Iron Witch let it go to flap back up to its perch on her head.
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (7) 
 The Ride 

Riding in the carriage, Aanash is leaned back and relaxing, the four long black spines sprouting out the back of the coat he's wearing like a coat or blanket over his shoulders are resting through a window to avoid impaling the upholstery. His arms are reached out to either side, holding on to the frame of the seat and taking up more space than necessary. He leans backwards out of the window and looks at the passing dreary faces upside-down, steely hair sticking 'up' towards the ground like the bristles of a metal brush.

Between teeth like the blades of a bear trap, he gnaws and rolls a small cylinder of wood back and forth, enjoying the woody taste of sawdust in his mouth. Reaching up to pluck it from his teeth, he leans back into an upright seated position in the vehicle.  " Arun  but these people make you lot look downright cheerful,"  he quips at his companions, stretching his arms.  "It's a beautiful day. Children should be out playing." 
 Arrival 

There is an audible thud as Aan's deceptively heavy frame lands from his hop down from the carriage.

Setting one hand on his hip, resting upon the comically large belt of black leather and gleaming fake gold, he sets the wood cylinder back in his mouth and lets the other hand settle opposite the first. The strange man, half metal and half tanned leather, scans over the manor with an appraising eye.  " Nasse , Sfargles."  he greets in a slurring lisp through the gap in his jaw made by the cylinder, whatever word he tried to say borderline incomprehensible.

The tiefling at least has the decorum to wrench his teeth free from the cylinder and slide the slobbery worry-wood into the inner coat pocket of his looted officer's jacket before actually stepping foot in the Prince's meeting. He's not wearing a shirt underneath the jacket, leaving a chest of black metal plates fused to flesh exposed.  "Ay-an-ash,"  he enunciates his name for the gnomish majordomo.  "...Do I get a fancier room if I claim to be a foreign diplomat?"  he asks, half-jokingly.
 
 
  
Amnestic
Duvi purses her lips, clearly displeased with Surge's question phrasing.  "His Highness is a Prince of Cyre and an Heir of Galifar, a  temporary ,"  she stresses the word,  "loss of land is something that is being worked on. Please address him with the same courtesy you would address any other royalty."  She doesn't break stride as she speaks, bounding up stairs two at a time as she leads you to an upper floor, despite her short legs.  "My understanding is that if you accept His Highness' job offer he will ensure suitable accommodations for you,"  she answers to Aanash.  "And if you do not then we can still advise you of your options while in town."  Her answer is prim and proper just like her clothing, neither taking umbrage at the question nor playing along with the joke.

She finally stops at a pair of double doors and looks back at you, nodding, and then knocks twice on the door, before clicking her fingers. The doors swing open without being pushed and she strides forward into the room. The conference room is thoroughly practical in its appearance with minimal adornments. The walls are lined with stacked bookshelves, plastered wall maps of Khorvaire, the Five Nations, and more, hanging above writing desks, and small benches for onlookers or attendants. The centre of the room is dominated by a large, unusually shaped table, and after a moment you realise it's shaped into Cyre itself, albeit with its borders by the end of the Last War, rather than the start. Though flat, the table nevertheless has markings and carvings such that it serves as a decent map of a nation gone by.

Duvi coughs, and then announces in a loud voice:  "Your Highness, honoured guests, may I present: Svek Gazuur, soldier of Cyre. Adam. Surge. First Sergeant Honor, of the Cyran Fourth Company. The Iron Witch, and Witchling. And finally Aanash."  She'd stepped in front of each of you as she announced your names, and perfectly replicated the pronunciations on her first attempt.

Around the table are an arrangement of chairs – most empty, but a few are filled. Opposite you, on the far side of the table at the northernmost edge of 'Cyre', is Prince Oargev himself, who rises from his chair and circles the table to you, holding out his hand for each of you to shake in turn as he goes down your line. He's dressed in a mix of regal finery – a glorious green cloak with white fur edging, clasped with an ornate gold chain bearing a bell – and practical military clothes that seem well worn, with more than a few patches here and there. You note he lacks a crown, instead letting his wavy brown hair breathe freely. The destruction of his homeland and sudden position of leadership doesn't seem to have aged him at all visibly, his skin still that of a freshly rested and capable early-20s royal, the glint in his eyes as keen as anyone's.

 “Oargev ir'Wynarn, but please don't make me recite my titles. It's no fun for anybody, and the only important one is 'prince'. It's a pleasure to meet you.”  The keen eyes of the Prince dart over you, at once welcoming and peaceful, but at the same time examining and cautious. Once he's reached the end of the line, he beckons for you all to take seats around the map and join the meeting as he moves back to his own chair – a seat that isn't any more ornate or decorated than the others.

 “This,”  Oargev gestures to the young woman, likely only a year or two his junior at most, at his side,  “is my dear friend and occasional confidant Haydith ir'Wynarn, Princess of Karnnath – again, we can skip the rest of the titles.”  He winks at his companion with a smile, and Haydith gives you a brief bow of the head in acknowledgement.  “It's nice to meet you all,”  she offers with the diplomacy of one used to courtly greeting people.  “If Oargev,”  There's a slight twitch from Duvi (who remained standing) when she doesn't use his title, but the Prince himself seems utterly unbothered by it,  “is correct then I expect we'll be seeing a lot of you. I hope we can get along.”  She offers a smile that bards could, and likely will, compose ballads over. 	

 “And this is-”  Oargev is cut off before he can finish by the only other person at the table, a tired and displeased looking dwarf, whose left cheek bears a dragonmark of warding. His tunic likewise bears the Kundarak coat of arms – a manticore.  “I can speak for myself. Kellar d'Kundarak, from House Kundarak.”  He swells with not a little bit of pomp and pride.  “Now can we get on with this? You promised me experts but all I see here are a ragtag assembly of common salvagers.”  The last comment is directed to Oargev with a sneer, but the Prince takes it well enough in stride.

 “Fear not, dear Kellar, I didn't bring them here to disappoint you and all the tales I hear tell me they're perfect for the job, but perhaps we should let them speak for themselves?”  He holds out a hand, to give you the floor to speak.  "We've got a job for you in Kalazart, one part rescue, one part salvage, but we can go into more details once our friend is satisfied that you're the right people for the job, though I know you are. If you wouldn't mind, perhaps you can regale us with some tales of your exploits to instill a touch of confidence in the man?”  Haydith leans forward ever so slightly, her eyes widening just a touch with not-terribly-concealed interest.

 
 Spoiler: OOC 

Should hopefully by me last HUGE post for a while an we can have more naturalistic dialogue back and forth going forwards! An opportunity for the party to big themselves up to Kellar – and the two royals - with some backstory tales or general boast of skills. Make stuff up, have fun with it, either with 'team' activities or solo ones.
 

 
 Spoiler: Passive Perception 14+, Oargev 

When Oargev shakes your hands, you note the slight bulge at his wrists beneath his clothes; a sure sign of a wand bracer, typically worn by military-trained wandslingers. Though it's covered somewhat by his clothes, his hands and body language likewise suggest not just military training, but one who has seen combat.
 

 
 Spoiler: Int (History) DC8 on Oargev's Titles 

Mayor of New Cyre
 
 Spoiler: DC9 
Last Scion of Her Most Royal Majesty Queen Dannell ir'Wynarn's Royal Line
 
 Spoiler: DC10 
Heir of Galifar
 
 Spoiler: DC11 
Soldier of the Queen's Army
 
 Spoiler: DC12 
Ambassador to Breland
 
 Spoiler: DC13 
Royal Knight of Metrol
 
 Spoiler: DC14 
Captain of the 17th Regiment
 
 Spoiler: DC15 
Chief Naturalist of the Mourning Thistles
 
 Spoiler: DC16 
Sunstone of Cyre
 
 Spoiler: DC17 
Duke of Seaside
 
 Spoiler: DC18 
Nope, that's all. That's his full list.
 

 

 

 

 

 

 

 

 

 

 

 
 Spoiler: Passive Perception 18+, Haydith 

A barely visible inkblot on her wrist and the slight smell of incense and candles that surround her suggest she was recently conducting either a religious ceremony or a magical ritual. Or possibly both at the same time. Her fingers lack any notable callouses to suggest she engages in any serious weapon usage.
 

 
 Spoiler: Passive Insight 11+, Kellar 

The displeasure the dwarf feels seems to run deeper than just meeting you, which might be a positive. Given the subject matter of the tales you've being asked about, keeping them on topic to either a) mournland expeditions or b) salvage/rescue missions (or ideally both) is likely going to earn more interest from him than tales of battlefield valour or Sharn gangbusting.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (7) 

The way the gnome with the stick up her rear talks doesn't instill Aan with great confidence that he will enjoy this meeting. Growing up on the streets among revolutionaries in a police state did little to instill one with a great love of authority figures. But the man himself wears no crown, and does not seem to have taken any extensive means to raise himself above the others in the room.

Splitting into a grin as the man's casual demeanor further endears him, Aanash decides he likes this guy. Maybe all royals could do with living a few years mayoring a little town. When the Prince offers him a hand, he shakes it gladly in local custom, then folds his hands together in front of him and bows.  "I offer you peace, Good Prince. A gift I rarely offer, so I hope you cherish it,"  he adds playfully to the end of the near-successful attempt at a formal greeting. It is more courtesy than Aanash has been seen to show just about anyone else. But once Oargev passes, he returns to his sardonic, casual posture.

Face splitting to truly rival a bear trap, he comments gleefully,  " Ragtag salvager  sounds about right. I challenge you to find a neatly trimmed salvager, Kellar sir, for I guarantee you if their clothes are not torn and their bodies have no scars they have not set foot in the brutal majesty of the Mournlands. Myself, once I was struck with a bolt of warped lightning,"  he holds his hands up to the sky and then lowers them down to tap the tips of his hair, a few arcs of red electricity crackling between the metal bristles and arcing to the metal in his fingernails.  " Legends  say the lightning never came back out." 
 
 
  
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  44/44  
 PP: 15 PIv: 15 PIs: 14 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 

The gnome's irritation greatly amused Surge who needed to remind himself not to laugh. As far as he was concerned Oargev was to be treated better than  a gang boss, and much to the shifter's shagrin he already needed to lick their boots in his past.  Fine, I will adress him as ambassador and prince. But none of that political stuff about inheriting Galifar or his mother. We are not here to talk continental politics. 

Walking inside there are no notable weaknesses in the manor's defense, other than it being a civilian's house. Seeing a Kundarak dwarf in the audience chamber was something that relaxed Surge further. They were experts on security.  Prince Oargev.  Surge even manages a small bow focussing on the wand chamber the noble man was wearing to show he was aware and pleased to see the heir was no slouch when it came to battles.  Lady Haydith? Kellar.   he finishes on the no nonsense dwarf.  I am sure you are not interested in anything unrelated, but our work together. We are experienced salvagers, and have already retrieved items from the Mournlands. If you allow me to draw my bow in here. I do not intend a threat on the prince.  He pulls out his bow to put on the table. A fine piece made of darkwood, and gladly not enchanted with the living woods from Thelannis. It was decorated with the plumes of some talenta dinosaurs and radiated a slightly magical aura. A skilled mage seeing his armguards was clearly seeing better equipment than many Cannith vaults housed.

Surge perked up at the word  rescue.  Until now they were mostly sent for salvage and information. Rescuing someone was new and unusual.  I for one am an expert at salvaging and retrieving information. Rescuing someone is new, but we know how to protect ourselves, and as such subsequentially a ward, too. I do try to avoid fights, where possible. But I know people enter Cyre under the premise of NOT being searched for after their disappearance. What changed? 

Surge looks at Aanash interrupting.  Pretty sure taking a lightning to the face is nothing to be proud of, Aan.  he says jokingly. It was impressive how much the man had survived.
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52/52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 27/27 Sorcery Points: 5/5
Conditions:  

During his time with the Cyran Army, Svek had gone to a few meetings with the Captain and knew that he was supposed to stand still, stay quiet and only speak when spoken to. He assumed those rules counted doubly so for a meeting with a Prince. Not just any prince, either but Prince Oargev, Last Scion of Her Most Royal Majesty Queen Dannell ir'Wynarn's Royal Line, Heir of Galifar, Soldier of the Queen's Army, Ambassador to Breland, Royal Knight of Metrol. Svek thinks there were more titles, but he can't remember them right now.

So he stays at his place, waiting for the Prince to shake his hand. When the Prince gets to Svek, the Prince bends down and shakes the kobold's hand.   What an honor!    Svek trembles with excitement, but remains silent and respectful.

He waits until after Aanash tells his tale of the warped lightning, and Surge gives the details of our current crew. He tries to stay quiet, but eventually bursts, telling his story. He tries to keep the story short, thereby certainly leaving out important details, like the fact that the his whole clan fought the dragon and it wasn't just him, or that the dragon was already severely wounded, or that most of his clan died in the fight.

  "I killed a real dragon. In Xen'drik. Drove a spear through its eye..."    He pauses a moment trying to decide if he needs to add more. The others have all heard the whole story, but he decides not to waste the Prince's time with more details.

  "That was before I become a Cyran soldier, sir."   He looks up at Adam and nods, as if to say, 'thanks for the advice, it seems to be working.'

He then returns to Prince Oargev, motioning slightly at the Prince's wrist.   "Now I'm a bit of a spell caster, too, sir."   It's not clear whether "too" refers to in addition to Svek being a soldier, or the Prince's wand bracer. Either way, he points to his own wand stashed in his belt.
 
 
  
 
 Spoiler: OOC 
 Action: 
 Bonus Action: 
 Reaction: 
 Movement: 
 Object: 
 Concentration: 
 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
job in Kalazart, one part rescue, one part salvage
 
Archmage1
Following Duvi into the minimalistic, almost campaign worthy conference room, Adam's eyes are first drawn to the table, the representation of Cyre as it should be, and a familiar pain stabs through his heart as he remembers the day he heard the news.
It takes him a few seconds to recover, just in time to hear Duvi's introduction, and for him to remember where he was, and who he was meeting.  His hand starts to rise, in an almost instinctive salute, but he quickly represses the motion.  He wasn't in the army anymore.  Instead, he offers a nod of greeting as the Prince introduces himself, before resuming his stance of attention.  When the Prince reaches him, Adam shakes his hand, his gauntlet moving smoothly.

Stressful introductions complete, Adam is glad to let his hand fall back, although he allows no sign of his relief to appear on his face.  When the cleric, the apparent Princess of Karnnath is introduced, he offers her a respectful nod, noting the signs of an augury upon her.  The dwarf, however, prompts a slight deepening of his frown.

However, as the others tell their tales, Adam realizes what the dwarf was looking for, and what his companions were telling didn't match, so he took it upon himself to change that.  " I was among the first to enter Cyre, after... "  He pauses, visibly collecting himself, before he continues.  " After.  My unit was stationed on the border, and when the mists passed... we investigated. "  He pauses again, shaking his head.  " Whatever you think about those mists, know that they are far worse than they seem.  They are a scourge, and seem to sap the will from those who enter.  We lost three men on the first day, to simple things.  A broken leg, a bad fall... they just didn't care what happened to themselves, and by the time anyone found them?  It was too late. "  He looks the dwarf directly in the eyes.  " We spent a week searching, seeking for survivors.  Those that we found... "  He shakes his head.  " Their minds were broken.  I wanted to press deeper, but our commander, he insisted that we leave before we lost any other men.  We got orders to move out, and to regroup. "  He shakes his head again, full of sadness.  "To my sorrow, I obeyed them."  His gaze returns to the dwarf.  " I would give anything to change that day, but I can't.  All I can do is try to change this day.  You'll find few humans with more experience in the mists than I, and fewer still who are still willing to go in. "
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP-/- 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 1/1 Fireball wand 7/7

Witchling
AC13 HP: 18/18
16PP
  
 
  

The Witch shook the Prince's hand, her grip firm but not crushing. With a excessively dignified expression, the Witchling also shook the Prince's hand, her tiny digits entirely swallowed by Oargev's own.

She listened to Aanash talk about being struck by lightning.

 That explains the hair , she almost said out loud, but managed to hold back at the last second.
  
"When a nest of chimeras was preying on the refugees on their way to New Cyre,"   she said at last,   "I found their nest, rescued those they'd taken for... later consumption, and toppled their lair on their head. Problem solved."  
As she spoke, the Witchling mimed out the story on her hat, pretending to roar with hands spread like claws on the mention of chimeras, looking around exaggeratedly, then spinning and throwing its arms wide like an explosion at the talk of toppling the nest. The tiny construct, overbalancing from its dramatic movement, windmilled its arms furiously to keep balance, failed, and dropped off like a stone. The Witch caught it without looking in one hand.
  "So I have experience in search-and-rescue in hostile conditions,"   she concluded before giving the construct an annoyed look. It looked back innocently.
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 25/25 

Honor's jaw dropped slightly when the Prince shook his hand, but he quickly recovered, adding a hasty salute to his greeting, but remaining silent. When Aanash broke the solemnity of the meeting with another infernal story about that lightning strike, Honor went rigid, standing at full height attention, expecting a rebuke of some sort for the impudence. Honor read the room in a quick left and right, sensing the hesitation from the Kundarak dwarf, and immediately moved forward to address it.

 Mr. Kellar, sir. During my sixth year of campaigning, we received word that an officer... a prominent noble's daughter, had been overtaken during winter encampment at an advanced position across a river by mercenaries."  Honor's eyelights blinked, and for a moment he vividly remembered the howling, cold winds, the screams of arcane shells, and the voices of the dying.  "Dead of night. Frozen river. Deemed too dangerous a mission for most. My unit was assigned because we could endure the cold. We chained up to each other, made our way out across the ice, one careful step at a time. We raided the compound, located the target, extracted. Under assault and fire. There were losses... half the unit got pulled under the ice..."  Honor lifted his head, a strong sense of pride steeling his spine.  "We pulled them back out. Regrouped. Crossed back to allied territory with the target. Point being, Mr. Kellar, sir, that when a Cyran veteran is told to recover something or someone from a hostile environment, it gets done. I'm not the only veteran in this group, and those that aren't are experts in salvage, the Mournlands, and engaging the worst the world can throw at us. We may not look like much, Mr. Kellar, sir, but we get what needs done... done."  He punctuates his point by dropping his hammer just enough for the handle to stamp loudly against the floorboards.
 
 
  
 
 Spoiler: OOC 
Persuasion check-  (1d20+5)[ 9 ] . If someone wants to assist, advantage-  (1d20+5)[ 14 ] . Honor can make a passable face when the situation requires it.
 
Amnestic
Kellar scrutinises you as you speak, seeking any hint of deception of falsehood, but evidently he finds nothing he can latch onto.  “Convinced, my friend?"  Oargev asks, a sly half-smile playing across his lips, open enough to be friendly but with a hint of smug satisfaction beneath the surface.  “Hmph. Fine then, send your 'experts' if you must."  Kellar pushes away from the table and stomps out of the room, still clearly not best-pleased but seems to have conceded the point. Oargev gives a theatrical sigh once he's gone, though the smile doesn't falter.  “I try not to be too hard on the man. He's here as a punishment, really. I promise, most of the other from the Houses are far friendlier. I'd like to hear more tales if you have them - especially about the dragon slaying."   “Or the night raid on the ice."  Haydith adds, her interest clearly peaked. Oargev nods, but continues on.

 “But we should get down to business really. Surge is quite correct, rescue in the Mournland isn't typical."  He taps two fingers to the table of Cyre, and the map carvings swirl, the colours darkening from verdant green to a dull grey-brown, and in a moment the map of Cyre has been replaced with a map of the Mournland. How accurate it is is another matter - the Mournland has a tendency to shift itself around, after all, and any map is only good for so long, but it serves well enough for demonstrations.  “House Kundarak sponsored a salvage expedition to Kalazart to recover promissory notes and documents from their vault there. They set off two weeks ago."  A round trip to Kalazart from the edge of the Mournland, you can estimate, would be eight to nine days there and back again assuming you didn't get lost on the way - or worse.  “After losing one salvage team, they've not had much in the way of volunteers for a second go, so they've come to us, via Kellar, to see if we can 'aid' them."  Haydith giggles a soft melody.  “Oh they weren't happy about it at all. A House being forced to rely on New Cyre makes them look weak."  Oargev's smirk widens.  “Haydith's quite correct. They want to keep this quiet or they'll lose face with the other nations and Houses, but it benefits us too - most of the documents they are seeking were Cyran to begin with, and the funds promised in the Kundarak vault could go a long way to aiding the people in town. Better that we see them first before Kundarak spirits them away." 
 “So, the job I'm laying before you is quite simple in words, less so in deed: Travel to Kalazart, locate the lost Kundarak salvage team and rescue them if they're still alive, and complete their original mission - find the Kundarak vault and take all the documents you can carry. You don't need to sort them or verify them, just grab everything. They'll be categorised and sorted by other people once you're back."  He nods over to Duvi, who retrieves a small chest and opens it, placing a thin shoulder bag and a signet ring on the table.

 “The signet ring is enchanted, it will grant you access to the vault once you find it. The bag is extradimensional but only stores documents and papers - a Sivis design, as I understand it. I tried putting a potion in it to see what would happen, we're still trying to get the stain out of the ceiling."  Oargev leans back in his chair.  “I'm sure you have questions, don't hold back on my account." 
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP-/- 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 1/1 Fireball wand 7/7

Witchling
AC13 HP: 18/18
16PP
  
 
  

The Witch reached forward and picked up the ring, studying the play of light of the gold carving upon it. When the Witchling made little grabby motions, she held it up so the tiny construct could take it and begin examining it.

Her white-on-white eyes looked up from under the brim of her hat towards the Prince.
  "How many were in this first salvage team? And what else was in the vault?"  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 25/25 

Honor looked over the map slowly, then looked to the signet ring being handled by the Witchling.  "What are our mission priorities? We will, of course, attempt to complete all objectives, but are the documents or the salvage team more important?"  Honor didn't mince words when it came to work, and he wanted this clear from the beginning. He had an idea of what the Prince's response would be, but it was not for soldiers to assume what their superiors wished- that usually led to confusion, demotions, and death.  "In addition, we will of course pursue leads ourselves, but I am sure that your highness receives more reports from the Mournlands than we could secure in a year. Is there any reliable intel from Kalazart from any other scavenging teams? Any rumors of other operatives in the Mournlands? If we encounter resistance affiliated with other nations, organizations, or religions... competition, one might say... are we to engage freely?" 
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52/52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 27/27 Sorcery Points: 5/5
Conditions:  

Svek's eyes get wide and he can't stop smiling when the Prince says he wants to hear about the dragon later. He tries to stand up tall and proud but no one notices any change in his height. While he wants to start talking as quickly as possible about how he killed the dragon, he knows that he needs to wait until the Prince gives him permission, a permission that doesn't come.

Instead, he settles in and listens to the conversation, occasionally flapping his wings to lift himself briefly up to see the map.   Maps. That's a good idea.  
  "Excuse me, sirs and madam, do you have any maps that might be useful for us. A map of Kalazart, and a map of the Kundarak vaults. Those would be most helpful."  

Unsure if he's overstepped is position, he stops flapping his wings and settles onto the floor, inadvertently hiding below the edge of the table.  
 
  
 
 Spoiler: OOC 
 Action: 
 Bonus Action: 
 Reaction: 
 Movement: 
 Object: 
 Concentration: 
 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
job in Kalazart,
rescue salvage crew
Bring back documents
 
Archmage1
Adam stands in the background, considering the problem before him, and taking care to not move too much, lest his armor creak.  He seems to approve of the questions that his other team members are ask, but he diffidently adds in one more request.  " Is there something you might give us to identify ourselves to the scavenger team you sent?  And something that we might use to identify them?  It isn't unknown for scavenger teams to try scavenging from each other, rather than the alternative. "
Amnestic
 "There were four members of the original team they sent - though they didn't tell me any other details or skillsets. The ring should be enough for proof you're on the same job, since they'll have a similar one for vault access. You show your ring, they show theirs, everyone's happy. It was quite a wrangle getting just this one, Kellar spent two days arguing that   'why would they need a second ring if they're going to be finding the first salvage team?'"  Oargev sighs, his imitation quite close to the dwarf's gruff tones.  "Maybe when we're done I'll take him inside the mists so he can experience it for himself." 
 "Officially, House Kundarak wants it noted that the priority above all is the salvage team's safety and that the vault is a secondary matter. They don't want to be seen as a House that wastes lives for someone else's profit needlessly and abandons their hirelings."  He purses his lips.  "By the time you reach Kalazart, they'll have been in the Mournland near on three weeks. They weren't supplied for being there that long, assuming they hadn't already been picked off beforehand by something dangerous. All that to say I don't really expect you to find them alive. If you do, do your best to keep them alive, but if you can't find them while heading to the vault, don't waste your own lives searching a dead city. If you do find the bodies..."  Bodies don't rot in the Mournland, no matter how long they've been dead. Even if they died two weeks ago, they'd still be pristine, and you'd have no way of knowing.  "Use your discretion. Kundarak would like the bodies for proof, but again, don't waste your own lives for them." 
 "There aren't any new maps of Kalazart that have been made since the Mourning, but we have one from beforehand. How much the topography has changed, I can't say. It's too far out for most salvage teams, and those that do go don't have much in the way of cartographers. Present company perhaps excepted?"  Duvi produces the map in question. The city was built in a typical ringed fashion from the centre outwards, but most notably is the lightning rail track that bisects the entire city from west to east.  "Thankfully it shouldn't be difficult to navigate if too much hasn't changed."  Oargev traces a finger along the rail track.  "Follow the track, or what used to be the track to the centre of the city. That's where the station is, attached to the central market bazaar. The Kundarak building  was  on the south side of the bazaar. Sadly, no maps of the building or the vault, but from the way they described it, it shouldn't be hard to find, and the vault won't be hard to navigate. Or so Kellar said. As for what else is in the vault, they wouldn't tell me that either. 'House Kundarak property' was all I could wrangle out of them, which seemed to be code for 'Take only what you're told to take, touch nothing else'. Knowing them, if there is anything of value it's trapped, and they're not sharing how to disarm it." 
 "Word is that The Blades have been operating in the area, but we hear that everywhere, so who knows? I'd say try not to make enemies if you can help it, ideally only act in self-defense. The Last War's over,"  Haydith mouths 'for now', though her expression says she's not particularly eager to return to conflict, just that she expects it. Oargev's look tells you he expects the same.  "If they get in the way of your mission then deal with it as you see fit, but hopefully any other expeditions will spend their efforts on  not  fighting you. I know I wouldn't be going out of my way to do so."  He adds with a smirk.
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  44/44  
 PP: 15 PIv: 15 PIs: 14 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 

Pushing himself into the background, Surge watches and listens, does not interfere.  I assume you could hold your own against each of us for some time, wand wizard.   the ranger finally reveals his observations about the prince's preferred fighting style. He pauses and closes in a bit.

 Pardon me expecting the worst, but what if the original team was warped, went insane or is otherwise hostile to us? I would prefer to neutralize them, I am not keen on travelling with mad or hostile entities. My sense of compassion only reaches so far.  He moves swiftly around the table to get a view on the magical map of the Mournland.  I am no cartographer, but I will try to take notes about the evershifting lands. This work is dangerous, but the maps are only worthwhile for so long, see it as my token of gratitude for this job.  The nonplussed feline face almost put up a smile.

 As an aside, House Kundarak is great with security, but if we see and salvage anything worth taking, is it ours? Or can we sell it back giving them the first option to buy, at our price of course? I value my life, and I will not continue these expeditions forever.  He pauses and swiftly approaches the Prince, though with his hands firmly behind his back.  I would much rather help New Cyre establish their right to settle than mingle with terrifying creatures. The kindness your people has shown me is beyond that what I know from Sharn. A tenuous friendship and nothing more than this group has given me, but a kind of welcoming if distraught peace. 
 
 
  
Amnestic
When Surge mentions Oargev's fighting skills Haydith giggles again.  “Oh, don't let Mialee hear you say that. Boast too loud and you'll have a duel challenge before you know it."  The prince leaves the suggestion in the air as he clarifies:  “Mialee's a Valenar elf who...well it's a long story but the short version is that we fought, she lost, and now she's helping to train my soldiers. Once you're back from Kalazart perhaps you'll have time to meet the people, and the rest of my advisers." 
 “As I said, use your discretion on dealing with them; if they're beyond help and endanger the vault mission, deal with it as you see fit. Between us and these four walls? Kundarak would probably prefer reports of corpses rather than live madmen."  It's a distasteful thing to say, and Oargev clearly recognises as such, but the realism of the situation wins out over ideals. It's hard to stay pure of heart and deed in the Mournland.

At the question of salvage, Oargev looks to Duvi, who promptly answers the question on his behalf:  “Regardless of its current position in the Mournland, Kundarak property is still theirs by right and law and they have no legal obligation to pay you anything for its recovery - and legally you would have to turn it all over to them, or be accused of theft. The laws governing the Mournland in the Five Nations haven't caught up with the current situation."  There might be just a slight edge to her voice here, but it's hard to tell.  “That said, it's likely you would be paid a salvaging fee relative to the value of that which was recovered. If they're seen to not pay salvagers for Kundarak goods, the salvagers will keep it to themselves or sell through fences, and the House misses out entirely. If they pay salvagers, it incentivises them to go through the House first." 
 “No one relishes going into the Mournland, but if we're to solve it, we're going to do so from the inside."  Oargev says gravely, templing his fingers.  “I don't know how it happened, but I do intend to find out, and make those responsible pay. This is just mission is just one small step along that path." 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52/52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 27/27 Sorcery Points: 5/5
Conditions:  

Svek takes the map of Kalazart and studies it for a few moments. He would be willing to let another carry it but they all seem more interested in the conversation, so he rolls it up and fits it in his small backpack.

Once that is put away, he continues to listen to the Prince, repeating what he thinks are the important parts.

  "Salvage team first. Papers second. Touch nothing else. Follow the tracks. Watch out for Blades. Solve the Mourning. Make them pay. Got it."  

He's not sure if he has it or not, but he nods his head and is ready to get started.   Oh, one more thing.  
  "We'll need some goodberry wine, sirs. A bottle for each of us for each day. Expensive, but lighter than carrying enough water."  
 
 
  
 
 Spoiler: OOC 
 Action: 
 Bonus Action: 
 Reaction: 
 Movement: 
 Object: 
 Concentration: 
 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 25/25 

When Surge makes mention of the Prince's combat ability, Honor gives the noble a second glance. In addition to the innate respect he holds for the Cyre noble family, he estimation of the Prince grows. Whether it be with wand or hammer, Honor respected combat capability. He'd met his fair share of pompous officers who hadn't drawn their weapon since basic training, but that didn't stop him from following their orders. Like any good sergeant, he would simply make "recommendations" to the officer- things like   "Sir, that unit just returned from the field and hasn't replenished their losses yet. Perhaps the Seventh would be a more practical choice. With respect, sir."   . He felt a hollow, familiar longing inside his chassis for the days serving alongside General ir'Degurd- there was an officer that remembered both Dol Arrah and Dol Dorn, both high minded duty and the grit of the rank and file. Honor realized he was lost in thought, inwardly shaking himself back to reality.

All the talk of salvage and reward didn't amount to much for Honor. Gold could buy stronger armor, useful magical gear, and maybe even one day a weapon stronger than his hammer, Onatar's Wrath, but none of these were a priority for Honor. His companions had practical expenses- food, water, Goodberry wine to keep them in fighting shape. While honor occasionally needed new metal plates, machine oil, or clockwork components, his own expenses never amounted to much, so much so that he had accumulated a small fortune that he kept tucked securely in an interior crevice.   "Let my companions squeeze every last coin from the Mournlands, so long as they don't seek to tax New Cyre beyond what is reasonable."
 
 
When the Prince stated his dedication to justice for his nation and his people, Honor swelled with pride. Such a statement reinforced that their motives aligned. Svek chimed in with a summary of their briefing, then a practical concern.  "If supplying so much wine would be onerous for New Cyre, your highness, then we can ration what is available, but some supply is needed to keep most of our group in fighting form. The healing afforded by my Oaths is reliable in the Mournland, but as you know it is the exception, not the rule. I trust your judgement on what can be reasonably afforded us."  
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP-/- 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 1/1 Fireball wand 7/7

Witchling
AC13 HP: 18/18
16PP
  
 
  

The Witch nodded thoughtfully.
  "Certainly, something to reduce the amount of supplies we'd have to carry would be useful. Ten days of water and rations is a lot of weight. More if we want a good safety margin or for any rescuees."  
Her eyes flicked briefly towards Honour. For a brief moment, she injected a lightness into her tone.
  "There's some advantage to being made of iron and mechanisms when it comes to supply."  
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  44/44  
 PP: 15 PIv: 15 PIs: 14 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 

Interjecting Oargev's answer, Surge replies first to Svek's request.  I do highly doubt it. We do need the wine, but we will not get more than necessary. New Cyre is poor, to put it frankly. It would be a surprise if they would supply some wine, and I will purchase more on my behalf. I am fond of eating, drinking and surviving myself. Besides, I can feed and uh....water you if the mists allow it. To do inventory for once.

Aside from Honor and the witchling, everyone needs food and water. I can provide sustenance and find water on the regular, in a pinch Adam should prepare a spell to aid our water intake every other day beginning with the day after the first day we don't find anything worthwhile. We cannot afford to tax our clergy with such mundane tasks.  Surge says this with earnest respect. The shifter had little love for the fanatics of the Silver Flame, crazed druids or clergymen in general, but Adam was different. Maybe it was the gloomy atmosphere and the utter lack of fervor or fanaticism he carried around.  Though I remember you had a very big bag, Witch. What ever happened to it? Someone stole your Khyber Shards from it?  Surge half-joked. He knew the shards played a big role in magic items, but he couldn't even differentiate them from pottery shards.
 
 
  
Archmage1
Adam looks on as everyone discusses the key problems facing them, but nods gravely at Oargev's plan to find out what caused the Mourning, and to seek revenge.    The gods permitted it, but will they be willing to admit that they were wrong, or were people able to learn the lesson?  There is only one way to find the signs we need, and I will not hesitate to find them, given the chance.  Meridith, John, and Serene deserve nothing less . 

As the questions from his companions flow in, he listens, standing silently in the background, occasionally nodding in agreement as the need for supplies and healing are discussed, glad that the critical problems were being discussed.   Not much chance of getting enough wine for every day, but two bottles a piece is really the minimum we could require.  If House Kundarak is willing to provide them, or cover the cost, that would greatly simplify things.  However, given the loss of two salvaging teams, they have either been lowballing the pay, or there is something they're not mentioning.  Paper... papers are hard to value, and assign a salvage fee to.  And preparation is the key to success.  Medical supplies, food, water, warforged components, spell components... all are the difference between success and failure.  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (7) 

Logistics were never Aan's strong suit; or more accurately his interest. He scratches the back of his head and eyes the room while the others discuss supplies. He grins a little at the prospect of meeting some Blades on their expedition. Those ones were always fun.


  "No one relishes going into the Mournland,"  

 "Ooh, I do,"  the tiefling cuts in to mention, holding up his hand.  "There is this, this  buzz  in the air there,"  he vibrates his hands in front of him with a slightly manic tinge to his voice.  "Maybe the  thing  that makes people stop healing? Ever since the whole lightning thing though, it is different. And the lakes of blood? That place is  hardcore . No better way to toughen up fast! You will become  exalted  or die trying!" 

Patting his chest and brushing his hands along the metallic plates on his chest with a slight scratching of iron on iron from his nails, Aanash tries to tamp down and contain his excitement.  "Sorry, sorry. Yes. I am eager to get underway." 
 
 
  
Amnestic
 “You're not wrong that it's expensive, but thankfully Kundarak is footing the bill for this venture, so it's an expense they've already covered."  He seems impressed and a little relieved you both understand the Mournland's dangers, as well as New Cyre's own situation. Duvi produces a writ marked with the sigil of House Kundarak, entitling you to claim 40 bottles of Goodberry Wine bought and paid for, on your way to the Mournland.  “Eight each - Honor excepted - should cover you adequately for the journey there and back. They wouldn't include any extra for the first salvage team, I asked."  Oargev sighs.  “Another sign they don't expect anyone to have survived." 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 25/25 
 "My questions are satisfied. We should leave as soon as possible. Moments could matter."  Honor salutes the Prince with a  "Your Highness." , bows to both him and the foreign princess, and steps back, obviously meaning for the rest of his squad to finish up and pay their respects.
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52/52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 27/27 Sorcery Points: 5/5
Conditions:  

It has been an incredible honor to spend this much time in the Prince's presence, but Svek is getting nervous about maybe spending too much time here. As soon as Honor to start to leave, Svek quickly jumps up and takes the writ from the Prince.

  "Thank you, sirsss, we'll do our best."  

He gives a quick nod of a bow and then scurries off after Honor, tucking the writ into his pack as he leaves. He chases after Honor, calling out to him after they exit.

  "Honor, I may need your help carrying my bottles of wine. 3 of them weigh as much as I do."  
 
 
  
 
 Spoiler: OOC 
 Action: 
 Bonus Action: 
 Reaction: 
 Movement: 
 Object: 
 Concentration: 
 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
 
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  44/44  
 PP: 15 PIv: 15 PIs: 14 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 

Surge nods with acceptance. This alone was a huge sign of trust, communicated nonverbally. He does not smile, but his voice softens.  So either Kundarak is really believing in us, or the papers or whatever the first team carried is vitally important. I doubt they would throw THIS kind of money around just to impress New Cyre's population. If you pardon my expression, but this refugee camp is not as important to Breland as we all feel. 

He turns to Aanash and Honor.  Minutes likely will not matter. Aan, calm your galvanized horses. Rushing headlong into danger is YOUR thing, not OURS. I say we load a cart with replacement parts for Honor and the wagon itself, two horses, water and supplies. We should move slow and steady. Witchling takes to the skies, I take point and scout.

I cannot command you to stay near the caravan, and knowing you you will probably not stay put anyhow. We should use the wine on alternating days then, starting with the first time we run into heavier trouble. 
 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP-/- 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 1/1 Fireball wand 7/7

Witchling
AC13 HP: 18/18
16PP
  
 
  

When Surge asked about the bag, she gave a minute shrug, more a rustle of her wings than anything visible on her body.
  "Limited resources. The materials I used to boost my firepower. I can redo it, but it'll take me a few hours overnight, if we need the storage space."
  
---

Seeing as people were beginning to leave, the Witch picked up the writ and the bag for the paperwork, too. After a quick check to make sure the Witchling hadn't lost the ring already, she half-bowed towards the Prince and made her departure.

First things first: she'd get this goodberry wine.

Outside the worn-down mansion, she turned to the others.
  
"There's a couple of things I need to do in town here, this goodberry wine first among them. Let's meet in an hour in the square and then depart. Do whatever you need to in that time."  
At Surge's words, she frowned thoughtfully.
  
"A cart is a big target, and I'm not sure it would handle the terrain so well. Maybe a couple of mules or donkeys would handle it better - and with the goodberry wine handling a lot of the supplies front, we're not carrying enough a wagon would be necessary."  
Archmage1
Adam nods once, gravely, at Oargev's announcement of liquid support.  " With the aid of the gods, we'll see it done. "

He then looks to his companions, and then back to Oargev.  " With your permission, we'll depart, and organize the expedition, with the goal to depart as soon as possible. "
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (7) 

Once they finish filing out of the Prince's meeting room, Aanash withdraws the block of chewing wood from his coat pocket. He snickers at Svek.  "You have trouble holding your liquor, little dragon?" 

He holds off on his idle chewing for long enough to chip in his thoughts on the cart.  "We are to be a big target either way. Honor and I are not difficult to spot from afar, and he is easier yet to  hear . I say if we are to be visible either way, we may as well be visible with convenience."  Setting the block of wood between his teeth, Aanash gazes out at the town and considers what he might need to pick up before they set out. For all his impulse control issues, the man is no fool. He's already well-kitted for climbing up, down and through the uneven craters and blasted terrain where mage-artillery or the Mourning itself had left the land scarred.

 "Do any of you know where one might find scrolls of spells?"  he picks the wood back out and asks his companions, who are mostly local and more familiar with New Cyre.
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52/52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 27/27 Sorcery Points: 5/5
Conditions:  

Svek isn't sure why Aanash decided to pick on him, but he thinks the topic Aanash chose is ridiculous. They've known each other long enough that Aanash knows Svek can outdrink him, so he just laughs at Aanash's comment.

  "Don't be silly, Aanash. Even at my size, you know I can drink more than you. Plus I'd like to see you drink half your weight in wine. I can  hold  my liquor. I'm just too small to carry all of it. Anyway, I bet the merchant where we get the goodberry wine would know where we can get scrolls. Let's go there and see."  
 
 
  
 
 Spoiler: OOC 
I don't see any poison resistance on Aanash's sheet, so with Svek's higher constitution, he would be able to outdrink Aanash.

 Action: 
 Bonus Action: 
 Reaction: 
 Movement: 
 Object: 
 Concentration: 
 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 25/25 

When Svek requests that Honor carry his wine for him, the warforged looks down at the small dragon and nods.  "I will carry whatever gear does not slow my pace. It is only practical- I do not tire as the rest of you do."  When the subject of a cart comes around, a sound like metal filings scraping against each other escapes Honor's mouth. Those who had been travelling with him for some time would know that he makes that sound when he is thinking.  "I am not opposed to a cart, but we must be prepared to abandon it if it becomes broken down or too damaged. I am, however, against horses or mules. That means bringing more food and water, and adds another aspect of the plan that can fail. If there is a cart, then Aanash and I can draw it easily enough." 

Honor nods to the Iron Witch.  "One hour then. I must go buy maintenance supplies. I will trust the purchase of supplies to those who will be consuming them. One hour."  Honor turns around and heads towards whatever New Cyre can manifest for a market, looking for a blacksmith's shop, a tinkerer's shop, or, gods willing, a shop specializing in warforged.
 
 
  
Amnestic
Scrutinising the writ of purchase a little closer, the goodberry wine isn't for pickup in New Cyre - which might be for the best, since it saves you the effort of transporting it. Instead it's due for pickup at Salvation, the small salvaging outpost and gateway for many to the Mournland proper on the Brelish side.

Of the shops in town, there are two which will likely cater to your needs and desires - first is the local blacksmith simply called Cyran Metalworks, run by a friendly if somewhat eccentric warforged craftsmen named Tank, and their adopted sister Fari ir'Cosis, a displaced Cyran noble (or so they say) who spends her days either helping out the smith or scouring old battlefields nearby for discarded weapons and armour that they can repurpose. They have a full suite of non-magical arms and armour on hand as required, though you note that at least one piece used to have a Brelish colour scheme painted on which has been haphazardly removed. Still, the pieces seem to be fully functioning, despite them perhaps being second-hand.

The second is Dalsin's Wondrous Emporium, which serves as a general store, filled with three parts items for refugees, one parts mournland salvage and items of Cyre gone-by, and one part magic items. Its proprietor, Dalsin, gives off the distinct aura of a snake-oil salesman, but that seems to just be his natural aura since close scrutiny reveals all of his goods to be entirely as described and sufficient. He promises that his stock of items changes regularly, and to check back in if -  when  - you return.

 
 Spoiler: Dalsin's Stock 

Dalsin has all the adventuring gear (PHB 150) on hand, along some artisans tools (if you want a specific one, roll a d4 - they have it on a 2-4), and two carts out back. He has no animals.

He also has the following magical items for sale (some from  Eccentricities of Eberron ):
Consumables:
Tanglefoot Bags (2 bags, 50 gp each)
Thunderstones (3 stones, 30 gp each)
Smokesticks (4 sticks, 40 gp each)
Goodberry Wine (1 bottle, 100gp)
Potions of Healing (4 bottles, 50gp each)

Scrolls:
Shield (75gp)
Wither and Bloom (200gp)
Bless (100gp)
Bane (75gp)
Hold Person, x2 (180gp)
Aid (250gp)
Call Lightning (450gp)
Elemental Weapon (350gp)

Weapons/Armour/Wondrous
Eyes of Minute Seeing (375gp)
+1 Sickle (450gp)
Archer's Standard (EoE, 250gp)
Luckstone (600gp)
Elemental Axe (EoE, 4500gp)
 

 
 Spoiler: OOC 

I'm not gonna need to RP out shopping, so if you want to buy anything just note as such, otherwise give me a thumbs up to move along in a post/discord and we'll skip ahead.
 
Archmage1
Looking through the stock, the dour, plate armored cleric makes some limited purchases, picking up some rations, waterskins, and spell components.  After everyone finishes shopping, Adam gathers up the group of scavengers.  " Is everyone prepared?  Ammunition, food, water, any magical items you might desire? "
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  44/44  
 PP: 19 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 

Surge joins the group to Salvation. There and in the shops, he starts to hover up any arrows he can find, and the general store catches his eye. There were a lot of oddities interesting. Thinking silently and aloud, the shifter finally settled on a package of items.

A bit grumpy, the now broke ranger joins the group waiting to depart.  Lousy moneygrubbers. They took every last sovereign, didnt even let me haggle on the arrows.  In truth, the socially inept archer did not even try to ask for a bonus.

 
 Spoiler: Shopping List 
Dagger 2gp
Luckstone 600gp
Bedroll 1gp
Thieves Tools 25gp
Money I have: 620
Sale: Fine clothes (15 gp, so 7,5 gold)
 I owe someone 5 silver but I hope the shopkeep cuts me the slack 
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52/52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 27/27 Sorcery Points: 5/5
Conditions:  

Svek looks through the store, but there is nothing he thinks he really needs. He'd normally try to carry a couple potions of healing, but he knows they won't work where we are going, so he'd rather just keep his ruby and diamond for now. When Surge tries to sell his fine clothes at a huge discount, Svek stops him.

  "Don't sell your clothes. Here, take this and pay me back when you can. I know you're good for it."  

He hands Surge a pouch containing 100gp.
 
 
  
 
 Spoiler: OOC 
One of my ideals is "I help the people that help me."
 Action: 
 Bonus Action: 
 Reaction: 
 Movement: 
 Object: 
 Concentration: 
 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 25/25 

Honor spends little time in the shop in Cyran Metalworks, neither haggling or idling. To be honest, he felt more than a little uncomfortable around the warforged aping a civilian profession. He felt a similar unease once upon seeing a mannequin in a shop window at Sharn- a distinct feeling that something had been perverted for a task that it was ill suited for. A being like Tank should not be hammering out armor and horse shoes and weapons, it should be armed, armored, and charging a warhorse into combat. But it would not be productive or polite to make a point of it. Instead Honor simply ordered the supplies he desired, waited silently for them to be accumulated, paid the fee, and left. The remainder of the hour he spent people watching throughout New Cyre, taking in the misery and desperation of his adopted people. He felt it strengthened his sense of purpose, but a dark part of him wondered if he just liked to drink in suffering.

Several minutes before the hour was up, Honor arrived in the square, his pack adding an entire new dimension of clank and clunk to his jangling chains as he walked. He'd picked up everything a warforged could need for self maintenance, or at least what could be managed in the field without a forge fire. When Adam asked if his needs were met, he simply nodded and vaguely gestured at the loud back pack. While he waited for the others, Honor naturally gravitated towards Adam and Svek. He was under the firm belief that veterans should stick together, and besides that the mercenary nature of Surge and Aanash was distasteful to him. He was undecided on the nature of the Iron Witch so far- she seemed committed to the cause of New Cyre, but from what he'd been able to gather she was a civilian during the conflict. Despite this uncertainty, he was warming up to the Witchling as a matter of simple brotherhood- he also felt artificial beings should stick together, and the creature's antics would sometimes bring a smile to Honor's face. If his face could smile, that is.

 "The time is almost upon us. I hope the others come soon. I am eager to return to work."  
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP-/- 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 1/1 Fireball wand 7/7

Witchling
AC13 HP: 18/18
16PP
  
 
  

The Witch didn't have much of a shopping list. As the wine wasn't to be gathered here, on inspection, she merely bought a few things - a small cask of water, a fresh packet of smokeleaf, and a little steel mirror - her last one had be sacrificed for the purpose of artifice.

She spent the last thirty minutes doing something just as important. In front of one of the little shrines to the lost, she stood a while in silence. Without a word, she reached into a pocket and pulled out a little carved flower. She placed it down in front of the names written on the parchment there, touched her lips, and pressed her fingers to the paper.

She smiled, softly, without any joy to it, and turned away.

---

At the appointed time, the Witch and her companion appeared from the desolute crowds. She nodded to the gathered adventurers.

  "Everyone ready to depart?"  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (7) 

Eyes lighting up like yellow-orange circles of candlelight, Aanash throws his arms to the side and grins down at Svek,  "That sounds like a challenge!"  Though his enthusiasm deflates when leveler heads impose upon them a timeframe. With a roll of his eyes and a heavy sigh he relents,  " Maahn , we shall have our drinking contest upon our  victorious return ." 


Exploring the magic item shop, he plucks out the Shield scroll - never hurt to have a backup handy - and then stopped to look over the bannerman's standard. Resting his hands on his hips, his expression grows into one of deep, mischievous satisfaction in his own cleverness. This too will be coming with him.


As he returns to the party, he is twirling the refurbished battle standard around his arms and behind his back. Not gracefully, mind. Frequently he drops it into the dirt of the road, picks it up, dusts it off, and returns to his goofing off. When he arrives, he sets the standard against the ground and looks over his companions, letting a pause hang in the air for effect.  "Friends! Comrades! You are about to witness my vast and unchained intellect!" 

Stepping forward, he takes up the standard in both hands and offers it up to the Witchling as if crowning a monarch.  "A gift, for our littlest bannerwoman!" 
 
 Spoiler: Shopping 
Scroll of Shield (75 gp)
Archer's Standard (250 gp)
 

 
 
  
Amnestic
With your shopping completed, you track down your carriage back north to Starilaskur, then east on the lightning rail to Varithrond, and then again via carriage to the edge of the dreaded Mournland. In total, it's four days of travel between New Cyre and Salvation, and that's only thanks to House Kundarak footing the travel bill. Had they skimped on the lightning rail tickets, it would be a much more arduous journey – but then, they're the ones hiring you, so it's only right they pay the bill. Whether he negotiated with them ahead of time or not, Oargev also, somehow, managed to get them to shell out first class tickets for you instead of standard travel fare, so you get a day of comfort speeding on the backbone of Orien's power before you're back in the horse-drawn carriage for the last leg of the journey.

No matter how many times you may have crossed into the Mournland, it's unlikely seeing its border ever gets any easier. A wall of ever shifting, ever silently screaming faces made up of darkened cloud, reaching high into the sky beyond that which even Lyrandar's airships feel comfortable flying. From Varithrond, the faces are too indistinct to see clearly and it appears a mass of grey, but as you get closer the shapes become clear. No matter how indistinct, there always seems to be a face at the edge of your vision that appears to take the shape of someone you knew.

Salvation is the largest outpost this side of the Mournland border, but that doesn't mean it's big – smaller even than New Cyre. With perhaps a dozen buildings at most, no major transport links aside from carriages like the one you ride in, and a population that fluctuates based upon which salvagers kicked the bucket lately, Salvation is a wild town sustained solely by luck and people driven so far to despair they're willing to risk it all on the hopes of finding a big score. In many ways, earning the attention of a patron is a golden ticket, one that some salvagers might just kill you for, if they thought it might earn them your position.

A swift trip to the tavern in town has you pick up the requisite 40 bottles of Goodberry Wine from the local vendor (one of the few things they always have ample stock of – most Goodberry Wine from the western side of Khorvaire travels to Salvation, one way or the other, and for some Ghallanda establishments it's a source of tidy, regular profit), and then you're back on foot for the final step.

A chill passes through you when you touch the wall of silent screams, one that urges the weakwilled to lay down and die, but you push through, and a moment later you're inside the fog.

 Crossing into the Mournland Music 

The first true hazard of the Mournland is not the mutated denizens, the Lord of Blades and his warforged cultists, or the wild magic and living spells that cover the blighted land, but rather passing through the screaming mists into the Mournland proper. A maddening place, the befaced clouds swarm around you and threaten to throw you off your desired path, to draw you from each other and to drive you mad. For some, this leads them in circles until they die of thirst, but you've crossed before – and though overconfidence can kill, it's unlikely you'll suffer such a fate, but the picked-clean bodies you pass by are a stark reminder that it can happen to anyone.


 
 Spoiler: OOC 

Pick a navigator (whoever has the highest Survival modifier, I'm guessing) and give me a survival roll, with advantage (either because of helping each other or your own experience, fluff it how you like), DC15.

Only one person gets to roll - you're not following different people in different directions, after all.
 
Archmage1
During the mix of carriages, lightning rails, and more carriages, Adam mostly sits in a corner, his fingers working over a small holy symbol, and a tiny locket.

When the border comes into sight, his face twists, a mix of sorrow, anger, frustration, and rage, but almost as quickly as it appears, it fades away, buried by his iron self control.

After the passing of the goodberry wine, Adam follows along the way to the Mournland, pausing, briefly, just before the Mournland truly begins, to say a brief prayer.
" May Arawai return to the Mourning, Aureon reveal those responsible, Balinor guide us, Boldrei protect us, Dol Arrah see that we do not fail, Dol Dorn see that we can fight, Kol Korran guide the way, Olladra stand with us, and Onatar ensure we succeed. "
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52/52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 27/27 Sorcery Points: 5/5
Conditions:  

Svek is his usual chatty self on the ride to Salvation, talking about the weather, the company, and especially how cool it was to have a meeting with the Prince. He comes back to that topic several times. At one point, someone mentions Breland and Svek is unable to hide his disgust.

  "Pigs. I bet you they caused the Mourning."  

Once they gather the Goodberry wine and start to enter the Mournlands, he becomes quiet. He's done this a few times but he always hates the entrance. He hates being in the Mournland too, but the entrance is especially hard. He goes with the others, though, knowing that this could be important, and potentially lucrative.
 
 
  
 
 Spoiler: OOC 

 Action: 
 Bonus Action: 
 Reaction: 
 Movement: 
 Object: 
 Concentration: 
 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 25/25 

The carriage ride back to the Mournland was, again, cramped and mildly annoying. It wasn't until they hit the lightning rail at Starilaskur that Honor began to feel a bit more comfortable. Most of the amenities of the first class tickets were lost on him, but he appreciated having some space to spread out, and the fact that he could keep his weapons on his person while he rode. Honor watches out the window as the lightning rail carries them faster than any horse ever could. The rhythmic  thump... thump... thump...  of the train stirred a memory in him. It reminded him of the work crews he'd been on, digging trenches in the mud alongside his fellow soldiers. They would hum a beat to keep them all working in tandem, avoiding anyone taking an unexpected shovel to the face. Honor could almost hear the sound of dirt yielding to metal, of steel bodies creaking in unison as they worked in the pouring rain.

   Hmmm hmmmm hmmmm hmmmmmmmm.   

Honor was distant for most of the journey, but the humming was near constant.

 Varithrond 

When the idea of a long carriage ride, cramped in with everyone again, weapons stored away from him comes up, Honor's eye lights shut off and he shakes his head.  "It's time I exercised my own mount. I'll follow up behind the carriage, running escort. This close to the Mournlands, you never know what threats you may meet."  Truly he just didn't want to be squished into a wooden box with Aanash again.

Honor enacted the ritual he'd been shown by a fellow paladin of Dol Arrah, arranging the nuts, bolts, gears, and mechanisms into a perfect circle on the ground. Infusing the power of his will and his oaths into the circle, he sprinkled dirt into the air, raising his hand and letting the soil spread further and further as he went. The mechanical parts rose into the air, and as the soil passed through them a being formed around them. It was part flesh, part mechanical, an elk that easily topped most natural specimens of Eberron, even without the mechanical reinforcements to it's legs and musculature.

 "Welcome, denizen of Daanvi. Welcome, Aldruarch. Thank you for your service." 

Honor mounted up, and wordlessly mount and master began to follow the carriage, ever moving closer to the storm that marked the Mournlands.

 Salvation 

Honor waited outside while his companions sorted out the Goodberry wine situation. He brought Aldruarch to a stable, payed a pittance for some food and water, then watched, mildly fascinated, as the hybrid organism from another plane indulged in hay and water. It was not long until Honor's observations were interrupted, and he led his mount outward, facing the storm. Honor saw the faces of those he recognized, those he fought alongside, civilians that he fought for. He remembered all the wounds he'd had to fill with molten metal, the dents he'd banged out, the distant pain of his more living parts suffering from wounds. All that for nothing. For ruin. For purest loss. Honor got off his elk long enough to salute the storm, whisper  "Good to see you again, General."  before mounting up and following the others into the Mournlands. He distantly wondered if this would be his last trip. Shrugging that thought away as he'd shrugged off the immanent feeling of doom so many times before, he fell in behind and trusted Surge to lead them true.  
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP-/- 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 1/1 Fireball wand 7/7

Witchling
AC13 HP: 18/18
16PP
  
 
  

During the travel the tinkerer began to carve again. The whittling knife made smooth movements under her fingers; she occasionally glanced  Under her ministrations, a figure emerged from the knob of wood of a familiar-looking shifter, the smooth face of it marked with furrows representing scars. It was frozen in movement, leaping back on the base eternally as if dodging, perhaps. The Witchling made herself useful by gathering up the shavings, then less useful by offering them up to Aanash like it was snuff, tiny hands full of wood curls as it thrust them triumphantly towards the other tiefling.

When they had arrived and alighted from the wagon, the Iron Witch pushed the little figure into Surge's hands.

  "Here,"   was all she said, without particular interest, and stepped towards the mists.

---

The mists bubbled in front of her, a boiling kettle of souls upended over the land. Infinite faces stretched and screamed, wordless, relentless, without possibility of succour or salvation.

Were those the actual souls of the dead, the Witch had long wondered. Had there truly been so many in old Cyre that they could cover from earth to sky?

With a rustle of wings the Witchling alighted on her shoulder and hugged the side of her head. The little construct knew how maudlin the sight - understandably - could make her.

 "...Thank you,"  she said quietly, smiling faintly, and felt the Witchling nod against her temple.

She stepped with the others into the fog, keeping contact with the person in front. Normally she'd fly in the mournland, but passing through the fog was no place to seperate yourself from companions.
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  44/44  
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 

Riding the Orien Express gave Surge time to think. Something he tried not to dabble on for too long. After all, there was no sane reason he would search the Mournlands other than helping Cyre to new glory. But there were so many better ways. Still, the House did put him into this mission to increase their leverage with Oargev, and now he even had the possibility to get his nose into confidential Kundarak notes. The following weeks would be interesting. Not that his illustrious group made things less interesting.

Aanash gifted the tiny construct some decorations. Adam prayed to gods that had clearly forsaken the Cyran people. Honor summoned a weird amalgam of flesh and steel. And Svek was a dragon that shared its hoard. And now the witch approached with a tiny adorable but useless gift? It confused but excited Surge. He never before got a gift from just being around. This was a new concept.  Thanks?  he says as she leaves him.

 At the fogs: 

Surge always hated the fog. Passing it was not his favorite pastime, but he felt his distance to the subject matter - other than the actual Last War - made it easier for him to resist the faces. He could not have known them. They might have died here, but they had no connection to the shifter. Guiding ahead he knew the way even though the lands did their best to ruin their advance. This time he did not need help nor did his companions aid his endeavor. Did the lands want to be conquered this time? Maybe the banner was helping. The archer did imagine being able to shoot farther than before. Did the mists part for his arrows?

 
 
  
Amnestic
With some effort, Surge leads the party through the mists and after a few distinctly unpleasant hours you emerge on the far side into a twisted land - though this one seems to be twisted straight, rather than curled. While the sky above is undoubtedly the eternally twilight grey of the Mournland, the area around as a mishmash of the damaged and scarred terrain you've come to know and perfectly normal land - the sort you might have seen on the Brelish side of the wall, but on a closer look, it's  too  perfect.

The land, when it's not bearing the mark of Mourning, is entirely too neat. A forest of trees to your left is not a haphazard grouping grown naturally, but instead perfectly in lines and rows, and each tree appears to have grown identically, as if copied from a single template. A river flowing by it is perfectly straight, as if carved by mortal hands rather than nature, and instead of the land bearing gradients and hills, it is instead perfectly flat and horizontal. What stones do seem to stick up from the flat land is arranged in perfect geometrical patterns.

Adam spots a creature lurking among the neatly forested area, and then another, and when the third appears the rest of you see them. They're roughly the size of Svek, though far less sturdy looking. Creatures of metal rather than flesh, their core is a spherical body bearing a single eye, tiny wings, and four spindly limbs that seem exceptionally fragile. These creatures flit among the trees, apparently ignoring you, and tending to the land, ensuring - apparently - that all is in its proper place.


 
 Spoiler: Int (Arcana or Religion) 

 
 Spoiler: DC5 

This is a manifest zone, though you aren't sure for which plane.
 

 
 Spoiler: DC10 

The straight rivers, identical trees and flat plains indicate this is a manifest zone of Daanvi, the plane of order. As far as manifest zones to find yourself in, this is one of the better ones.
 

 
 Spoiler: DC15 

The creatures - monodrones - are typically non-hostile so long as they are not disturbed in their work, but excessively chaotic actions could cause them to view you as something to be "repaired".
 

 

 
 Spoiler: OOC 

Should you try to lie, for whatever reason, you find yourself unable to. Every word you speak inside the manifest zone must be something you believe to be true.
 
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP-/- 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 1/1 Fireball wand 7/7

Witchling
AC13 HP: 18/18
16PP
  
 
  

The perfect orderliness of this place made it too easy to figure out, even before she saw the little construct-creatures tending to the grove.
 
 "Modrons,"   she said, stowing her longarm.   "This is a manifest of Daanvi. Order to its utmost."  
She began walking again, paying little heed to the creatures. They were interesting, up to a point - but in the Mournlands, it paid not to let yourself get sidetracked too often.
  "These monodrones should leave us be, as long as you don't start messing things up too much."  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 25/25 

Honor nodded at the Iron Witch's assessment.  "They are creatures of pure order, much like my mount Aldruarch. I have no doubt that they see the entire Mournland as disarray to be quelled. We should leave them be. If we distract them from their purpose needless conflict may arise, and while I am sure we'd have no difficulties against them, they can call in reinforcements that could be quite fatal to us."  Honor considered approaching the drones to seek intelligence, but he knew himself well enough that his internal quandaries may set these axiomatic creatures off just as easily as Aanash' tomfoolery.
 
 
  
Archmage1
Following Surge through the mist for what seemed like several hours, Adam almost lets out a sigh of relief as the mists fade, and the Mournland becomes visible.  But then he looks, and takes in the sights.    Order.  Perfect order.  Our entry into the Mournland, and we end up in perfect order?  Is this a sign that we are doing the right thing?  A sign that the Mourning won't end until the world is put into order?  A sign that order can break the Mourning?    As he thinks, he almost unconsciously clutches his worn holy symbol, before his attention is drawn to the slight movement of metal within the forest.  He pauses, and points them out
" There, in the trees.  Monodrones.  Remember the procedures for dealing with creatures of order:  Don't disturb their order, and follow the proper procedures.  Be careful where you step, and if you kick a stone or stick out of the way,  put it back.  There is no reason for hostility.  We have our task, and they have theirs. "
Looking around, Adam tries to identify some familiar landmark, and attempt to identify the way to Kalazart.

 
 Spoiler: Rolls 

 (1d20+8)[ 25 ]  perception(Landmarks)
 (1d20+5)[ 12 ]  Survival(Find the way?)
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52/52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 27/27 Sorcery Points: 5/5
Conditions:  

Svek walks through the mists to enter the Mournland, staying right next to the others so he doesn't get lost. He's not sure how they manage to find the way each time, and he's sure he would just be wandering around in the dark forever if he had to go through it by himself.

He's seen strange, horrible things in the Mournland. While this isn't the most horrible, it might be the strangest. This is so different from anything he ever saw as a kobold. There was almost no order in his childhood, just fear of those more powerful. The straight lines and concentric circles are new to him, but they seem oddly calming, sort of like the rules in the military. Once you learned them you knew what to do.

  "Monodrones, huh? I think I like them."  

However, he is afraid that if he upsets this balance, these creatures won't be as friendly. Despite exiting the mist, he stays close to the others and tries not to disturb anything.
 
 
  
 
 Spoiler: OOC 

 Action: 
 Bonus Action: 
 Reaction: 
 Movement: 
 Object: 
 Concentration: 
 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 
 The Lightning Rail 

The doldrums of travel is always the worst part. When he catches sight of the great wall of faces from the window of the lightning rail, however, Aanash lights up with excitement and presses against the glass. He'd never seen something of such magnitude before he came here. It still holds him in awe, despite all of its ominous gravitas. The despair and loss it represents is lost on him.

 The Wall 

When the time comes to cross, he steps in confidently, feeling the crackling sensation of the energy in him reacting to the energy  in there . It makes his heart beat a little faster, the wardrums of Shavarath pounding in his ears. Aanash wants too much to close his eyes and let it take him, to see what glorious wonders it leads him to.

But the most beautiful things can hold deadly poison. Taking shallow breaths and trying not to hyperventilate in giddy excitement, he chews the wood chips he gratefully accepted from the Witchling during their travels, distracting his fidgeting body so that he can stay on task and follow Surge.

 Present 
 "Ooh, monodrones. Who wants to go mess with them?"  Aanash asks his companions with a wide grin. He has nothing against them, of course. It's just fun to topple their little projects and watch them sputter and flail about like angry bees. The others aren't so keen on bullying the mods, so he blows a breath out of his nose and shrugs.  "Alright. I will  keep it  on my pants."  He pats the warhammer hanging from a loop on his belt. His hand remains near in case of danger, but he doesn't aggress the monodrones.
 
 
  
Amnestic
With your deduction and knowledge of Daanvi, the party manages to rein in their more chaotic urges (Aanash, mostly) and you keep moving, eventually leaving the heavily ordered manifest zone of Order behind. The healthy plants and ordered rivers fall away being replaced by the same dull brown-grey mud and sand that is the more familiar territory of the Mournland. A dull, dusty wasteland bereft of life.  Thankfully navigating isn't difficult - with the wall of mist at your back, and the occasional indication of where Conductor Stones  used  to be, you have little difficulty orienting yourself to where Kalazart  should  be, assuming it hasn't moved.

Eventually your drudgery brings you upon the remains of an old battlefield that seems to have been fought across a lightning rail line. Line of wooden spikes to hold advances at bay surround you, great gouges have been torn from the ground by explosions, and scattered armaments rusted and dessicated by exposure to the Mournland's energies surround you. More notably though, this section seem to have a section of  mostly  intact Conductor Stones that stretch on for at least a mile ahead of you. Some of them are damaged, but most appear fine, having somehow escaped true destruction during the battles fought here.

 
 Spoiler: Int (History) DC15 

House Orien has a standing bounty for the locations of intact Conductor Stones of 500gp per mile in the Mournland, with payouts changing depending on their state and distance from the Mournland border.
 


As you pick your way along the lightning rail tracks - following them being one of the easiest and most direct routes to Kalazart - you note that one begins to crackle with electricity as you pass by it, then another further forward, and then a third beyond that. Cracks appear in their exterior as barely constrained lightning emerges in jolts and bolts, and in a moment, three elementals of pure lightning appear before you. Any hope that they would be as passive as the monodrones is quickly tossed aside as they begin moving towards you, their legs sending up towers of sparks whenever the set foot on the ground, and your nostrils fill with the scent of quick-fired glass as the sand beneath their 'feet' is immediately superheated.

 
 Spoiler: Int (Arcana) DC14 

Casting Dispel Magic on the conductor stone will instantly free the bound elemental from this plane, effectively banishing it permanently.
 

 
 Spoiler: Map 

 

Initiative order:
 Surge: [22] 

East Lightning Elemental: [19]

Aanash: [18]

Adam: [14]
Iron Witch: [11]

West Elemental 1: [11]
Centre Elemental 2: [5]

Honor: (1d20)[3]
Svek: (1d20)[3]

Surge is up first.


 In addition , whenever you cast a spell roll a d12 for me please.
 
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  44/44  
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 

Very surprised Surge is not, but his archery skills have deteriorated during the long stay in New Cyre. He shoots at the eastern elemental twice. More accurate than any novice archer, but the results are horrible for his high expectations.

 
 Spoiler 
1st attack: Either a crit for 24 damage or a grazing hit (14 to hit) for a "mere" 16 damage
2nd attack: nat 1.
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 
 "Oh!"  for once, Aanash remembers something from their business dealings.  "Remember that one time we saw a posting about how the Orien want intact stones from their rail!"  He waves his hands at the intact obelisks.  "Payday, boys! And ladies,"  he quickly corrects.

The celebrations are interrupted, but the interruption does not quell his cheer.  "I suppose I would not be so happy to be enslaved, either,"  he comments on seeing their furious disposition.  "Alas, sweet child of  aakaash . All I can offer you is  entertainment  after your long imprisonment!"  He spins his warhammer out of its loop.
 
 
  
Archmage1
Faced with an imminently shocking death, Adam ensures that his shield and the banner are ready, before he intones a short prayer.  " May we maintain our vigil against the coming dark. "

As he concludes his prayer, the light seems to dim, but in a comforting sort of way.
Moments later, a spectral war hammer forms in front of the center elemental, and swings at it.

 
 Spoiler: Actions 

Adam will use Twilight Sanctuary.
Cast Spiritual hammer, swinging at the Center elemental.(Rolled a 4 on the d12)
Rolled 17 to hit.
 (1d8+5)[ 9 ]  Damage

Gain  (1d6+5)[ 8 ]  Temporary HP
 
Amnestic
Surge's first arrow lands inside the elemental's form and causes a surge of bolts where it 'impacts', though the second one is caught by the electricity and deflected before it can find its mark. The elemental moves forward, though a tether still remains tying it to its original Conductor Stone. The nimble shifter deftly dodges past the creature's first swinging arm of lightning, but the second one seems to hone in and unleashes a scorching jolt of pain through the bow-wielder.

Adam's conjured hammer slams down on the central elemental, and though it discharges lightning in return, Adam isn't close enough to be hurt by it.

 
 Spoiler: Map 

 

Surge hits once for  16  (barely, but a hit's a hit!), misses with the nat 1.
The elemental moves forward and misses Surge once, then hits him in return for  14  lightning damage.

Adam hits with spiritual weapon for  9  and sets up his Twilight Sanctuary.  And yes, that description  does  indicate a 'lightning shield' type effect.

 
Initiative order: 
Surge: [22]

East Lightning Elemental: [19]
 
Aanash: [18]
Adam: [14]
Iron Witch: [11]
 
West Elemental 1: [11]
Centre Elemental 2: [5]

Honor: (1d20)[3]
Svek: (1d20)[3]

Adam's taken his turn, so Aanash and Iron Witch(+witchling) are up.


In addition, whenever you cast a spell roll a d12 for me please.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (8) 

With just enough self control not to run in and whack a lightning elemental with his metal hammer, Aanash draws a javelin from his back with his other hand, hurling it forward. Leaning back, he looks past Svek and the Witch, taking a few steps forward to make himself a more obvious target for that lightningbug.

 
 Spoiler: Actions 
Javelin attack at Mid-Elemental.
 (1d20+8)[ 12 ]  to hit
 (1d6+5)[ 11 ]  damage on hit

Then move 4 W.
 

 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP-/- 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 7/7

Witchling
AC13 HP: 18/18
16PP

Cannon turret
AC18 HP: 25/25
  
 
  

Lightning elementals emerged from the rail. The Witch almost felt bad for the things; trapped here in the apocalypse, without even a purpose to fufill. Well, no sense anthropomorphising them; elementals didn't think like people did.
 
 "Stay close,"   she said, unnecessarily; the Witchling still clung to her hat as normal.

With her teeth bared, she retrieved what looked like a stake from her belt and stabbed it into the ground. Swiftly, it unfolded, far more than should have fit in the space of such a spike, into a doll vaguely remmiscent of the Witch herself, and armoured doll perhaps three feet tall. This one had a blank face but for a single cyclopean eye. Beneath its cloak, it brought to bear a cannon it cradled in both hands, marching forward with a rythmic step.

She whistled, a sharp, piercing note, and then a trill, and the doll leveled its cannon at the elemental and fired, a bolt of force whipping out to drive the elemental back. With mechanical motion, and zero hesitation, the doll soldier cycled its rifle.

With a tight nod of satisfaction, the Witch took off with a great flurry of her raggedy black wings, flying south, away from the elementals.

 
 Spoiler: OOC 

Action: The Witch spawns a turret.
BA: The turret marches 10ft west and 5ft south and shoots at the elemental. On a 19, if that hits, it does 13 force damage and knocks the elemental back 5 ft.
Move: The witch (and witchling carried with her) take off and fly 15ft south.
 
Amnestic
Aanash's javelin flies true, but the moment it  would  have impacted against the elemental a hole opens in its electrical body and the projectile soars straight through, before it swiftly closes again, as if it had never struck at all - and indeed it seems no worse for wear. Iron Witch's turret seems to have more success, as the burst of magic causes a momentary fluctuation in its form. It rushes forward in retaliation swinging left and right with its arms. Aanash deftly dodges in return, the lightning barely getting close to him, but the stalwart turret is not so agile and receives a blow to the head that sends jolts throughout its form.

To the north, the final elemental stabs an arm directly into Aldruarch's core, the discharge surging throughout with such power that the beast of Daanvi almost immediately fades from view. It attempts a follow up on the former steed's master, but the warforged blocks the blow from landing true.

 
 Spoiler: Map 

 

Aanash misses with his Javelin. Don't worry about the description, that's just fluff - it just didn't roll high enough vs. AC.
Turret hits and knocksback.

West elemental misses Aanash (nat 1 babyyy), hits turret for  15 .
I forgot to include Honor's mechanical steed on the last map, so I did for this turn...and then the centre elemental went and killed it in one hit (21 damage) so it vanished.
It then misses Honor with its follow up attack.


 
Initiative order: 
 Surge: [22] 

East Lightning Elemental: [19]

Aanash: [18]
Adam: [14]
Iron Witch: [11]

West Elemental 1: [11]
Centre Elemental 2: [5]

 Honor: (1d20)[3]
Svek: (1d20)[3] 

Honour, Svek, and Surge (as part of the new round) are now up.

In addition, whenever you cast a spell roll a d12 for me please.
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 25/25 

Honor sees the arcs of lightning flying at his compatriots when they strike the elementals. Looking to the one that menaces him and surge, he shrugs, draws his hammer off his back, and utters the command word that causes it to glow with incredible heat.  "We shall see what breaks first, stormling. The hammer or the anvil."  Then, with a mighty battle roar, Honor steps forward and swings mightily.
 
 
  
 
 Spoiler: OOC 
 Maul attack, with flame tongue active for more damage. Two attacks-  (1d20+7)[ 26 ]  to hit, and  (2d6+4)[ 15 ]  bludgeoning, plus  (2d6)[ 5 ]  fire. Second attack-  (1d20+7)[ 13 ]  to hit, and  (2d6+4)[ 7 ]  bludgeoning damage, plus  (2d6)[ 10 ]  fire damage. If either attack hits, he will activate a level one divine smite for an additional  (2d8)[ 11 ]  radiant damage.
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52  +6  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 5/5
Conditions:  

Svek is not amused by the lightning rail. For him it is just a guide to their destination, and he has no desire to pull up the stones for a few pieces of gold, but he of course won't stop the others if that is what they want to do. Before they get a chance though, the trap is sprung.

He sees the elementals engage his friends, but he's not quick enough to stop them. Seeing that to his east we have them outnumbered three to two, he instead turns to the west and moves to help Aanash, who is fighting one of them alone. Obviously too late, he still tries to warn Aanash.

  "Look out, Aanash. Try not to get too close."  

He then does his best to turn into a dragon, spreading his wings and lifting from the ground, flying up into the air and breathing acid down upon the elemental. It feels good to let go and become the dragon he's meant to be.  
 
  
 
 Spoiler: OOC 

 Action: Breath acid on western elemental. Acid damage  (3d6)[ 11 ] , DC16DEX save for half.
 Bonus Action: Cast Dragon's breath
 Reaction:  shield if needed
 Movement: 2S, 1W, 15' up.
 Object Interaction: 
 Concentration: Dragon's breath, Round 1/10
 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
 
Archmage1
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  30/44  
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 

Suffering a shocking surprise, Surge is not particularly happy, but his deteriorated archery skills need range to practice.  Not wanting to be shocked again, he casts Zephyr Strike, his movements becoming smoother, almost one with the wind.  Safe from lightning, he moves 3 tiles south, and four tiles west, ending up two tiles north of the Iron Witch, before He shoots at the eastern elemental twice, calling upon the wind to guide his strike.

 
 Spoiler 

Assuming the Eastern Lightning Elemental is still up, shooting it twice.  If it is not up, or it goes down after the first strike, target the center elemental.
Using Zephyr Strike on his first attack, which grants advantage, and some extra damage.
Rolled 25 to hit.   (1d8+9)[ 10 ]  Piercing +  (1d8)[ 8 ]  Force
2nd attack
Rolled 21 to hit.   (1d8+9)[ 11 ]  piercing damage.
 

 
 
  
Amnestic
When Svek takes to the air and breathes down upon the western target, it undulates wildly and the acid seems to slip through innumerable tiny gaps in its body, and that which does find its 'mark' seems to evaporate from the superheated electricity all the faster. Still, it definitely did something.

Honor's massive maul slams down upon the more injured of the elementals beside him. Its form buckles, trying to reshape but it's slow to reform after the magical blow. The flames lick against lightning, but while it seems to be doing something to disrupt them, it's not nearly as effective as the blunt force of a (magical) hammer.

Though Surge's spell takes effect, the ambient magic in the air catches the tail end of the spellcast and weaves it together. Before your eyes, a cloud of swirling wind and magic forms, its form seeking to unleash itself against the nearest targets it can see. It is, you are certain, a living spell. While not all areas of the Mournland create them, some are more magically volatile than others. Still, one formed from a Zephyr Strike spell is almost certainly less of a threat than three fully formed lightning elementals, so Surge's target is set. The two arrows pierce through the elemental threatening Honor, the magic imbued inside each projectile sending jolts of their own through the target. With what might have been a roar of pain, if it felt pain like mortals do, the tether binding it to the Conductor Stone breaks, and the stone shatters due to the magical backlash. The elemental vanishes.

 
 Spoiler: Map 

 

The elemental makes their save against Svek's breath, and acid resistance knocks the damage down further unfortunately.
Honor hits with one attack (and smites with it) and misses with the other. He takes  9  lightning damage from the lightning shield. You also judge that they have fire resistance.
Surge finishes off the eastern elemental.

I couldn't see d12s for spellcasts this turn so I did it - Zephyr Strike rolled a 1, so a  Living Spell - Zephyr Strike  has spawned. It rolled a 4 on Initiative. You should assume it is hostile, probably both to you and the lightning elementals, if you think you can maneuver accordingly. In case it's hard to see on the map, it's currently in the square southeast of Honor with a little red mark on it.

Aanash, Adam, and Iron Witch are up.

 
Initiative order: 
Surge: [22]

East Lightning Elemental: DEAD
 
Aanash: [18]
Adam: [14]
Iron Witch: [11] 

West Elemental 1: [11]
Centre Elemental 2: [5]

 Living Spell: Zephyr Strike : [4]

Honor: (1d20)[3]
Svek: (1d20)[3]


In addition, whenever you cast a spell roll a d12 for me please.
 
Archmage1
Adam, still sort of sheltered from immediate attack by his allies, commands his spiritual hammer to swing at the center elemental once more, before he chants another spell, prompting a ringing sound in the ears of the central elemental as the inevitable end of all things reaches out to it.

 
 Spoiler: Actions 

Surge's Temp HP:   (1d6+5)[ 6 ] 
Spiritual Weapon attack :  (1d20+8)[ 26 ] 
Spiritual Weapon damage: (1d8+5)[ 8 ] 
Toll the Dead:  Wisdom Save(DC 16) or  (2d12)[ 12 ]  Damage  Spell Roll:  6(In OOC)
Adam's temp HP:  (1d6+5)[ 10 ] (Only matters if more than 8)
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (8) 

Aanash leans back out of the way of Svek's spray of acid, swinging his hammer on a cord tied to his wrist, around and around until an oval of rippling air forms around it. Satisfied, he seizes it in both hands and spins with the force to swing it at the elemental. As it collides, there is a thunderous boom and a wave of force that would ripple the grass - were there any to be seen - as the bubble of captive sound bursts.

 
 Spoiler: Actions 
Casting Booming Blade on the elemental next to him.
 (1d12)[ 2 ]  for living spell
 (1d20+8)[ 28 ]  to hit
 (1d10+5)[ 6 ]  bludgeoning and  (1d8)[ 5 ]  thunder damage on a hit. If it moves away, it takes another 2d8 thunder.
Crit damage,  2  bludgeoning and  7  thunder.
 

 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:10 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 7/7

Witchling
AC13 HP: 18/18 THP: 8
16PP

Cannon turret
AC18 HP: 10/25
  
 
  

Electricity coursing through its frame, the doll fired spasmodically, harmlessly blowing a crater in the soil. The Witch tsked through her teeth and readied her longarm, loading a cartridge into the breach. The cartridge - a little shorter than her finger - was a smooth cylinder with grooves carved equidistant lengthways, from which a cold blue light shone dimly. She sighted, fired, and a icy ray bloomed frost into the air and struck the same elemental as before. The spell-stuff the cantrip left wriggled unpleasantly in the air, striving to come alive, then slowly faded away.

Her black wings beat as they kept her aloft, the sound of them strangely muted.

 
 Spoiler: OOC 

Action: The Witch casts Ray of Frost for 11 damage and slows the enemy by 10ft until my next turn.
BA: the turret shoots and as PPP jinxed my roll misses miserably
Move: 10ft E
 
Amnestic
Aanash's hammer swings through the elemental's form. Though the mundane metal doesn't seem to do much, the thrum of thunder that follows in its wake sends ripples and shocks throughout the creature of lightning. Though it becomes ensconced in the energies, it doesn't seem to feel the need to move, especially when a beam of frost from the Iron Witch temporarily slows its undulation. It lashes out again, swinging its arms at both turret and Aanash with wild abandon. The mournling deftly dodges away from the horizontal swipe, but the turret's tiny legs can't carry it away in turn and a further discharge runs through it.

In the centre, Adam's spells both tear at his foe, the twin energies of radiance and necrosis swirling against the monster that presses deeper into the party's core. A further retaliation from the creature stabs deep into Adam, sending charged energy running through his body, but the elemental's attempted strike at Honor is deflected before it can land. Even while recovering from the elemental's strike, Adam is still able to deflect the surging wind that comes from the living spell.

 
 Spoiler: Map 

 

Aanash does only half damage with his weapon critit since it's non-magical, but full damage with the thunder crit. No movement though.
Adam hits with both spiritual weapon and TtD.
Iron Witch does full damage with the ray of frost, they're not resistant to cold (surprisingly).

Centre elemental hits Adam for  17  lightning, misses Honor.
West elemental misses Aanash, crits the turret for  20  lightning damage. With the 15 from last turn I think it's gone now? Left it on the map just in case I'm wrong.

Zephyr Strike spell misses Adam with their strike.

Honor, Svek, and Surge are now up.

 
Initiative order: 
 Surge: [22] 

East Lightning Elemental: DEAD

Aanash: [18]
Adam: [14]
Iron Witch: [11]
West Elemental 1: [11]
Centre Elemental 2: [5]

Living Spell: Zephyr Strike: [4]

 Honor: (1d20)[3]
Svek: (1d20)[3] 


In addition, whenever you cast a spell roll a d12 for me please.
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52  +9  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 5/5
Conditions:  

Svek is not sure what to do. He doesn't think his spells that restrain or frighten will work on this creature. Acid works but doesn't seem terribly effective. His other spells are probably not worth casting right now since the risk of creating a living spell is more than the effect they will have on the lightning.

  "I can at least help Aanash and the turret."  

He flies down closer to the lightning beast and breathes a bit of acid into its face, missing Anash and the turret. 
 
  
 
 Spoiler: OOC 

 Action: Breath acid on western elemental. Acid damage  (3d6)[ 12 ] , DC16DEX save for half.
 Bonus Action: none
 Reaction:  shield if needed
 Movement: moves down to 10' from the elemental, breathes on it, and then flies back to his current location.
 Object Interaction: 
 Concentration: Dragon's breath, Round 2/10
 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 48/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 3/4 1st, 2/2 2nd 
 Lay on Hands- 25/25 

The rush of battle is no stranger to Honor, but years of honing his perceptions like a blade have left him more aware than most as to the flow of battle. His squad was receiving damage, but it did not appear to be anything overwhelming... yet. So Honor kept up his work, attempting to eliminate the foes before him with massive hammer swings.
 
 
  
 
 Spoiler: OOC 
Two attacks, first at the elemental, then at the elemental again (or the living spell if the elemental goes down). First attack-  (1d20+7)[ 13 ]  to hit and  (2d6)[ 4 ][ 4 ](8) +4 and  (2d6)[ 3 ][ 6 ](9)  fire damage. Second attack-  (1d20+7)[ 24 ]  to hit and  (2d6)[ 1 ][ 3 ](4) +4 (1 changed to 2 for 1 additional damage) and  (2d6)[ 6 ][ 6 ](12)  fire damage. Crits and Great Weapon Style rerolls will be done in the discord and edited in. If either attack hits he will level one smite for  (2d8)[ 1 ][ 5 ](6)  (1 changed to an 8 for 7 additional damage)
 
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  30/44   
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: Zephyr Strike 

Nervously, the hunter aims at the elemental battling his comrade in arms Adam. The others seem mostly fine, and the shifter could not care LESS about the destruction of the creepy doll. Shakily, he fears to hit his friend, further ruining his trust in his marksmanship.

Feeling vaguely threatened, Surge dashes to the rocks in the west.

 
 Spoiler 
natural 1 for first attack
27 to hit and 12 magical piercing damage.
Moving west onto the westernmost rock. It looks smooth enough to stop on.
 

 
 
  
Amnestic
Honor's maul swings down, the elemental narrowly scurrying away from the first strike but leaving it open to be cleaved by a wide swing that sends jolts flying everywhere. It reforms, though notably slower, and a bit smaller, than it was before, and the tether binding it seems a bit weaker.

Surge and Svek move to flank their western target from both sides, but the elemental proves remarkably agile, again slipping between the acidic globules spit by the kobold, and though one of Surge's arrows goes wide, the second tears through the centre of the lightning form, tearing a chunk of pure electricity from it. The hole is filled, but again notably slower than it was reforming before.

 
 Spoiler: Map 

 

In hindsight I didn't need to put a gap because the eastern elemental is dead, but I guess it makes it less overwhelmingly all at once for me to update.

I also forgot Aanash's retaliatory damage last turn - he took  6  lightning damage from their lightning shield effect.

Western elemental again makes their save against acid breath, plus resistance so takes 3 total.
Surge hits for 12.
Honor misses once, hits and smites for 28 total. They take  8  in retaliatory lightning damage.

Both elementals are looking pretty close to gone.

Aanash, Adam, and Iron Witch are now up. Perhaps enough mop up the fight? Or perhaps not.

 
Initiative order: 
Surge: [22]

East Lightning Elemental: DEAD
 
Aanash: [18]
Adam: [14]
Iron Witch: [11] 

West Elemental 1: [11]
Centre Elemental 2: [5]
Living Spell: Zephyr Strike: [4]

Honor: (1d20)[3]
Svek: (1d20)[3]


In addition, whenever you cast a spell roll a d12 for me please.
 
Archmage1
Adam, with an elemental in the face and lightning coursing through his veins does the only reasonable thing.  He sends his hammer around to the back of the lightning elemental, and has it swing down, trying to ground out the existence of the elemental before him while he works to suppress the jitters remaining in his fingers, before trying to cast a spell.

Then, if it is still alive, another bell tolls, ringing through it's existence.

 
 Spoiler: rolls 

 (1d20+8)[ 28 ]  Spirit attack
 (1d8+5)[ 6 ]  Spirit damage(+1 from crit)

Wis Save, DC 16, or the elemental takes  (2d12)[ 17 ]  damage
If it is already dead, then toll the dead on the spell spawn thing.   (2d8)[ 12 ]  damage(I believe it hasn't taken any damage thus far.  If this isn't the case, then it takes the 2d12

Wild magicish roll?   (1d12)[ 11 ] 
 
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:11 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 7/7

Witchling
AC13 HP: 18/18 THP: 9
16PP

Cannon turret
AC18 HP: 1/25
  
 
  

With another sharp whistle, the near-ruined doll soldier took aim. There was no hesitation by it from pain or pity when the construct fired a bolt of force and blew the elemental into sparks.

Without hesitation, the tiefling loaded another frost cartridge into her longarm and took aim.

If the remaining elemental was still around, she would fire at it, the frost blooming in the air. If it wasn't, she would take aim at the living spell, hoping that the magic cold would freeze the vitality within the rogue magic.

After firing, her great wings beat mutedly against the air, carrying her and her passenger westwards, away from the remaining foes.

 
 Spoiler: OOC 

Action: The Witch casts Ray of Frost, rolls 14 again, for 9 damage and slows the enemy by 10ft until my next turn.
BA: the turret shoots kills the western elemental
Move: 10ft W
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (2) 

Barely registering the electrical shock that came up through his arm, Aanash whirls around once the elemental is fallen. He grabs another javelin from his back and hurls it the remaining mass of lightning.  "You know what I love about fighting elementals?"  he asks, looking up at Svek above him with a grin and not waiting to see where his javelin lands.  "You don't even have to be gentle with 'em! They'll just reform back home! Heck, we're practically abolitionists snapping these guys' tether cords!" 
 
 Spoiler: Actions 
Move 2 E and throw Javelin at the last Elemental after turret lad caps the west one.
 (1d20+8)[ 22 ]  to hit
 (1d6+5)[ 8 ]  damage on hit
 

 
 
  
Amnestic
With a swift combination of attacks, Aanash, Iron Witch and Adam finish off the lightning elementals, whose tethers (and conductor stones) shatter as their forms are finally broken beyond reformation. The living spell likewise is destroyed before it can truly bring its magic to bear, what remains of the spell's magic scattering to the 13 winds. As quickly as they came, they're gone, and you're left with the lingering stench of a dead battlefield and the singed hair from lightning as the only remnants of your fight for your lives.

 
 Spoiler: OOC 

Combat over. Decide how you're going to patch yourselves up, if at all, and then we've got next step on your journey.
 
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:11 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 7/7

Witchling
AC13 HP: 18/18 THP: 9
16PP
  
 
  

Well, that was that.

The Witch let her wings carry her back down to the blood-stained sands. At a sharp whistle, the doll-soldier bowed and folded itself back into the stake, which she slid back into its sheath on her bandolier.
  "Seems to have solved the problem,"   she said.   "Anyone injured?"
  
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  30/44  
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft), 6 tHP 
 Concentration: - 
 Never a tired fight in here.  Surge's hair stands on end due to the electrocution he had gotten. Putting away his bow, Surge looks for any salvagable arrows. The magical weapon up north also intrigues him, though he knows mundane things can just happen to glow here.  Yea, I got roughed up a bit, but it should be fine, if I avoid the frontline. 
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52  +9  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 5/5
Conditions:  

Since he's already flying, Svek briefly flies up and scans the area to see if there is any more imminent danger. He thens descends and joins the others.

  "Nice work, everyone."  

Having avoided the lightning during the encounter, Svek waits for others to decide whether to rest and heal or push forward. 
 
  
 
 Spoiler: OOC 
Perception:  (1d20+5)[ 14 ] 
 Action:    (1d20+5)[ 14 ]   Edit: error
 Bonus Action: none
 Reaction:  shield if needed
 Movement: none
 Object Interaction: 
 Concentration: none
 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
 
Archmage1
As the battlefield falls silent, Adam bows his head in a brief prayer of thanks for their victory, before looking over the battlefield, his eyes grim.  " Even if the mourning ended today, it would be years before there was any hope of a restored Cyre, and the other nations would never allow it. "  He shakes his head sadly, before responding to The Iron Witch's question.  " Some singeing, but nothing serious.  I would appreciate a brief break, to pray that those who fell here, originally, found their way to the gods safely. "

 
 Spoiler: Temp HP for all! 

There is still some duration left on twilight sanctuary, so everyone should get one more roll of temp hp, which might be helpful.  Said temp hp lasts until we do a long rest.

 (1d6+5)[ 10 ]  Surge
 (1d6+5)[ 8 ]  Anash
 (1d6+5)[ 11 ]  Honor
 (1d6+5)[ 10 ]  Adam
 (1d6+5)[ 8 ]  The Iron Witch
 (1d6+5)[ 8 ]  Witchling
 (1d6+5)[ 6 ]  Turret
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 40/54 Temp HP 11 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 2/4 1st, 2/2 2nd 
 Lay on Hands- 25/25 

Onatar's Wrath glows with greater intensity while Honor looks around the battlefield, searching for a new foe to smite. When he finds none, he whispers the dwarvish word to calm the hammer, the metal slowly losing it's glow and cooling down. He turns to face the others, eyes roaming over them to check for wounds. At Adam's comment, he growls a low response.  "It does not matter what the other nations wish. Cyre will be restored. As long as it's people are alive, this dream lives. And I don't plan on dying any time soon until I see it done." 

Honor stomps over to the site where his mount was dispersed, going to a knee and tracing a symbol of order into the hard dirt of the Mournland.  "My apologies, Aldruarch. I did not mean to leave you exposed. Until next time, my friend."  Then the warforge stood, holding his hand out, palm up, and allowing a mote of grey energy to emit upwards.  "If anyone needs healing, we should deplete my supply first. It has always been reliable in the Mournlands, it doesn't seem to risk creating living spells, and it replenishes every day. I can also look over your wounds to make sure they are clean and healing appropriately. Some years ago I went through field medic training." 
 
 
  
Amnestic
As the rest of the party deals with recovery as needed, they leave Surge to his hunting. Outside of his own arrows, he finds very little in the way of usable materiel that can be recovered - while the Mournland doesn't let bodies decay, the same can't be said for equipment, and what few unbroken arrow shafts he does find are all rusted and require new fletching. It would, frankly, be faster, cheaper and easier to make entirely new ones than attempt a restoration of the items you find. When he approaches the the sword surrounded by a glowing green aura it fluctuates and fades, and for a moment it seems like absolutely nothing has happened or will happen.

From the ground up a spectral form begins to appear, starting from armoured greaves and working its way up until before you 'stands' the ephemeral form of a translucent halfling man, clad in armour emblazoned with Cyre's heraldry, with an exact replica of the sword from the ground slung into his belt. The ghost - if that is what it is - looks at Surge, with his arms clasped gently behind his back, before speaking:

 "Hello." 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (8} 

In the aftermath of the fight, Aanash takes a moment to collect his two javelins and stow them back in their quiver. Setting his worrying block back in his jaw, he peers around at the stones to count on his fingers how many intact ones have still survived. They wouldn't be bringing them back, but Orien would still pay for the location.

Offering prayers for those who died here seems silly to him, after all the clouds of faces and the bodies frozen in time suggest they've anything but moved on.   And who really wants to move on?   he ponders silently to himself,   When even the dead must fade.   An eternity walking a land of glorious chaos... to him, it seemed paradise compared to an inevitable decay into oblivion.

Seeing the spectre rise up from the blade brings a bright expression to Aanash's face, his estimations proven (to him) correct. He quickly scuttles over the uneven terrain to gawk at the ghost.  "Ooah yoo?"  he babbles around the wooden block before picking it out of his mouth and wiping some of the slobber off.
 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:11 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 7/7

Witchling
AC13 HP: 18/18 THP: 9
16PP
  
 
  

As the ghost rose from the ground, the Witch didn't quite aim at him. But a catridge slid into the breech and her longarm was kept close to hand as she watched how it was going down, ready to intervene if necessary.

For anything more than that, she kept silent, simply watching over the scene for now.

 
 Spoiler: OOC 

Prepare a casting of Ray of Frost, but don't actually cast it unless the ghost gets hostile.
 
Amnestic
 "Finas Teyas, corporal in Cyre's Seventh Infantry Regiment. Or, I was."  The spirit theatrically looks down at themself.  "Now I'm a spirit or a ghost or something of that sort. Speaking of, I don't suppose any of you would happen to be spirit binders?" 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52  +9  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 5/5
Conditions:  

Svek sits around a little bored while the others rest, but not bored enough to go off exploring on his own in the Mournland. That's too dangerous. He steps back a little when the ghost forms, becoming slightly more comfortable when he sees that it is only the size of a halfling. But when the ghost mentions being a corporal in the Cyre's Seventh Infantry, Svek becomes friendly, and quickly walks over to the ghost, almost flying with his wings but just using them more for short hops.

  "Seventh you say? Adam and I were in the Fourth. You all saw some serious battles if I remember right. You have my respect. I don't think any of us are spirit binders, but is there any other way we can help you?"  

When he says none of us are spirit binders, he looks over his shoulders at the others to make sure that is accurate.
 
 
  
 
 Spoiler: OOC 

 Action:  [S] none
 Bonus Action:  none
 Reaction:  shield if needed
 Movement: none
 Object Interaction:  none
 Concentration:  none
 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost
 
Archmage1
Given the chance, Adam starts walking through the various corpses still present on the field, offering prayers for the fallen as he goes.
" Oh, generous Host, we thank you for all that you have done for us, and I pray that those who fell here, and all of those taken in the Mourning are safely in your hands.  That their suffering was brief, and their rewards in the defense of Cyre many. "
As he walks and prays, he checks each corpse for a dog tag, or some other form of identity.

However, before he can finish his search, he sees Surge interacting with what seemed to be a magical sword, and a trapped spirit appearing.  For a moment, a bleak look of despair appears on his face, as Adam considers the possibility that this means that ALL of those who were trapped in the Mourning may still be trapped, but after a few moments of calming himself, he approaches the spirit.

Hearing the question asked, he shakes his head.  " I fear not, but perhaps if you are bound to this sword, we might be able to take you with us, out of the Mourning, and find help. "
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 40/54 Temp HP 11 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 2/4 1st, 2/2 2nd 
 Lay on Hands- 25/25 

Honor's eye lights glow brighter with interest as the ghost... if that's what it is... appears before them and declares itself Cyran military. He approaches, but keeps some distance. Feelings of comradery and sadness do battle within his soul, but none of this shows on his near featureless face. His eye lights change color from his normal cerulean blue to a shimmering white as he tries to gather more intel on this manifestation, and he speaks up.  "First Sergeant Honor, Cyran Fourth Company. As the others said, we have no spirit binders amongst us, but even in your current state we leave no brother in arms behind." 
 
 
  
 
 Spoiler: OOC 
Diivine Sense- Undead Ghostie or something else?
 
Amnestic
 "A little too serious, as it turns out."  Finas replies sadly. The spirit shuffles from foot to foot when you confirm none among you can bind spirits.  "That's...unfortunate, but not surprising. Well, nothing to it then."  There's a brief moment of pause as he resolves himself.

 "When I joined the army I swore an oath that I would carry my family's sword to war and back home again. It...seems to have become a bit more binding than I thought it would be."  He points at the sword on the ground, bereft of a hand to hold it.  "I can't pass on while it's still here, and only I can carry it, but I'm a bit too spiritual to do so anymore. The only solutions I've managed to figure out are for a spirit binder to bind my spirit to the blade, so that another could carry it, or...for me to possess someone, so that I could use their body to carry the sword. No one's said yes yet, and it's not something I'd like to force on anyone." 
 
 Spoiler: Insight/Divine Sense 

There's not a lot of biological ticks when you don't have a body, but Finas seems honest enough.

Finas is indeed an undead.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (8} 
 "Hm,"  Aanash rubs his chin and hums to himself.  "As an aspiring future ghost, it is an intriguing proposal. After all, who would wish to pass to Dolurrh?"  The tiefling bares his sharp teeth in a grimace.

It quickly shifts to another cheerful smile.  "In fact, if you are a  good  cohort, may be you can tag along for longer after that and forestall your dreary visit to the land of the dead,"  he looks among his companions.  "Unless someone else would like to help Finas carry his sword back home?" 
 
 
  
Archmage1
Adam frowns, thoughtfully, at Finas's words.  " Perhaps we might yet attempt other options.  After all, what is an army but a group who bear each other's burdens? "

With that, he attempts to pick up the sword, without allowing possession.
Amnestic
 "I wouldn't-"  Finas' warning comes a moment too late. When Adam wraps his hand around the sword's hilt, he is wracked by feelings of regret, of searing pain, and death. His vision falters.

 
 Spoiler: Adam 

You're no longer on this torn battlefield of the Mournland. You're in Cyre, years ago, once more, though it's only your familiarity with the land that tells you that. All around you, Cyran forces are fighting a losing battle against Breland as the battle line is pushed back. You know this battle, and you know that it was a loss for Cyre, though Breland couldn't hold the land they took and were pushed back two weeks later, it was an absolute slaughter of troops on both sides for nothing at all.

You see from Finas' eyes, you move with Finas' body, shifting through the press of flesh and steel, swinging the blade left and right when you can to take out legs or parry blows. The fear that Finas felt that surged his adrenaline runs through you, and then it ends. A mace swings down from above, crushing your skull. You feel the both splinter as it pulps your brain.

And then you're back again, revisiting the same moment. A mace swings down from above, crushing your skull.

And again. A mace swings down from above, crushing your skull.

Over, and over, and over again.
 


The vision fades, and though to Adam it had felt like many minutes among the press of the battlefield, it was barely a moment for the rest of you. He manages to maintain his grip on the blade, but even through his gauntlet the weight of regret and power refuse to allow him to lift it. It's difficult to tell if the emotions are weakening your arm, or if the magic is simply weighing the blade down, but it proves immovable. Finas lets out a low whistle which might be a little impressive given his lack of lungs.  "Most people can't keep a grip on it and get a nasty headache for their troubles but...it's got to be me. Don't swear oaths lightly, I'll say that much. Words matter." 
 "Thanks for the offer, but I've spent years stuck carrying this oath, I want to see it done, and finish my duty. That's all."  He answers Aanash's offer.
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52  +9  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 5/5
Conditions:  

Svek watches as Adam grabs the sword. He can see the pain in his friend's eyes and watches as the color leaves his face. Just as he starts to move to help Adam, though, the soldier appears to recover, seemingly no worse for the experience, although it is hard to tell with Adam.

  "Adam, perhaps you should let go of the sword. Finas, if we let you come with us, will you join us while we finish our work first? It is a time sensitive matter. Then hopefully we could help you. And where is your home? How far is it from here?"  
 
 
  
 
 Spoiler: OOC 

 Action:  [S] none
 Bonus Action:  none
 Reaction:  shield if needed
 Movement: none
 Object Interaction:  none
 Concentration:  none
 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 40/54 Temp HP 11 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 2/4 1st, 2/2 2nd 
 Lay on Hands- 25/25 
 "Where is your home, Corporal Finas?"  Honor stepped forward, looking at the ghost with the same level iron gaze he always had.  "We are on a time sensitive mission for the crown with limited supplies. We cannot risk taking up your quest if it would bring us too far from our goal. Svek is right. We cannot halt our mission to complete yours. However... if it can be done afterwards or during, I will bear your spirit and your blade back to where you belong. No brother left behind."  He gives a small salute to the lower ranked officer. 
 
  
Archmage1
Adam frowns, suppressing the visions of Finas's merciful death.  Better to have died fighting than to have lived, knowing that you failed those you loved.  Despite the visions, he attempts to lift the blade, and fails.  " An unpleasant tale.  And a testimony to the pointless of the war. "
He then releases the sword, and steps back, as Honor steps up, and makes an offer.
Amnestic
 "I've been waiting years; a few more weeks or months isn't going to kill me."  He pauses, his open expression clearly hoping for a smile or other appreciation for the dead man's joke.  "But seriously, a promise of help in the future is better than being sat around here. Eston's my home, up north." 
 
 Spoiler: Int (History) Eston 

 
 Spoiler: DC1 
Why is it called Eston if it's to the north? Shouldn't it be Northon?
 

 
 Spoiler: DC5 
A small city on the north-western edge of Cyre. It was major location for House Cannith.
 

 
 Spoiler: DC9 
Eston saw at least a few sieges during the Last War but ultimately Cannith's interests - including three creation forges - there ensured it remained in Cyran hands. The city's prosperity was primarily based upon mining, as there was a significant amount of metal and mineral resources in the area. It had, at one time, a lightning rail route.
 

 
 Spoiler: DC14 
When the Mourning occurred, the surrounding area sank, putting the previously landlocked Eston onto the edge of the Brey River. This groundsink caused massive earthquakes through the city, and reportedly much of it has now since collapsed. It was here that most of Cannith's most prominent members were lost.
 

 
 Spoiler: DC19 
Mournland-mutated giants recently crossed the Brey River from Eston to lay siege against Angwar Keep in Thrane, attacking at night. At dawn, they returned across the water to Eston once more. No reason for the attack has been discovered, and Thrane remains on watch for any further incursions.
 

 
Archmage1
Adam frowns at Finas's words, ignoring the joke, and focusing on Eston.  After a few moments, he meets Finas's eyes.  " What do you know about what happened to Eston during the Mourning? "
Amnestic
Finas forms and 'X' with his arms, which is a little confusing on the eyes since his spirit is still see-through.  "Zip, zilch, zero, nada, and nothing. I died before it happened. All I know about what happened with the Mourning is what people have told me when they wandered past - and most of 'em weren't very talkative. I got the gist of it though. I think." 

He steps up to Honor, who is not far off three times Finas' height.  "This is going to feel weird, but try not to fight back against it."  The halfling spirit places a hand on Honor's leg, and then immediately blips out of sight.

 
 Spoiler: Honor 

For a moment your mind goes black, your consciousness floating in a void as your senses are eclipsed and occupied by Finas, the spirit taking control of your body. You feel yourself jerk forward, limbs moved on strings puppeted by someone other than you. Any hope of control is torn away as your sight and senses are filled with memories of Finas. Whether intentional or otherwise, the spirit's memories appear as blips and images in your mind - clearly separate from your own, and yet becoming ones you're intimately familiar with. Sensations you'd never felt before, from a perspective you'd never held. A family. Loves lost. Nights under the stars. The warmth of a freshly made meal around a table. The stench of warm blood, ice-cold mud, and even colder steel on the battlefield. The emptiness of death. It's too much to take in all at once, and much of it is delivered as emotional sensations instead of  moments .
 


Honor shudders for a moment, takes a step forward and then promptly loses their balance, falling face first into the dirt.  "Think I'm gonna leave fine motor control to you,"  the warforged states, though the cadence and accent are immediately recognisable as belonging to someone else. The metallic creature crawls, entirely ungracefully, over to Finas' fallen blade and takes it into hand.

 
 Spoiler: Honor 

The sensations fade, and you find yourself on your knees in the dirt, staring at Finas' blade in your hand. Instead of the myriad of sensations before, all you feel in your heart is a deep sense of regret, tinged with despair. Sensations which might be somewhat alien, and yet - perhaps due to Finas - you can intuitively name and understand. Your heart...hurts.

 "Wouldn't blame you for ending it here, but otherwise...thanks. Don't drop the sword though, I don't know what would happen if I got too far from it. Nothing good, probably, but sheathing it should be fine."  His voice echoes in your mind, as if it were your own, yet not still at a distance. You have full control over your body once more, though the niggling in the back of your mind tell you that if he wished it Finas could assert control at near any time now that you've let him in.
 
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:11 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 7/7

Witchling
AC13 HP: 18/18 THP: 9
16PP
  
 
  
  "Honour?"   the Iron Witch said cautiously.   "Are you unharmed?"  

The Witchling descended from the witch's hat, dashing over on its tiny legs to the much bigger construct. It grabbed Honour's cheek-equivalents with its little hands and peered into his eyelights, as if trying to see who was now in the mechanical brain behind the glassy ovals of the warforged's eyes. It cocked its head to the side and peered closer, almost nose-to-faceplate with him.

Inside her head, the Witch was hissing in annoyance. Helping a wayward spirit find peace was one thing, and entirely commendable - but the Mournlands were a bad place to take ghosts on as passengers (or, as it seemed, pilots) while still concerned with other risky ventures.
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52  +9  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 5/5
Conditions:  

Svek laughs at Finas' joke, but stops when Honor volunteers to host the ghost. Svek is afraid at first when Honor stumbles but it then appears that the warforged is unharmed. As the Iron Witch checks on Honor, Svek turns to the others.

  "I assume we're all ok with this. If Honor is, than I am. Is everyone ready?"  
 
 
  
 
 Spoiler: OOC 

 Action:  [S] none
 Bonus Action:  none
 Reaction:  shield if needed
 Movement: none
 Object Interaction:  none
 Concentration:  none

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor.
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 Temp HP 11 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 4 / 5 d10 HD 
 Spell Slots- 2/4 1st, 2/2 2nd 
 Lay on Hands- 22/25 

Flashes of impossible memories. Feelings and sensations that are simply not possible for a warforged. Honor was in so much shock, so stunned, that he didn't even notice the fall into the mud, or the crawl to recover the blade. When the Iron Witch questioned him, Finas responded first.  "I... uhhhhh... we..."  a weak hand reached up, unsure whether is is flesh and blood or wood and steel, but only certain that there is a large metal mace that has spilled the insides of his head across the ground. Honor's eyelights blinked, wavered, and then came on brighter than normal. Gently, he reached up and brushed the Witchling away with a surprisingly gentle coax.

It was Honor, finally regaining his composure, who stood up from the mud and finished the sentiment.  "I am unharmed. I feel... strange. Hungry... never felt that before... but... operational. Finas is allowing me control."  The warforged removed a rag from his bag and began wiping off the dirt. Feeling an intense need to look at the rag, Honor brought it before his vision. His eyelights winked out momentarily, and a vivid image of a bloody rag held in a small, flesh hand dominated his mind for several seconds before they flickered back on and he saw dirt and muck in an steel palm. Honor's jaw fell an inch and a half as a fresh wave of emotional sensation and impossible memory washed over him like a foreign tide in a strange sea.

  "Corporal Finas, it would seem I am at your mercy, awash in your memories, and having difficulty operating at full efficiency. Please do not make me regret assisting a fellow son of Cyre."   Honor stared at the rag a moment longer, part of him sure he felt non-existent blood on steel skin, before putting it into his maintenance bag.

 "We should make haste. The sooner we conclude our mission, the sooner I can aid Corporal Finas, and the sooner  we ... I... can return to normal." 
 
 
  
 
 Spoiler: OOC 
Rolled a d10 HD for the short rest, got 12 healing. Spent 3 Lay on Hands for the remaining missing HP. Back to full and ready to rumble.
 
Amnestic
  "It's not like I've done this before either,"   Finas' voice echoes in Honor's head.   "Don't think I've got much choice in what gets shared."  

Taking Honor's direction under advice, the party finishes their breather, packs up and continues moving along the tracks. You are, thankfully, unassailed by further lightning elementals or rogue spirits as you keep walking along the ruined lightning rail tracks, occasionally being forced off the beaten path by land shifts or a sudden abyss. Day and night don't mean a whole lot in the Mournland, with the difference between the grey twilight of high noon and deepest night being minimal at best, but as you begin to flag and feel the need for sleep and rest, you spot a large encampment of perhaps twenty or so small tents, along with  few larger ones.

Cooking fires, along with a central bonfire, still burn in the camp, and around one such cooking fire are four humanoid figures who stand motionless, watching the flames. You can't see any other figures aside from these four, and at your current distance you can't make out any notable features of them. Judging by one of the ruined flags flying over the camp, this was a Cyran location in the past. A short palisade surrounds the perimeter, but it's one that can easily be seen over and through, and bears no threat or hindrance to people taking their time at crossing, only those in a hurry.
Archmage1
As Honor is possessed, and control restored, Adam watches warily, knowing just how badly this can go, but to his great relief, things seem to go smoothly, as does the travel, despite a few minor detours.

However, just as the day seemed to be growing long, shelter arrived.  Or potential shelter, Adam wasn't sure which, and this being the Mournlands, the truth of the matter could be anything.  Not seeing any signs of defensive actions, except for four motionless figures around a campfire, Adam frowns, suspicions growing in his mind that perhaps this was a message.

 
 Spoiler: OOC suspicion rolls. 

 (1d20+8)[ 15 ]  Insight, are these figures aware of us at all?
 (1d20+8)[ 13 ]  Perception, are these figures all that are present?  Are there more hiding?
 (1d20+8)[ 13 ]  Medicine, distant doctoring?  Are they alive?
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (8} 

There are no hard feelings from Aanash about not getting to 'host' the spirit. If anything he looks amused at Honor's discomfort.  "Hungry, eh? Wonder if you're the first warforged to experience that!" 


Looking out at the abandoned -  formerly  abandoned - war camp, Aanash pulls out his hammer and spins it with a flourish. Lots of places for an ambush to hide. Such excitement waiting for them just down the plains.  "What a convenient place to stay. Think they have made preparations to entertain guests?" 
 
 Spoiler: Rolls 
 (1d20+2)[ 7 ]  Perception to look for signs of recent activity around the campsite
 

 
 
  
Amnestic
The figures are too far off to make out too much, but given that they are motionless they might not be alive. Or they could be warforged, or petrified, or simply very good at standing perfectly still. You can see no other figures or occupants at a distance - the fires throughout the camp might imply that there are others, but you can't say for certain. Aside from the fires though, the camp appears to be in a state of disrepair and looks relatively abandoned. The lack of sentries watching the gate, or indeed anyone keeping a lookout, likewise implies that there aren't others and the camp has been neglected.
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52  +9  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 5/5
Conditions:  

Svek looks at the figures that aren't moving at all. He grows more concerned as something doesn't seem right about this place. He knows this camp shouldn't exist here.

  "We're in the Mournland. No one sets up camps in here. Where are the guards? Why aren't those people moving at all? This seems wrong to me."  

He thinks that since we already have two quests, there's no reason to start another one and investigate this camp. He would be perfectly happy to just keep going and leave this place. But he knows his role. He will defer to Adam and Honor since they outrank him. So instead, he just leaves it at raising his concerns without giving his opinion on our next course of action.
 
 
  
 
 Spoiler: OOC 

 Action:  [S] none
 Bonus Action:  none
 Reaction:  shield if needed
 Movement: none
 Object Interaction:  none
 Concentration:  none

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
 

 
Archmage1
Adam, having looked it over, nods his head at Anash's words.  " No movement.  Either they're dead, very well trained warforged, or this is a trap. "  He takes another look, and sighs.  " I suppose we should investigate, and find out what's going on.  Or send someone more skilled in stealth closer, to see if there is anything further that we could find out. "
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 Temp HP 11 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 4 / 5 d10 HD 
 Spell Slots- 2/4 1st, 2/2 2nd 
 Lay on Hands- 22/25 
 "We...  I... am unsuited for recon purposes. Who is good at getting close unseen and unheard?"  Honor looks on at the encampment with suspicious eyes, searching for any risk or threat, but finding none, which just made him feel even more nervous.  "Surge, perhaps?" 
 
 
  
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  30/44  
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft), 6 tHP 
 Concentration: - 

The necromancy at display here is a bit too much for Surge to handle. He watches the stages of bargaining with the ghost, always too slow to formulate a protest or reaction in time. Truth be told, Surge was against helping the halfling, since it was immensely impractical. But leaving a brother in arms was not like Surge either, and even when he had not served in the war itself, he was immensely proud and happy to call Cyrians a family. A smile flitting across his bearded face.  I was going to protest, but you guys made up your mind already. And I am no one not to aid a Cyrian, considering what your country has offered me. 

 

 At the dead encampment: 
 We are no war band but you can simply give the command rather than loudly thinking what we know already. I am back with intel in a jiffy.  Surge never protested the rather dangerous work of scouting. It was part of his job, and the awkward group attention on him doing his simple work was odd.  Though remember that I know a trick or two to move us ALL into range of this camp. I suspect warforged or undead, personally. 
 
 Spoiler 
Survival  (2d20)[ 1 ][ 16 ](17) +6 (adv. due to Natural Explorer)
 
 Spoiler: Tracking creatures 
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
 

Stealth  (1d20+9)[ 23 ]  (if detected, will double move back to my allies, Zephyr Strike if detected in melee range).
 

 
 
  
Amnestic
Surge creeps closer to the encampment, darting from cover to cover - though it's sparse. Thankfully it doesn't seem to be needed. When he gets closer it's clear that the figures aren't warforged, nor do they seem to be people. The open faceguards reveal nothing but a black emptiness within. The suits appear to be empty, standing watch over nothing. Now closer it's easier to see that they're not the only abandoned apparel. Clothing and other objects are scattered around the camp as if those wearing them simply vanished. A pile of clothes rests on a chair, its trouser legs dangling into empty boots. Elsewhere a tunic and leggings have fallen forwards, carried by momentum of the wearer no longer there. A pot sits overturned, its contents long since dried into the hard ground.

It doesn't look recent. There's a thick layer of dust settled over the camp, unsettled only by the wind. Yet the flames still burn.
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (8} 
 " I  am about as subtle as a bull in a pottery shop,"  Aanash concurs with Honor, staying back and letting the professional scout handle this. He squats down and looks on from afar as Surge approaches the camp.
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52  +9  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 5/5
Conditions:  
  "I'll keep an eye on Surge in case he gets into trouble."  

While not a professional scout, and not nearly as stealthy as Surge, Svek can stay fairly quiet and is relatively inconspicuous, so he flies forward just a little to get a better look for himself and to keep an eye on Surge as he explores.

He waits in between Surge and the party in case there is any trouble.
 
 
  
 
 Spoiler: OOC 

 Action:  [S] none
 Bonus Action:  none
 Reaction:  shield if needed
 Movement: none
 Object Interaction:  none
 Concentration:  none

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
 

 
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  30/44  
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft), 6 tHP 
 Concentration: - 

Instead of interacting with ANYTHING Surge returns, now faster as he does not need to try and hide anymore.  There's nothing in that place. It's as if the people there vanished from one second to another. And we know this place is uninhabited for at least a few years. The fires burn from the Day of the Mourning.  There is a significant amount of worry and disturbedness in Surge's words.

 We can investigate, but it is probably smartest not to dig too deep. Maybe we can find a few non-decaying rations or similar. 
 
 Spoiler 
How does foraging in the Mournland even work? Does Surge just know where to find food that never spoils with age? Does it simply fail?
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 Temp HP 11 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 4 / 5 d10 HD 
 Spell Slots- 2/4 1st, 2/2 2nd 
 Lay on Hands- 22/25 
 "I see no reason to linger. It is unlikely that a place like this will have anything to aid our mission, and our mission is paramount. We should move on."  Distant memories of hunger stir at Surge's mention of food, but Honor keeps these to himself.
 
 
  
Archmage1
Adam nods at Honor's words.  " It grows late, but we should press on. "  He gestures to the camp.  " It doesn't seem that staying here is a good omen, should we wish to leave. "
Amnestic
After scoping out the camp, the party decides to leave it be - the ghosts of the past can haunt the flames in peace.

You continue on for as long as your feet will carry you but eventually rest is needed. You select a small hillock as your resting point, giving you visibility of the area around you should any creatures or foul environmental hazards make an approach, and settle in for the 'night', though in truth the passage of time is forever difficult to judge when the light never really changes.

 
 Spoiler: OOC 


Decide how you're going to feed/water yourself for the day - and if you're consuming goodberry wine or not for health restoration, along with any other long rest preparations to make.

I'll assume that Honor stays on watch for much of the night since they don't sleep, but if anyone else wants to stay up put that down.
 
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  30/44  
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft), 6 tHP 
 Concentration: - 

Though genuinely in need of a bit of rest and recovery, Surge will gladly offer to stay watch for a few hours. His eyes pierce the horizon even in blackest night, and he would want to watch the camp while the divine servants do their prayer.

 
 Spoiler 
Lay on Hands is possible without wine, right? So I cast Goodberry  (1d12)[ 8 ]  at the start of the rest and drink my own drink. With my luck, I will be haunted by spooky ghost berries.
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52  +9  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 5/5
Conditions:  

During the evening, Svek first waits to see if anyone offers goodberries or created water with their remaining spells. If no one offers, he eats his own rations and drinks his own water. Overnight, Svek sleeps in his small bedroll and takes his turn at watch wherever he is assigned.

  "I can take whatever shift you want me to."  

His dark skin, small size, and excellent night vision usually make him a pretty good watch.
 
 
  
 
 Spoiler: OOC 

 Action:  [S] none
 Bonus Action:  none
 Reaction:  shield if needed
 Movement: none
 Object Interaction:  none
 Concentration:  none

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 
 "How long until we planned to make our camp?"  Aanash asks, peering at the campsite from afar.  "Should one already be prepared for us, could we not use it?"  In the end however it is too eerie for the others, so he shrugs and marches on.

When time comes to set up a camp of their own, he stretches and takes a seat.  "I find it easier to stay up than to wake up, mm? I can join in first watch."  He unfurls one of his personal ration packs, a crumbly flat bread stuffed with dried vegetables and sprinkled with a light sprinkle of sawdust for seasoning. And of course a helping of water. Staying hydrated when exerting yourself is important.

No need has he of their wine just yet.
 
 
  
Archmage1
Having checked over the campsite, Adam nods.  " This will be perfect.  Clear lines of sight are about the best we can hope for in the Mournlands.  If anyone needs water or food, I have some extra. "

As the plan for watches are suggested, Adam looks to Honor, before looking at everyone else.  " I think setting up a simple rotation should work.  Aanash, myself, Surge, then Svek.  We each take two hour watches, before rotating.  In the next night, I can take first watch, then Surge, Svek, and The Iron Witch.  Honor, I believe, can keep reasonably aware throughout the night? "  He gives Honor another look.
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 Temp HP 11 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 4 / 5 d10 HD 
 Spell Slots- 2/4 1st, 2/2 2nd 
 Lay on Hands- 15/25 

Honor finds a seat on a rock, eases down to a sentry's position, and turns to Adam.  "I will watch throughout the night. I do not tire easily. However, two sets of eyes would be wiser, as I am not infallible. I just ask that they do not expect me to be good company. I am... anti-social."  Honor's face turned slightly towards Aanash, watching him eat his ration bread out of the corner of his eye with... curiosity. Perhaps ill understood longing? Perhaps nothing.
 
 
  
Amnestic
Your watches pass mercifully quietly. Figures and shades occasionally pop up in the distance, shifting against the sands, but none approach, and they might just be figments of your imagination. Finas stays mostly quiet, though at one point he starts counting clouds, trees, and whatever else he can see to pass the time inside Honor's head.   "You get used to finding your own entertainment when you're stuck in one spot for years,"   he offers by way of explanation.

Eventually - though perhaps not quickly enough for Honor's own sanity - you feel well rested enough to continue on, greeting a morning that looks identical to high noon, dusk and midnight. As you pack up your belongings you spot a ball of flame rolling across the wilderness, surrounded by what seems to be the shell of a barn or similar building, burned out and burning, yet still intact. On the winds you catch the echo of a woman's scream from the flames, but it neither moves towards you nor is it in your path, and at its speed it seems unlikely you could catch it - if you even wanted to.

Not long into your morning journey you spot a small stone building surrounded by a wooden spike barricades. From the crumbled spire and architecture the building may have once been a church or temple, but it stands alone, with only wide piles of cracked stone and splintered wood to mark the village or town that was once there. A few patchwork tarps are set up inside the perimeter of the barricades, and flickering campfire light highlights the ruined stone of the church wall, though the figures beside them don't need the heat.

From your south-westerly approach you can see four figures outside, but there could easily be more inside as they look to be on watch. They don't seem to have spotted you yet, but while the rubble is widespread the portions of it aren't sufficient to offer as cover to make an unseen approach. If you wish to get close, they will see you.

 
 Spoiler: Int (History or Religion) The Blades 

 
 Spoiler: DC8 

A relatively new philosophy, faction, or (according to some) cult of Warforged, they seem primarily based inside the Mournland. They are a disciplined - if brutal - military force, and are viewed as such by many.
 

 
 Spoiler: DC13 

Blades are not a typical religion or philosophy in that they place no special value around a spiritual existence and care little for the notion of a soul. With no evidence of the distant gods, they instead put their faith and worship in that which they can see: The Lord of Blades. This faith seems to provide tangible benefits, creating a positive feedback loop between the two.

Though still relatively new to Khorvaire their philosophy has made an impact across the Five Nations owing to their (perceived or actual) Warforged-supremacist, stating that they were meant to rule over Eberron. Encounters between Blades and non-warforged typically ends in violence, and is rarely productive.
 

 
 Spoiler: DC19 

Though many believe that The Blades are nothing but an aggressive military force this isn't quite true: the Lord of Blades often sends servants into any city or settlement with a notable warforged population to help convert those to his cause. Disciplined and controlled, a Blade can interact peaceably with "temporaries" (as the non-warforged are sometimes called by Blades) if ordered to maintain their cover or not engage.
 

 

 
 Spoiler: Int (History or Religion) Godforged 

 
 Spoiler: DC8 

The Godforged are a sect of warforged who believe that their souls were bestowed upon them by a construct god - the Becoming God - and seek to build their god a body, that they might inhabit this world also.
 

 
 Spoiler: DC13 

The majority of the Godforged are located inside the Mournland, scouring the ruins of Cyre for pieces to both enhance themselves (which is viewed as a method of worship for their god) and to build the Becoming God's body. While they do have adherents who reside outside of the Mournland, these tend to be a rarity. Typically, the reason given for their focus on the Mournland is that this is where the Genesis Forge was built by House Cannith, and many Godforged believe that the Genesis Forge is a key component of their god's construction.

Warforged who worship the Becoming God are typically non-hostile so long as they are not interfered with, but equally take any attempt to interfere with their journey as a personal affront, and may react poorly.
 

 
 Spoiler: DC19 

Some Godforged have taken to crafting a 'dragonmark' - the Mark of the Becoming - to their bodies. They are aware of dragonmarks, and that they have a connection to the draconic prophecy, and so their own destiny must likewise be something they can forge for themselves, just as they can forge their god a body. Marks of the Becoming vary in shape, though all bear the central feature of an opening construct eye.
 

 

 
 Spoiler: Int (History or Religion) Reforged 

 
 Spoiler: DC8 
At their core, Reforged seek an identity beyond that of war machines. Of warforged, they are perhaps unusual in that they seek and seem to feel emotions at a much higher potency than most of their kind.
 

 
 Spoiler: DC13 

Reforged are the least likely of the three major warforged philosophies to be found in the Mournland. Their drive to explore their place in the world makes them seek out places teeming with civilisation and life. Some Reforged believe that the apotheosis of their kind is to be become flesh and blood - true 'organics'. They typically espouse coexistence with other races.
 

 
 Spoiler: DC19 

There is no official Reforged organisation or hierarchy, but instead a loose, appropriately organic network of individuals who share the same belief and aid each other in spreading and exploring their philosophy which is generally centred around four maxims:
I choose, therefore I live.
The purpose of life is living.
All living beings have the right to choose.
Some choices demand punishment.

The exact interpretations and how these maxims are implemented differs depending on the individual, as is the case for any philosophy.
 

 
Archmage1
Awakening, and taking care of his morning duties, Adam takes a long look around the barren wastes of the Mournlands, before finishing packing his equipment, tightening the last strap of his armor, and swinging his pack up onto his back.

After a few hours of hiking, Adam's eyes narrow as he takes in the sights ahead.  " Looks like another expedition.  Perhaps they might have word of the prior expedition?  Or else they're Blades or Godforged, which might be more of an issue.  With luck, one that can be resolved with words, rather than blades. "
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 
 At Camp 

Sitting on the edge of the hill, Aanash looks over at Honor staring and grins, a couple of pieces of bread stuck to his bear trap teeth.  "Do you wonder if illusionists could conjure feelings of taste and fullness?"  he ponders, aloud.  "Oh, or  touch ,"  he adds with an eyebrow wiggle.  "These could be quite profitable endeavors, especially among the Reforged. I should consider patenting the idea!" 
 The Morning 

Come their distant encounter with the screaming barn blaze across the broken plains, Aanash watches from afar curiously.  "I have heard the term  barn burner  used in this land. Is that a name for such creatures?" 

Turning his attention to the ruined temple ahead, he shrugs at Adam.  "A friendly encounter is best begun openly, no? If they are Godforged, perhaps we can earn friendship by helping them to gather materials. And if Blades,"  Aanash grins and pats his fist.  "I could use some exercise if they are in such a mood." 
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52  +9  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 5/5
Conditions:  

The night is relatively uneventful for a night in the Mournlands so Svek covers his shift without incident and sleeps well the rest of the night. He feels safe with the others surrounding him.

When they reach the warforged camp, he initially scurries and hides, but then when Aanash suggest stalking to them, Svek sees the value in that.

  "I agree. Let's see who they are. Not all warforged are bad. Look at Honor here. He's as good as they come."  
 
 
  
 
 Spoiler: OOC 

 Action:  [S] none
 Bonus Action:  none
 Reaction:  shield if needed
 Movement: none
 Object Interaction:  none
 Concentration:  none

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
 

 
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  30/44  
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft), 6 tHP 
 Concentration: - 
 First and foremost, warforged  were  tools.  Surge emphases the past as weapons of war, but he has made it quite clear he has more than just accepted Honor and other friendly warforged as a fully sentient beings.  Be they servants of the Lord of Blades, cultists in search of the Genesis forge to awaken their construct god or Reforged looking for a way to become flesh matters little.

What do we have to gain from such an encounter? Bloodshed is only our concern. With due respect to Honor, but we have nothing to win from this but pain. Unless you are out to loot these creatures; my bow can easily pierce their metallic hides. 
 
 
  
Archmage1
Adam shakes his head firmly at Surge's words.  " We could use the information they might provide.  If they are hostile, then yes, that would be not good.  On the other hand, we are looking for a missing expedition, and if these are hostile, they may have been involved.  I don't want to fight them.  I want to talk to them, but if they won't talk, then I think we will have little alternative. "

His mind made up, and his confidence certain, Adam starts to approach the warforged openly, the banner on his back, and his shield on his arm.  His hammer remains clipped to his belt.  He also watches them warily, looking for signs that they would choose to attack, rather than to talk.
 (1d20+8)[ 21 ]  Insight.
Amnestic
It doesn't take more than a few moments for the sentries on guard to spot Adam - when not trying to conceal oneself, you tend to stick out from the drab scenery that surrounds you. One leans to the other and murmurs something you cannot hear, before turning their back on you and entering the building. The remaining watcher speaks up, their voice carrying across the windless wastes.  "Hold there. State your name and purpose."  A blade rests undrawn on their hip, but one of their arms ends not in a hand but rather in an armbow with an arrow knocked and ready. The wary lookout does not, however, point it at Adam.
Archmage1
Adam calmly stops, and smiles up at the watcher.  " Good morning!  I'm Adam, formerly of Cyre, on route to Kalazart.  I was hoping that you might have some information about potential threats in the area, or word of any other expeditions that might be out here. "  He continues to hold his hands well away from his weapons as he speaks, manifestly unthreateningly.
Amnestic
 "We don't have anything for you, be on-"   "Now now, let's not be hasty."  Another warforged wearing a long tattered hooded poncho appears and lays a hand on the sentry's shoulder. They share a wordless look, and the newcomer nods, then turns back to you.  "Adam, was it? You may call me Delver. This place is something of a waystation for pilgrims on their journey, with some passing through. I am not familiar with any expeditions to Kalazart but others here may have heard of them if you want to speak with them."  The warforged, eyesockets unblinking, makes a pointed head turn of scoping the area.  "I assume you are not alone? Few brave the Mournland without company." 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52  +0  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 27/27 Sorcery Points: 5/5
Conditions:  

Svek follows along with Adam, walking directly behind him. He is easy to overlook at his height so he takes no offense at the warforged asking Adam if he is alone. Instead he just pops his head out beside Adam's legs and waves up at their new hosts.

  "Uh. Hello. I'm Svek. Down here. So do you all live here? There are pilgrims going into the Mournland? What are they looking for?"  
 
 
  
 
 Spoiler: OOC 

 Action:  [S] none
 Bonus Action:  none
 Reaction:  shield if needed
 Movement: none
 Object Interaction:  none
 Concentration:  none

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
 

 
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  30/44 (36?) 
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft),  
 Concentration: - 

Surge positioned themselves in the vicinity. Close enough to be heard properly without overly shouting, far enough so thrown weapons might not reach them. With his bow in the left and an arrow in the right, the shifter kneels down.  You are correct. We are scavengers looking for something to be salvagable. These strange lands give plenty of interesting things, and even more danger. Are you friend or foe?  
 
 
  
Amnestic
 "Who would answer 'foe'?"  Delver turns Surge's question back on him with a light chuckle that echoes metal in his throat.  "As I said, it's a waystation. People come and people go, though we rarely entertain the fleshed. Not many of your make it this far. It's not your land anymore. As for what they seek...you'd have to ask them. A dozen pilgrims will give you twenty answers and then some. You are welcome to step inside, so long as you keep your weapons out of hand." 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 25/25 

Honor strides towards the assembly formed by his companions and these warforged sentries, saying nothing but taking a prominent position amongst his allies, just in case his presence elicits some change from the warforged to display their allegiances.
 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 

Strolling casually down alongside Honor after hanging back due to his admittedly intimidating appearance, Aanash grins and places his hands in front of him in a bow.  " Namaste , metal friends. I am Aanash, one who is a little flesh and a little metal myself,"  he introduces himself jovially.  "And perhaps a little Mournland,"  he adds with a 'dash of salt' motion of his hands.
 
 
  
Archmage1
Spending a second or two scrutinizing Delver and the sentry's fundamental reliability while Svek, Surge, Honor and Anash introduce themselves, Adam nods at Delver's offer.  " We would be delighted to visit your waystation, and ask if the pilgrims you are protecting have seen anyone else. "

With that, he continues his approach, armor clanking just a touch as he continues to keep his hands well away from his weapons.
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52  +0  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 27/27 Sorcery Points: 5/5
Conditions:  

Svek again follows along with Adam, staying at his side. He has no weapons so it's easy to keep his hands off of them. He introduces himself to anyone inside.

  "Hello. I'm Svek."  
 
 
  
 
 Spoiler: OOC 

 Action:  [S] none
 Bonus Action:  none
 Reaction:  shield if needed
 Movement: none
 Object Interaction:  none
 Concentration:  none

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
 

 
Amnestic
Delver beckons you in, past the sentry who remains on watch and on guard, eyeing you all warily. Though the exterior of the building was still recognisable as a church, much of the interior has been replced. Rather than wooden pews for seating there are numerous bedrolls scattered about the place on the floor, almost haphazardly. Rather than bearing religious totems or icons in the corner, there are barrels of water and pots of oil. Only a stone altar remains, dominating the far side of the single hall building, but again any of its original use has been replaced, as it bears only practical tools for repair and work instead of any pieces of worship. Gaps in the building to the sides may have originally been vestries or other such rooms, but the walls are now opened to the Mournland air.

Aside from Delver and the two sentries you've seen, you count fourteen other warforged - two are on guard on the outside through one of the wall holes, but the remaining dozen are stood or sat about the main area speaking in hushed whispers atop the bedrolls. They have no need of sleep, of course, but perhaps they still find comfort in them. Dressed in ragged clothing, they very much look the part of disparate pilgrims with little but what they carry to their name.  "Brothers and sisters, these scavengers are seeking news of Kalazart."  It's difficult to tell, but there may be some uneasy motion at Delver's words from the other pilgrims.  "Speak freely." 

With that, Delver moves to the altar, and begins busying himself with some of the objects atop the makeshift worktable, accompanied by one of the pilgrims.
Archmage1
Entering the small chapel, Adam looks around, quickly taking in the signs of whatever worship these pilgrims espoused, as well as the lack of anything marked Kundarark.  " A good day to you all.  We're a small group, one that's been sent to locate and rescue another group that may have passed here a couple of weeks ago.  Have any of you seen another expedition in that time frame? "
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52  +0  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 27/27 Sorcery Points: 5/5
Conditions:  

Svek is nerver quite sure how his physical appearance will be taken by others, especially these warforged pilgrims, but he does his best to smile and introduce himself. He let's the conversation flow but eventually asks some of them these questions.

  "Hello. I'm Svek. Where are you all going? What are you looking for? Have any of you come from Kalazart? Any news from that direction?"  
 
 
  
 
 Spoiler: OOC 

 Action:  [S] none
 Bonus Action:  none
 Reaction:  shield if needed
 Movement: none
 Object Interaction:  none
 Concentration:  none

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
 

 
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  30/44 (36?) 
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 

The shifter takes a peculiar peek inside the chapel. He scans the room, looking for weaponry or heraldry of the Reforged. To his knowledge he finds little of either, marking this group as a party of Reforged rather than other more violent or zealous machine men.

Surge's tense shoulders ease up a bit, not expecting to draw his bow or blade this early.  If we may be of assistance, so you have a reason to aid us, maybe we can trade some exotic cog, crystal or other part of salvage for a bit of information. There is little we can offer now, but a mutual trade that helps us all could be a good use of our time. Only if there is something specific you aim for in the city. We organics don't do well for extended periods of time here, even smaller cuts won't heal and food is inedible. As such we won't have time to comb the whole city. 
 
 
  
Amnestic
Few move to respond to your questions or greetings immediately. Indeed they seem to prefer to simply turn away and act as if you're not there at all, but one looks to Delver's back and seems to garner some courage or determination from doing so.  "Y...yeah, I saw them. Four guys and a w...wagon heading down the t...t...tracks not far from the city."  They stutter.  "K...kept my d...d...d...d...distance from them." 
 
 Spoiler: Passive Insight 13+ 

The stutter is a mechanical defect rather than worry - however, their repeated glances around the room and to the sentries say that something is clearly bothering them.
 


It is a sentry, rather than one of the assorted pilgrims, that responds to Surge.  "Yes,  your  kind isn't suited to this land anymore."  They glance at Delver, who is making something of a racket at the far end of the building, before continuing.  "We don't need any trade with softskins. Anything you take from the city is ours to begin with." 
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  30/44 (36?) 
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 

Oddly enough the sparking hostility makes Surge more calm and assured.  Maybe that is your opinion on the matter, but you cannot loot what you cannot find, do you?  The shifter approaches the warforged in a bold maneuver showing his self assuredness.  Like a part that repairs this creature's vocalizing unit. You would have fixed it if you had the parts, and do they have to suffer for your stubbornness? I thought your creed was one of self improvement? 

He turns to the stuttering warforged and lays his hand on their shoulder, if permitted.  Deal or no, do you know where I could find a part for you to help you?  He turns to Delver.  We can find almost anything if we have a rough idea where to look. Something you might lack. 
 
 
  
Archmage1
Adam smiles kindly at the stuttering warforged.  " Thank you.  That matches the description we have for them.  Do you know how many days ago you saw them pass? "  He also looks over at The Iron Witch, and query in his eyes, but before he can ask, his attention is brought back to the sentry, and Surge's response, prompting a slight frown.
" Trade is essential, even if you don't actually need the results.  Not the wealth, but the interaction, the friendships, the contacts.  Used properly, they prevent war.  It's easy to incite rage against those you don't know, those you've never met.  But what if they have met you?  Know you?  Are friends with you?  It isn't certain, but it is helpful.  He then shrugs.  " Of course, nobility tend to do their best to avoid such things, and they're often the ones to promote war, because they rarely pay the price. "
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 

Aanash, not really any good at the gentler questioning, hangs near the entrance of the temple. Hearing the warforged sentry claim everything in the city is already theirs' irks him, and he gives the warforged a side-eye. That sort of thinking was rampant back in the land of his birth, where the government thought that everything should be under its control.  "Not really how it works,"  he says grimly.  "The very idea spits on the soul of this place." 
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 25/25 

Honor strides into the church, eyes searching for signs of hostility from the warforged here. He had heard rumors of organizations of his people that were not innately hostile, but his mind was on the Blades, and his hand stayed close to his weapons as his friends spread out and began to ask the "locals" their questions. Honor, for his part, remained silent and withheld judgement for now. But he refused to be taken by surprise.

When the stuttering warforged relayed information on their quarry, Honor approached with keener interest for the situation. However, when the other warforged claimed ownership of all the salvage in the city, he oddly found his way next to Aanash and voiced agreement to his words.  "As much as it belongs to anyone the wreckage of this place belongs to the people and the crown of Cyre. We may not possess the ability to claim it all, but that doesn't diminish our right to it. But... right does not mean much in the wastes of the Mournlands. So I will claim my people's salvage with my might instead." 
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 52  +0  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 27/27 Sorcery Points: 5/5 Wand: 7/7 Wings 120/120
Conditions:  

Svek watches as the poor warforged stutters.   Surely these warforged could heal one of their own. The Mourning doesn't effect them as much.   Then when the guard claims that everything in the Mournland belongs to the warforged, Svek realizes that doesn't sound like Godforged or the Reforged. He has heard of a new sect called the Blades, but doesn't know much about them. Perhaps the sentry is one of these new warforged.

He sneaks over to the smallest group he can find, or preferably even a solitary warforged, away from the sentry, and whispers to one of them, looking over his shoulder to make sure the sentry isn't paying attention to him.

  "Hello. Are you prisoners here? Do you need help?"  
 
 
  
 
 Spoiler: OOC 

 Action:  Stealth:  (1d20+6)[ 18 ] 
 Bonus Action:  none
 Reaction:  shield if needed
 Movement: none
 Object Interaction:  none
 Concentration:  none

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
 

 
Amnestic
 "What? N...n...no. We're h...h...here because we w...w...want to be. It's the only place we can be ours...s...s...s...s...selves."  The stuttering warforged replies to Svek, seemingly taken aback by the question.

 "If those who fled Cyre wish to live here once more let them try."  The sentry barks a laugh.  "Instead they send their  dogs  to scavenge from us, to take from  our  land as if we are not its inheritors."   "Quite so brother!"  Delver cuts in, drawing the attention of all in the room with a commanding voice. He now wields a blade and shield emblazoned with an eye motif, though from where he procured them isn't clear, they certainly weren't visible until just now. His casual tone remains, but where before he was welcoming, the facade has dropped and he now speaks with a preacher's voice.  "You see?"  He addresses the gathered flock.  "They were invited in simply to ask questions, instead they say that we are  imperfect  and in need of repairs, even as they suffer under this land while we stand tall. Did they consider that our comrade is satisfied with their situation? No. They see us as something to be 'fixed'. A  mistake . They say that they have a right to pillage the bones of Cyre from beneath us, even though we were born from this land as much as they were. No!  More  than they were! The softskins took from us during the Last War. They took our rights. They took our lives. And now they take our rewards,  our  land, with their leashed pets at the forefront."  He juts a chin at Honor.

The assembled pilgrims murmur agreement and Delver's voice grows louder.  "If they believed us their equals they would acknowledge our claim. That while others fled this land, the warforged stay. They think us weak!"  A jeer reverberates the church around you.  "Do the 'Cyrans' go to claim their land from the goblins? No! Do they go to claim it from the elves? No! They come to claim it from us! But we are not WEAK!" 
 "I will not let them take it from us. Who stands with me!?"  Another cheer. Those sitting have begun to stand, taking into hand sticks procured from beneath the bedrolls or rocks they took from the shattered ground. Delver points his blade at the party, his army, such as it is, assembled.  "By blade and blood!"  Though the stuttering one seems to hesitate a little, they too take up a weapon, and the rest of the gathered warforged echo the cry.  "By blade and blood!" 
 
 Spoiler: Map 

 

Delver's not very nice is he?

Adam's up.

 Initiative Order: 
Adam: [19]

Red Sentries: [19]
Blue Sentries: [18]
Red Pilgrims: [16]

Surge: [15]
Iron Witch: [15]

Delver: [13]

Aanash: [9]
Svek: [8]

Blue Pilgrims: [7]

Honor: [4]
 
Archmage1
Adam raises his hand, still empty before speaking, his voice, solemn.  " That is the thinking that led to the Last War, and the punishment reflected upon us all as a result.  To claim lands that belong to others, rather than trying to negotiate for mutual benefit.  To seize by the sword what might better have been crafted.  To drive others into mindless fury, to claim their rights, trampling everything they once stood for in the future.  We are not your enemies.  Please don't make me do this. "  His final words are soft, almost inaudible, but in the silence left after the echoes of the warforged warcry, it seems to carry throughout the church.
As he finishes speaking, a scintillating orb of possibility floating in his hands, ready to be unleashed.

 
 Spoiler: Action 

Attempting to talk them down,  (1d20+3)[ 16 ]  Persuasion
And readying Spirit Guardians, with the intention of casting it should they persist, but not targeting those who would choose not to fight.
 
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:11 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 7/7

Witchling
AC13 HP: 18/18 THP: 9
16PP
  
 
  

The Witch had kept quiet as they entered, cautious for the prospect of violence. At the stuttering warforged she had frowned thoughtfully, but while perhaps she could have fixed it, it probably wouldn't have been a quick job; for all her automatons, warforged were another thing entirely.

The Witchling clinging to her lifted a hand plainatively to the other machines as if beseeching for peace. It's masters face was drawn into a grimace of - disappointment, perhaps.

 "What were you hoping to achieve by this?"  she said bitterly to the warforged preparing to attack, almost too quiet to hear, and began bring her longarm to bear.   "Damn it all."  
Amnestic
 " All  land is claimed by blade and blood."  The sentry fires back to Adam, as he brings his blades to bear against Honor, one of them slicing past the warforged's defenses.  "Why should this land be any different?"  His comrades loose a volley as Adam's spell comes into fruition and cuts down some of those around him. His cloak grants him significant protection, and the arrows fly through where they  thought  the Cyran was, only to grasp thin air and strike nothing.

Circling the edge of the conjured spirits, one of the pilgrims slams a rock into Svek's snout, raising it again, half out of fear and half out of earnest belief.




 
 Spoiler: Map 

 

Cloak of Displacement does serious work, negating a crit on Adam and means he takes no damage from the blue+1 red sentry's ranged attacks, before they move out of line of sight into cover.

The red pilgrims all fall to Spirit Guardians.

Honor takes  5  slashing damage from one of the sentries. Svek takes  4  bludgeoning from one of the pilgrims, with the other one missing.

Surge and Iron Witch are up.

 Initiative Order: 
Adam: [19]

Red Sentries: [19]
Blue Sentries: [18]
Red Pilgrims: [16]

Surge: [15]
Iron Witch: [15]

Delver: [13]

Aanash: [9]
Svek: [8]

Blue Pilgrims: [7]

Honor: [4]
 
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  30/44 (36?) 
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 
  We offered peace and an outstretched hand and you spat in it!   Surge shouts as he invokes the winds and charges behind a bed(roll).

 
 Spoiler 
Moving 1 left to Witchling's original position with Zephyr Strike: shooting the opponent directly north of Svek, then if that one is felled, Adam's enemy so Aanash can move freely.  (2d20)[ 12 ][ 6 ](18) +12 for advantage,  (1d20+12)[ 15 ]  for the second attack
 (1d8+9)[ 10 ]  plus  [roll[1d8[/roll]  3 force, second attack  (1d8+9)[ 11 ] 
 

 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:11 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 6/7

Witchling
AC13 HP: 18/18 THP: 9
16PP
  
 
  

With a harsh flap of her wings, the Witch launched herself straight up to hover, flapping, close to the roof of the ruined church and out of reach of any hands. She clicked something in on her longarm and pulled back the hammer. An omnious glow built within the barrel.

With a sharp bark, she pulled the trigger.

  "Danger close!"   

A bead of fire, so bright it almost hurt to look at, shot in the centre of the church. There, for a split second, it smouldered, before it abruptly burst into a fireball, engulfing Delver and several of the pilgrims. With a sharp whistle, the Witchling readied its own miniture cannon and with a look of intense concentration shouldered it and fired a glassy beam into the smoke where Delver had stood.

 
 Spoiler: OOC 

Witchling rolls a 15 to hit and 7 for damage.

Fireball does 19 damage for a DC15 dex save for half.
 
 
Amnestic
Surge's swift movement carries them out of the melee to take cover by one of the water barrels, their arrow shots landing true in the two pilgrims to help free up Adam and Svek's movements, if only for a moment. When Witchling's blast soars through the air, Delver neatly blocks it with his shield, and when Iron Witch follows up with her burst of flame he does the same, wafting away the magical flames even as they leave a lingering wall of ignited bedrolls and scrap wood between you and the (apparent) leader.

 "If Thrane marched on Breland, would you stand against them? Why then can we not defend our land?"  Delver coyly needles. He raises his sword arm, pointing at Adam, and a rush of wind and tinkling magic escapes the blade tip. It flows over the flames, pierces past the spirits and strikes Adam not in his body but in his magic. The spirits fade, the spell ended all too soon.  "We will do whatever we must to destroy those who would take what is ours!"  A sentry responds to his call to action, slipping in past Honor to stab at Surge, catching himon the leg.



 
 Spoiler: Map 

 

Surge takes down two more pilgrims.
Witchling misses with their attack.

Delver makes his save vs. fireball so takes half damage. He uses his action to cast Dispel Magic, ending Spirit Guardians. He then uses his bonus action to command the southmost red sentry to attack Surge. They hit, dealing  4  slashing damage.

Aanash and Svek are up.

 Initiative Order: 
Adam: [19]

Red Sentries: [19]
Blue Sentries: [18]
Red Pilgrims: [16]

Surge: [15]
Iron Witch: [15]

Delver: [13]

Aanash: [9]
Svek: [8]

Blue Pilgrims: [7]

Honor: [4]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 48  +0  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 5/5 Wand: 7/7 Wings 119/120
Conditions:  

Svek gets angry that the warforged attacked him. He can understand them attacking Honor, who likely just insulted them, but Svek was trying to help. And all he got for it was a rock to the snout.

  "I just wanted to help!"  

But he couldn't let them just beat him with rocks. He had to stand up for himself. And maybe Adam and Honor were in danger now, so he does his best dragon impersonation and breathes acid on two of warforged next to him.
 
 
  
 
 Spoiler: OOC 

 Action:  breathes acid on the two blue warforged N and NE of him.  (3d6)[ 13 ]  acid damage, DC16 Dex save for half.
 Bonus Action:  cast  Dragons Breath  on himself
 Reaction:  shield if needed
 Movement:  if the one to his NE drops, he flies up and two squares south. If he is still up, Svek stays where he is.
 Object Interaction:  none
 Concentration:  Dragons Breath

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 

Holding up his hands as Delver gives his speech, Aanash waves them and mocks in a deep voice,  "Ooh, we're angry warforged, we were born into slavery."  Dropping his hands, he flips his hammer up into his waiting grip.  "We share a common fate,  saava . Yet if you think that angry words are enough to make the land -  this land  of  all lands  - respect you, then you are a fool." 

While his companions make short work of the rest of the pilgrims, Aanash walks through the chaos towards the stuttering one. He'd hesitated, but still taken a swing at Svek. Aanash begins to spin his hammer, building up sonic force in a bubble around it.  "You are no warrior, Stutters. Do yourself a favor, and go down easily,"  he advises, throwing himself forward to slam his weapon into the warforged's torso and hopefully knock him out of the fight.

 
 Spoiler: Rolls 
Move 2 SE, 1 E.
Booming Blade Attack on last pilgrim, NL damage.
 (1d20+8)[ 21 ]  to hit
 (1d10+5)[ 13 ]  bludgeoning +  (1d8)[ 3 ]  thunder damage
 (2d8)[ 7 ]  more thunder damage if he tries to move away
 

 
 
  
Amnestic
Svek's acid exhalation appears far more effective against the warforged than it was against the lightning elemental, and the two engulfed in the substance fall to the ground, clutching at their faces and bodies as they try in vain to wash it away before falling still. Aanash adds his thunderous blow to the final pilgrim, who collapses to the floor due to a particularly painful but apparently non-lethal slam to the chest.

 
 Spoiler: Map 

 

Svek takes down two with the acid breath, and Aanash mops up the final pilgrim.

Honor and Adam are up.


 Initiative Order: 
Adam: [19]

Red Sentries: [19]
Blue Sentries: [18]
Red Pilgrims: [16]

Surge: [15]
Iron Witch: [15]

Delver: [13]

Aanash: [9]
Svek: [8]

Blue Pilgrims: [7]

Honor: [4]
 
Archmage1
Adam shakes his head sadly as he takes in the abrupt death and destruction that had overtaken the formerly innocuous church.  His eyes then meet with Delver's, over the flames.  " If you hadn't incited them into blinding fury by your lies, they'd all be alive right now, and we would be gone.  But your hatred for what happened in the past just caused history to repeat itself.  Always, in war, do the innocent suffer.  But I think we've had enough of your cruelty. "
With that, Adam casts a spell, and the crackling of the flames seems to cease, despite them still moving.

 
 Spoiler: Actions 

Talking, and casting Silence, centered on a point ~10 feet in front of Delver.
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 25/25 

Honor steps forward towards the silenced flames, stowing his hammer and drawing a javelin. He didn't care if the weakling warforged struck out at him- their blows were ineffective enough that he would shrug it off with ease. Marching forward, he called out to the leader of these misguided cultists with a commanding tone.

 "Your fight is with me, Delver. Do not throw away your disciples without putting your own iron at risk." 

Then he threw the javelin through the flames.
 
 
  
 
 Spoiler: OOC 
Move 30 ft closer to Delver, provoking and AoO from the warforged near Honor. Standard action throw a javelin-  (1d20+7)[ 10 ]  and  (1d6+4)[ 10 ]  damage. Bonus action compel duel- wisdom save  (1d20)[ 5 ]  or else its a cage match for me and ol' Delver.
 
Amnestic
Delver knocks aside the thrown javelin with ease, but the words from Honor do seem to entice him to battle. It comes none-too-soon, as Adam's bubble of silence wraps around the warforged leader and blots out any clanks of metal or the raging of the nearby fire.

Having seen them shots ineffective against Adam, the others retarget, instead choosing to loose their arrows and blades against other targets. Surge nimbly evades the ones brought his way, but the archers from beyond the church room manage to land a crucial blow against the flying Iron Witch, and another manages to scrape their arrow across Svek's scales before taking cover once more.

 
 Spoiler: Map 

 

Iron Witch gets crit for  18  piercing damage.

Svek gets popped for  4  piercing damage.

Surge and Iron Witch are up.



 Initiative Order: 
Adam: [19]

Red Sentries: [19]
Blue Sentries: [18]
Red Pilgrims: [16]

Surge: [15]
Iron Witch: [15]

Delver: [13]

Aanash: [9]
Svek: [8]

Blue Pilgrims: [7]

Honor: [4]
 
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  30/44 (36?) 
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 

As his wind spell is broken, Surge nonetheless does not stop in his movement. In one fluid motion he stows his bow and draws a silvery blade. Not needing to block, just dodge the few clumsy blows, he brings his blade to work with the warforged. Surge does not try to cut the vital sinewlike strings that work the body of the creature but instead targets to slow and disable the construct.

 
 Spoiler 
Two attacks with silver longsword  (2d20)[ 7 ][ 5 ](12) +8 each, for  (2d8)[ 2 ][ 7 ](9) +5 damage each.
 

 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 31/38 THP:0 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 6/7

Witchling
AC13 HP: 18/18 THP: 9
16PP
  
 
  

The Witch grunted as something hit her breastplate hard enough to knock the wind out of her. Her flapping wings stilled for a second before she caught herself.

Her wings carried her sharply outside and onto the ragged roof of the church. There, in the cover provided by the architecture, she leaned over the edge and fired a ray of frost at one of the sentries below.

  "I'm fine,"   she grumbled at the Witchling's concern.

She'd had worse. Most of the blow seemed to have been absorbed by the magic from earlier.


 
 Spoiler: OOC 

The Witch flies south, then up, and takes cover on the roof. Not sure how you'd represent that on the map, though.

Shoots at the sentry at the lower left. 20 to hit, 14 frost damage, enemy slowed by 10ft
Witchling shoots at the same. 15 to hit, 5 force damage.
 
Amnestic
The one-two punch of Iron Witch and her Witchling pet bring down the sentry before they can loose another arrow, adding their body to the mounting pile. Surge's wicked fast blade lashes out at the his own target, and while they land a slashing against their arm, the warforged pulls up their blade fast enough to parry the second.

Delver - silently - answers the challenge issued by Honor, compelled by spell. He rushes forward, leaping over the flames and unleashing a triple slash combo with a surprising amount of speed for his size. The first two Honor blocks, but the final blow slips through the defenses to land true. The blade sizzles with magical energy, and Honor instinctively feels its attempt to disrupt the spell holding Delver back.

 
 Spoiler: Map 

 

Iron Witch and Witchling together manage to down the targeted Sentry.

Surge hits once, misses with the other attack.

Delver hits Honor for  6  slashing damage. Concentration has not been rolled on Compelled Duel, but it is made with a -1d4 to the roll.

 Aanash, Svek, Honor, and Adam are now up. 
 Initiative Order: 
Adam: [19]

Red Sentries: [19]
Blue Sentries: [18]
Red Pilgrims: [16]

Surge: [15]
Iron Witch: [15]

Delver: [13]

Aanash: [9]
Svek: [8]

Blue Pilgrims: [7]

Honor: [4]
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 46/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 4/4 1st, 1/2 2nd 
 Lay on Hands- 25/25 

Honor feels the warforged's blade take hold, but he also feels the innate resistance to damage of his tuned and tailored body turn the blade away from any of his more serious mechanisms. Twisting his body, he dislodges Delver's blade and brings Onatar's Wrath to bear, the red glowing hammer attempting to smash the cult leader, infused with the raw authority of Honor's Oaths as well.
 
 
  
 
 Spoiler: OOC 
Two attacks.  (1d20+7)[ 18 ]  to hit, with  (2d6+4)[ 3 ][ 4 ](7)  bludgeoning damage and  (2d6)[ 4 ][ 6 ](10)  fire damage. Will reroll 1's and 2's in discord, as well as any crits. Second attack-  (1d20+7)[ 25 ]  to hit, with  (2d6+4)[ 1 ][ 6 ](7)  (rerolled the 1 into a 6 for damage) bludgeoning damage and  (2d6)[ 6 ][ 4 ](10)  fire damage. If either attack hits I'll pump a level 1 smite into it, for  (2d8)[ 3 ][ 7 ](10)  radiant damage.
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 48  +0  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 3/5 Wand: 6/7 Wings 119/120
Conditions:  

Svek decides he needs to do more than just breath acid on the masses around him. He flies around Aanash. As he does, he pulls out his wand and shoots a ray of green light at Delver, trying to paralyze the man. He then makes sure he can see both Delver and the eastern sentry. He roars, his voice thundering loud and deep.

  "Grovel!"  

As soon as that is complete, Svek retreats, exits the building, and gets behind the wall.
 
 
  
 
 Spoiler: OOC 

 Action:  Uses  Wand of Paralysis  on Delver, DC15 CON save or paralyzed. ( (1d20)[ 9 ]  + CON)
 Bonus Action:  casts Quickened Command, DC16, ( (1d20)[ 8 ]  + WIS) on the sentry to the east.
 Reaction:  shield if needed
 Movement:  Move NE 2 squares so he can see both Delver and the East Sentry. Use action and bonus action, then return to 1 square south and 1 east of his current location.
 Object Interaction:  none
 Concentration:   Dragons Breath 
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 

Flexing his neck and spinning the hammer in his hand, Aanash picks his way through the fallen Warforged with a regretful glance down, before locking eyes with the sentry outside to his right. Grabbing his weapon in both hands, he swings it in from the side, aiming to throw the Warforged into the wall and knock them out with the force of its impact.

 
 Spoiler: Rolls 
Move 4 NE, 2 N.
Booming Blade Attack on Red Sentry for NL damage.
 (1d20+8)[ 19 ]  to hit
 (1d10+5)[ 6 ]  bludgeoning +  (1d8)[ 2 ]  thunder damage
 (2d8)[ 14 ]  more thunder damage if he tries to move away
 

 
 
  
Archmage1
Adam, not one to pass up a clear opportunity to achieve victory, quickly moves up to stand next to Honor, drawing his hammer as he moves before raising it high over his head as a ray of sunlight seems to illuminate his hammer as he brings it down on Delver's frozen form.
 
 Spoiler 

Moving to stand next to Honor, and casting Divine Mark on Delver.
Advantage on the attack, and auto-crit from paralysis.
 (1d20+6)[ 26 ] 
 (1d20+6)[ 18 ]  adv

 (2d8+3)[ 16 ]  Bludgeoning  +  (2d6)[ 11 ]  Radiant
The next ally that hits Delver will inflict a bonus 2d6 radiant damage.
 
Amnestic
The thin beam from Svek's wand strikes Delver in the chest and his limbs instantly lock up, preventing movement. The barked command does similar to the nearby sentry, and after Aanash's booming slash against the warforged, the sentry drops to the ground prone, though clearly seeks to stand tall again as soon as possible.

No longer able to defend himself, Adam and Honor both make their approaches, combining their attacks in an explosion of radiant light and flame which crushes the warforged's form and sends him to the ground, unmoving.

Seeing their leader fall, the only sentry not currently being targeted by any of the party makes a mad dash for the altar, leaping over and through the flame, before diving prone behind the stone plinth. Though its difficult to make out behind the veil of silence and crackling fires, there's a distinct mechanical  ker-thunk  and the building shakes, plums of dust and stone falling from over your heads. This is evidently some sort of signal as the sentry beside Surge lashes out twice with wild, reckless attacks before darting out of the room, giving up the fight.

 
 Spoiler: Map 

 

Svek paralyzes Delver, successfully Commands the sentry.
Aanash hits with Booming Blade, but doesn't kill.
With the crits, Honor does a total of 56 to Delver (I rolled the crit dice, but the first attack still missed), and Adam finishes him off. Pretend he's got an X over him, this is the fourth map I've uploaded and I am beyond tired to do a new one.

Blue sentry runs inside the building and then north, behind the altar with a dash. He does  something. 
Red sentry (lower) misses twice against Surge, bonus action disengages and exits the building.
Red sentry (right) Grovels, falling prone and ending their turn.

Everyone's up.

 Initiative Order: 
Adam: [19]

Red Sentries: [19]
Blue Sentries: [18]
Red Pilgrims: [16]

Surge: [15]
Iron Witch: [15]

Delver: [13]

Aanash: [9]
Svek: [8]

Blue Pilgrims: [7]

Honor: [4]
 
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  30/44 (36?) 
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 

Drawing his bow again Surge goes south to the chapel entrance.  Approach and you die. Leave and you may 'live'. 
 
 Spoiler 
Preparing shots at the south sentries. If they approach or do something pertaining to an attack or magic, I will shoot them. Both arrows if possible.
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 48  +0  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 3/5 Wand: 6/7 Wings 119/120
Conditions:  

As the building starts to shake, Svek thinks we all need to leave.

  "Everyone get out!"  

He follows his own advice, flying out the eastern entrance. Once outside, he spits a stream of acid on the sentry next to Aanash.  
 
  
 
 Spoiler: OOC 

 Action:  Cast Acid Splash on eastern sentry
Attack:  (1d20+8)[ 27 ] , Advantage  (1d20+8)[ 23 ] , Damage  (2d6)[ 4 ] 
 Bonus Action:  none
 Reaction:  shield if needed
 Movement:  Move 2N, 1NE, 3E
 Object Interaction:  none
 Concentration:   Dragons Breath 
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
 

 
Archmage1
Seeing the flames burning the church, the sounds of what seems to be a crippling of the roof filling the room, despite the eerie silence, Adam grabs Delver, before heading out of the building, through the opening to the right.
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 46/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 3/4 1st, 1/2 2nd 
 Lay on Hands- 25/25 

Honor looked over the flaming battlefield of the church for a moment, nodded in satisfaction, and then moved to leave the church before whatever machinations of his diseased kin come to bear.
 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 

When the building starts rumbling and shaking, Aanash looks up at it with apprehension. He stops paying attention to the sentry he's fighting and walks back inside, hauling the stuttering warforged over his shoulder before hauling his ass back outside.

 
 Spoiler: Rolls 
Provokes from Sentry if he feels like it.
Move 2 SW, 3 S.
Pick up Stutters.
Move 2 N, 5 E.
 

 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 31/38 THP:0 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 6/7

Witchling
AC13 HP: 18/18 THP: 9
16PP
  
 
  
The Witch, feeling the shuddering of the building beneath her feet, took off upwards in case it collapsed.

Seeing Surge sparing the sentry, she frowned, loading a cartridge in readiness but holding her fire. She didn't enjoy killing, but eliminating a bunch of warforged fanatics might be the best path anyway.

Urgh. If Surge wanted to show mercy, there was only potential trouble ahead if she shot the clanker anyway. She held her fire.
 
 Spoiler: OOC 

The Witch prepares a shot of Ray of Frost at the sentry if needed. Witchling does the same.

Take off and fly like 10feet upwards.
 
Amnestic
The party exits the crumbling building, and none too soon. As the remaining sentries beat a retreat, the church cracks and crumbles as the reverberations work their way through stone and wood. At first only a single beam crashes down, but swiftly the rest of the roof and walls crash in on themselves, choking the air with dust and debris. It almost extinguishes the flames, but beneath the rubble the embers still seem to burn, and a moment later they trickle a smoky trail up through the collapsed stone and wood, a pyre where the place of worship used to be.

The two sentries do not look back as they retreat in different directions, making their escape if unhindered, leaving you with the dead body of Delver and the unconscious body of the stuttering warforged, with the rest of the assembled pilgrims and fighters either dead, buried, or - more likely - both.

 
 Spoiler: OOC 
Gonna call that combat done.
 
Archmage1
In the aftermath of the collapse of the church, Adam is obscured by the billowing dust and debris for a few seconds, before he becomes visible once more, his dark armor covered in dust and oil.  When he speaks, his voice is low, and deceptively calm.  " That did not go to plan.  At all. This Delver seemingly wanted to produce this outcome, and we made it easy for him. "
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 

Looking upon the blazing ruins, Aanash feels the heat on his face, the fire glinting off of the brighter metal segments of his body and the fool's gold of his belt. He watches the church die in flame and smoke, smiling in bittersweet satisfaction. Far more death than necessary, but a point had been made in the end.

These zealots did not have what it took to claim this land. Nothing making them special just because they're scrappy. He'd learnt that lesson a long time ago.  "Almost wish they put up more of a fight. And traps like this, only a coward's work,"  he comments with a dismissive gesture at the rubble, setting down the last pilgrim against a rock. Dragging him out of the blaze had been a courtesy, but Aanash ultimately feels no responsibility to carry him further. This fool's life would be his own to rectify or fall back into.

Though maybe they can ask him a few things if he comes to before they leave.
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 48  +0  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 3/5 Wand: 6/7 Wings 119/120
Conditions:  

Svek looks around at the smoldering ruins of the chapel, disgusted by how poorly everything went. He lets the sentries flee, not sure if he could catch them even if he wanted to, and listens to Aanash and Adam explain their thoughts on the situation.

  "These pilgrims were just pawns. Delver and the sentries used them to trap us. I think they wanted a fight, and they wanted the pilgrims to lose. I suggest we take this one with us, and get away from here before we are blamed for this whole thing."  

He looks to the others, knowing he wouldn't be able to carry the unconscious warforged.  
 
  
 
 Spoiler: OOC 

 Action:  none
 Bonus Action:  none
 Reaction:  shield if needed
 Movement:  none
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 

Raising a finger and thumb to his chin, Aanash thinks on the little dragon's observation.  "What is it the story books from Sharn call it? A patsy, yes?"  It's not an angle he would have considered, but it does make sense looking at it in the new light Svek reveals.  "The spark to bring anger, bring arms to another cause. So cowards still... but perhaps clever cowards." 

Letting his arms fall, Aanash flexes his shoulders.  "I  could  carry this pilgrim over my shoulder. I do not  want  to. Have we room on the wagon? Or shall we see if any canvas coverings survived the fire in the surroundings of the church? We can drag them upon a stretcher." 
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 46/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 3/4 1st, 1/2 2nd 
 Lay on Hands- 25/25 

Honor looks from the flaming ruins of the church to the inert warforged pilgrim before them.  "Let them blame us. We know the truth. Delver and his "Blood and Blade" ilk are manipulating my kind into violence and madness. If we meet them again, we will put them down again." 

Corporal Finas winced inwardly.   "So quick to resort to violence against your own people, Sargent?"  
  My composition. Not my people. Cyrans are my people now.  
 
 
  
Archmage1
Adam shakes his head, firmly, at the bloodthirsty attitude of Honor and Anash.  " Perhaps, but some diplomacy might be a better route. "  He looks back at the flaming rubble, and then back to Honor.  " I've no desire to kill people I don't need to kill, because some ******* is looking to create a cult around himself.  The best counter to that we have is our stuttering friend here.  If he can tell the true tale of what happened here, how Delver deliberately provoked a massacre? "  He pauses, and looks at the running sentries.  " Of course, the sentries were clearly his allies, and will no doubt be decrying our villainy to their friends. "
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 
 "Most likely would have been easier without the massacre part,"  Aanash comments, squatting next to the unconscious warforged and poking the side of his head softly with his hammer.  "Not that  I  killed anyone. Mm, you awake in there?"  he asks, watching Stutters for any sign of motion.
 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 31/38 THP:0 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 6/7

Witchling
AC13 HP: 18/18 THP: 9
16PP
  
 
  
The Witch reached up to toss the Witchling further skywards before she descended herself.
 "Keep an eye out for anything that might have heard the noise and seen the smoke,"  she told it, and it nodded with determination writ on its tiny face.

Satisfied her order would be kept, she descended to land next to the others, folding her black wings back around herself.

  "An ill fight,"   she said by way of greeting.   "We should be away from this miserable business soon, in case something we don't want to meet sees the smoke and flames."
  
She looked down at the unconscious warforged, and frowned as the other tiefling jabbed him in the head with his hammer.
  "Whatever you intend, Aanash, do not torment the poor wretch."  
 
 Spoiler: OOC 

Witchling keeps an eye out from a vantage point in the sky. I'll roll if needed.
 
Amnestic
Absent any healing, Stutters is unresponsive, and likely will be so for an indeterminate number of hours, necessitating either a considerable wait in this spot or carrying the hefty warforged with you.

Though none of you had as yet prodded at Delver's body, his shield and blade still hum with minor magic.
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  36/44 
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 

Surge sighs as he puts back his bow.  And people wonder why I don't like preachers.  As the rickety chapel crashes down and the flames die out, Surge instead of mending the present people just checks the whole area for salvage and loot.  You should probably tend to the damaged unit. Unless you too take offense in me stating the obvious. Sick people go to the healers, damaged warforged need to be repaired. Simple as that. So I am unsure my spell would heal them, I would leave Honor with the honor to raise our conscious friend.  he says while rummaging in the remains.
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 46/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 3/4 1st, 1/2 2nd 
 Lay on Hands- 25/25 
 I will heal our... prisoner. But first, does anyone else need healing? I would not aid a former combatant before my allies."  Honor holds up a glowing grey hand, extending it to anyone who needs it and finally expending the last of his energy into the stuttering warforged.
 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 31/38 THP:0 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 6/7

Witchling
AC13 HP: 18/18 THP: 9
16PP
  
 
  
  "I took a blow,"   the Witch said,   "Though it's nothing so serious I won't live, if one of us is more in need."  

Post-healing, she went about in a brief search, retrieving Delver's weapon and shield. The shield she pondered keeping for now, if none else asked for it; the sword she offered about freely.
   "The blade and shield of their leader. Magical, obviously, and while I can hazard a guess, they're unidentified as yet."  
 
 Spoiler: OOC 

The Witch will do a search of the wreckage for anything useful or valuable.


Witchling keeps an eye out from a vantage point in the sky. I'll roll if needed.
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 48  +0  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 3/5 Wand: 6/7 Wings 119/120
Conditions:  

While the others manage the Stutterer and do a quick search of the bodies, Svek takes flight.

  "Let me see how much time we have."  

He flies straight up into the air, looking in all directions to see if any reinforcements are coming. 
 
  
 
 Spoiler: OOC 
Perception:  (1d20+5)[ 7 ] 
 Action:  none
 Bonus Action:  none
 Reaction:  shield if needed
 Movement:  none
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
 

 
Amnestic
The clouded mists of the Mournland obscure much from Svek's sight, but even with the limited cover it doesn't appear any others are making an advance on you. There's still a flicker of a sentry cloak as they beat a retreat, but there's no indication they're slowing.

Picking over the (figurative) bones of what was once the small church is a difficult task - most of the supplies were crashed by stone or burned by fire, and the pilgrims were lightly equipped to begin with - not to mention coinage is of limited use in the Mournland. The efforts are not totally in vain though, a religious idol that fell from the altar survived much of the damage and is in sufficient enough condition to be sold.
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  36/44 
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 

To Honor's question, Surge just shoots a quick:  Not in top shape but I am not the man in charge of holding the enemy down, am I? There is little of use here ther than this decorative stuff. We should proceed to leave this cursed place. I told you, nothing comes of "friendly" encounters in the Mournlands.  After picking the idol and handing it to the Witch, Surge casually draws his blade as he advances Honor.  Go on then, heal it. I want to know why they attacked.  he says the blade ready to strike the golem down again.
 
 
  
Archmage1
Adam, who had been silently watching as the ruins of the church continued to burn, stirs as Surge draws his sword, and approaches the warforged, and he holds out his hand.  " Surge, perhaps not leading with weapons would be the wiser choice.  He's likely to be some combination of frightened or angry, but unless we want to kill him out of hand, which we don't, starting with weapons out is a bad idea.  We want to talk to him, to learn from him, and maybe encourage him to tell the truth of what happened here.  We don't want to kill him, and leave the only reporters of these events as Delver's men. "
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 
 "I agree with the murder priest, my bladehappy friend,"  with a wide grin, Aanash nudges Surge's sword away from their prisoner with his hammer's head, then tucks the weapon back into his belt.  "The little tinman could barely scratch us. He is hardly dangerous enough to warrant such unsubtle threats. My smiling face is  all  the menace we need." 
 
 
  
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  36/44 
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 

Surge stows his blade.  You know the saying. Even a broken clock may perchance hit the mark.  He shrugs, but steps back.  If you need me, I am back over here, watching you get stabbed. 
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 48  +0  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 3/5 Wand: 6/7 Wings 119/120
Conditions:  

Svek returns to the group and watches as Surge pulls his weapon on the unconscious warforged. He thinks Surge is probably right about being a little more cautious, but doesn't want to argue with the others, especially Adam. He waits off to the side while they try to revive the man.

  "I didn't see anyone returning right away. But let's be quick about this."  
 
 
  
 
 Spoiler: OOC 

 Action:  none
 Bonus Action:  none
 Reaction:  shield if needed
 Movement:  none
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 46/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 3/4 1st, 1/2 2nd 
 Lay on Hands- 0/25 

Honor reaches out and holds his palm over the Iron Witch for several seconds, her wounds knitting as the weight of his vows settled in restored that which was. Once that is done, he turns to the warforged prisoner. As a way of establishing control without coming across as overtly hostile, Honor clamps a hand on the cultist's shoulder and holds him down as the remainder of his healing flowed into his fellow construct over a handful of seconds.
 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:0 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 6/7

Witchling
AC13 HP: 18/18 THP: 9
16PP
  
 
  
  "My thanks,"   the Witch said plainly to the warforged, feeling her bruise ease aching.

She kept her longarm lowered as she waited to see if the stuttering pilgrim woke.
Amnestic
When the healing energy passes into the warforged, the light in their eyes flickers a moment before the soft glow returns. They twists their head, seeking a familiar sight as they shift their body against the damage dealt. Their eyes find Delver's corpse, picked clean of equipment, and then rise up to the remains of the destroyed church, some embers still licking up from beneath the choked stone. They spin, frantic, seeking any other familiar faces, but finds none save the unmoving Delver - and you.

 "Wha....what d...d...d...did you d...d...do!?"  Their voice is desperate, pained, and they push themselves to their feet, rushing past you to the fallen place of worship, scrabbling at the rocks, grabbing at stones, desperately trying to move aside the rubble as they desperately search for anyone still alive.
Archmage1
Adam shakes his head, sadly, as the stuttering warforged panics.  " Not us.  After Delver incited this conflict, and we knocked out most of those he had incited, and after we had dealt with him, one of the sentries did something behind the alter, and the place collapsed soon afterwards. "  He frowns once more.  " If those idiots hadn't incited this whole thing, none of this would have happened. "
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 

Pushing himself up to his feet as the warforged runs past, Aanash stands back casually and watches him pull at the rubble.  "What did  I  do?"  Holding up his arms and letting his hammer hang casually from one of his wrists, he shrugs.  " I  dragged you out of the martyrdom your leader set aside for you. I do not like killing, least of all those who can barely put up a fight." 

Aanash walks slowly towards the ruins, but doesn't get up in the warforged's personal space.  "It is clear now that Delver  wanted  a fight. Wanted many of you to die, so that he could create more outrage. Make more war fodder. He could not have done anything else, with such weak soldiers." 
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 48  +0  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 3/5 Wand: 6/7 Wings 119/120
Conditions:  

While the others express their outrage at the accusation from the stuttering warforged, Svek just feels bad for him. He was probably peacefully minding his own business, on some sort of pilgrimage, when they were taken in by Delver and the sentries. They were likely lied to, and then coerced into attacking us. Svek stays back and shows true sympathy for the man.

  "I'm sorry about your friends. I wish they hadn't attacked us and been killed."  

He then continues to look around, expecting a counterattack and wanting to get moving.
 
 
  
 
 Spoiler: OOC 

 Action:  none
 Bonus Action:  none
 Reaction:  shield if needed
 Movement:  none
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
 

 
Amnestic
 "Kn-kn-kn-kn-knocked out!?"  He screams, looking back at you, pointing a finger at Adam.  "I w...w...w...watched your m...m..m...m..magic c..c...c...c...cut d...d...d...d..down my friends."  Their accusations turn to Iron Witch.  "And her f...f...f...fireball!"  Their hand is still gripping a stone that they ripped from the pile left behind.  "You l-l-l-left me alive f-f-f-f-for what? We m-m-m-m-m-made our choice." 
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  36/44 
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 

Surge leans on a rock, seemingly unmoved by the dramatic display.  I pointed out a flaw on you. Delver got mad and we defended ourselves. And things get messy when you push those magic types.  As he pushes himself away from it towards the warforged, he extends a hand to help the searching warforged.  No use looking for them. Those who survived went that way. If you want me to, I can track them down so you are united again. No fightin'. 'cause if I were out to kill y'all, wouldn't you think we will be following your friends towards the next hidey hole? So don't make me look like a fool here, take my hand and we are off. If not, we are on our way. It makes little difference to us how you choose.   
 
  
Archmage1
Adam shakes his head at the warforged's accusations.  " My magic only harmed those who wished me harm.  This "  He gestures at the church.  " Was never what I wanted.  We just wanted to find out if the people we were looking for had been here.  What happens next is your choice.  We did not, and do not want to be your enemies. "
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 
 "I just told you why  I  left you alive,"  Aanash twirls his hammer on his wrist wrap and brings it up into his hand, but keeps it leisurely at his side.  "Because I  wanted  to. And if you choose to attack me again now, I will still leave you alive, but you will be lying unconscious and alone in the Mournlands; which does not bode well for you." 

The tiefling holds out a hand to the warforged- not in the sense of offering it, but as a passing motion.  "This is my gift to you as the victor: your life. Take it. See the world. Learn how it really works, not the words of your fool preacher pulling colored veils over your eyes. Get stronger, stronger than Delver,  smarter  than Delver. And if our weapons cross again, I hope that you can show me a good time. I want to  see  what you can  become , Becomer. That is why you are alive." 
 
 Spoiler: Rolls 
 (1d20+2)[ 19 ]  Persuasion
 

 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:0 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 6/7

Witchling
AC13 HP: 18/18 THP: 9
16PP
  
 
  

The Witch opened her mouth to spit back bitter words at the accusatory tone of the survivor, and then shut it again. What good would it do? She found no appetite for bandying words with a fellow fool too unlucky to die with their kin.

She simply turned away, expression as hard and sharp as glass.
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 46/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 3/4 1st, 1/2 2nd 
 Lay on Hands- 0/25 

Honor looks over the desperate, scrabbling warforged for a few moments, hand reaching for his hammer as he begins to worry that this weakling will do something stupid.  "Listen to my companions. We were attacked. We defended ourselves. You have been given a second chance in life. Do not waste it on vengeance or looking for the same people who urged you to violence. Go find a place in the world. Maybe even one of peace- I don't understand it, but some of our kind find fulfillment beating swords to plowshares."  Honor approached the stutterer.  "I have healed you and given you this second chance. Do not make me regret it." 

Corporal Finas asked with genuine curiosity-   "Do you feel your harsh words led to this violence, or that Delver would have picked a fight no matter what?"  
  "Ask him. I am not concerned with such things."  
 
 
  
 
 Spoiler: OOC 
Persuasion of 15 in the Discord to calm him down. If someone wants to help, I also got a 15 with advantage.
 
Amnestic
 "This  w-w-w-w-w-was  my p-p-p-p-p-place."  Anger gives way to emotional fatigue - to emptiness.  "I won't g-g-g-go. You sh-sh-sh-sh-should g-g-g-g-go."  There's defiance still in the eyes, a small flicker, but people have been sustained on less before. They turn away, dropping the stone held to the ground and going to move more from the pile, their movements changed from frantic to methodical and paced. They pointedly do not look back at you, their back open and entirely vulnerable.

 
 Spoiler: OOC 

Last chance for anyone to make a comment but it seems like you guys are probably read to move on?
 
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  36/44 
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 

Surge was judging between striking the machine man down here and now to deprive more radical wasteland warforged factions of another acolyte and not acting against their group's will. Ultimatively he preferred group cohesion over his own will. In a last empty threat, the shifter goes:  If you threaten us or any other organics in an ambush from now, I will find you and bring you down. Do not let it come to this. 
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 48  +0  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 3/5 Wand: 6/7 Wings 119/120
Conditions:  

Svek stays silent while the others interrogate and intimidate the warforged. He feels bad for the stutterer. The man just saw all of his friends killed and who knows what he had been through before this. While he knows it wasn't our fault, Svek feels ashamed for our role in their deaths.

Svek believes the others' threats and hopes that the stutterer follows their advice and finds a way to build a better life for himself not based on hate. Hoping a little sympathy can help set him on that path, Svek calls out to him again as his back is turned to us and follows him into the rubble.

  "I am sorry for my part in your friends' deaths. That was never our intent when we came looking for  assistance. Here, I will help you, but we will have to leave if others come looking for us. We don't want any more fighting."  

He starts to help uncover the buried dead, hoping to help the stutterer bury his friends with honor, but staying out of the warforged's way, trying to show respect to the dead. He looks to Adam to see if he will help. Svek will stop helping if Adam tells him to.
 
 
  
 
 Spoiler: OOC 

 Action:  none
 Bonus Action:  none
 Reaction:  shield if needed
 Movement:  none
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 46/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 3/4 1st, 1/2 2nd 
 Lay on Hands- 0/25 
 "You should move on. Know you will not be spared again."  Honor gestures to the others.  "Unless anyone is wounded we should move on. There is nothing here but broken men and burning church."  Honor does not seem to notice the fallen warforged, nor the solitary survivor they left behind. It was the past already in his mind. He considered ending the resentful metallic soul, but he didn't feel the need. There was nothing he could do to harm Honor, or so the soldier thought. Killing prisoners was... unnecessary at this time.
 
 
  
Archmage1
Adam nods at the warforged's answer.  " Determination can see you far.  And better, by far to build something, than to destroy.  I think we've all seen more than enough destruction. "  His expression softens, for a moment.  " For what it's worth, I am sorry. "

With that, he turns to go, to depart, and continue on the quest for the armory, and the rescue mission.
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 

Resisting the urge to bant the warforged with something along the lines of  talk **** get hit , Aanash leaves him to his rubble digging. When Svek starts to linger behind he pauses, looking to the rest of the party.  "We helping the little dragon bury the dead or...?" 
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 46/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 3/4 1st, 1/2 2nd 
 Lay on Hands- 0/25 

Honor looks at Anaash, his eyelights growing a bit brighter to show surprise.  "You bury bodies to keep scavengers from taking the meat, to hide the rotting. They are warforged. They will neither rot nor be eaten. It is not practical, but Svek and you others wish to I will not stop you."  Honor didn't look back at the massacre.
 
 
  
Amnestic
The warforged passively refuses Svek's aid, moving away and continuing to turn his back, a rejection in all things but words. Even this amount of aid is denied, and with the rest of the party seeking to move on, it's not long before the group leaves the warforged to his work - digging out the bodies would take hours to do, and time is a luxury you can ill-afford.

The ruins are left behind, and you continue following the path eastward towards Kalazart following a steady if not particularly pleasant pace. The march is hard on the feet, the grey sky draining on the soul, and though you still have some time before you feel the need to lay heads down to rest, a break  would  be appreciated.

Almost in response to this thought, a village appears on the horizon, which you reach within the hour. It appears relatively untouched by the Mourning, and in a stark contrast to the last 'settlement' you passed through this one appears in a decent state of repair. Though some buildings bear superficial damage, they've held up remarkably well all things considered. You neither see nor hear any indication of creatures as you pass by the quiet, darkened buildings, but up ahead light and sound catches your attention. One of the buildings in the centre of town appears to have torch or firelight flickering through the windows, and your ears pick up the sounds of a stringed instrument - a lute perhaps - being strum loudly, though there's no other sounds you might expect to accompany it - no singing, no stomping of dancing feet, nor any sounds of carousing from occupants. The door to the building, a tavern bearing the name of  Four Leafed Rabbit's Feet , is open.
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 48  +0  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 3/5 Wand: 6/7 Wings 118/120
Conditions:  

Svek helps remove rubble for a short while, but when the warfoged seems to not want him around, and especially when Adam starts to leave. He says his goodbye and follows the others.

  "I am sorry again for your friends. I hope you find peace, and I hope we meet again under better circumstances."  

With that, he flies off to catch up to his friends. With his wings being built more for short flights, he spends the rest of the day walking along with the others, his short legs taking three steps for every one the larger races take. When they reach the village, he is drawn to the music, even if he knows not to trust anything here.

  "The Four Leafed Rabbits Feet? Well, that certainly sounds lucky. Shall we go in? An inn might be a nice place to rest for the night. Or... it might be certain doom."  
 
 
  
 
 Spoiler: OOC 

 Action:  none
 Bonus Action:  none
 Reaction:  shield if needed
 Movement:  none
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 

In answer to Svek's question, Aanash marches forward and swings open the door. To his credit, he takes cover behind the wall of the doorway while peering inside rather than go charging in.  "Hello, friend?"  he asks, looking around for the source of the music.

 
 Spoiler: Rolls 
 (1d20+2)[ 4 ]  Perception[
 

 
 
  
Amnestic
Aanash looks in on a tavern untouched by time or mourning - and perhaps also be people. The interior is lit brightly, the floors freshly swept. Tables and chairs are spread around a central platform, upon which a lute is propped up on a chair, strumming itself, and against a wall rests a piano whose keys join the melody. The tables are laden with food - roasted meats and potatoes, steamed vegetables, boats of sauce, all of which smell distinctly delicious, though who made them is unclear. There is no one stood behind the bar, upon which rests a number of mugs waiting to be filled, and were it not for the music it would be entirely silent inside. No one responds to Aanash's greeting.
Archmage1
Adam pauses, opening his mouth to speak as Anash marches into the tavern.  Then, he shuts it again, and prays that this doesn't go as badly as it could.
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  36/44 
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 

Surge's feline ears perk up as his nose takes in the smell of food. Obviously the sight was eerie, but the Mournland WAS weird. But this was no obvious illusion or trap. That would be too plain.  This is no trap. But if we do not find some sort of repeating magic, something that resets this place to its former state, we should not indulge in this food. But I for one think this place is for real. Won't hurt to double check but maybe we just found something very obviously hospitable.  That said Surge enters and investigates the place thoroughly. He opens every room, door and window, every pantry and finally tries a tiny speck of food and water. Maybe this oddity just meant they had a day of relaxation.
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 46/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 3/4 1st, 1/2 2nd 
 Lay on Hands- 0/25 

Honor, from outside this mysterious tavern, says  "We'll find naught but trouble here. You all have your rations. We should press on and leave this oddity behind. This must be some sort of trap or snare..."  He looks around suspiciously, searching for any signs of trouble.
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 48  +0  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 3/5 Wand: 6/7 Wings 118/120
Conditions:  

Svek is curious what is inside and wants go in, but can't seem to bring himself to enter. So he stays in the doorway, afraid to go in, but not willing to stay outside alone. He concerned with Aanash and Surge's nonchalant entrances into the establishment, thinking this deserves a little more caution. He is reassured by Honor's declaration.

  "I agree. We should move on. What kind of magic do you think could have protected this place from the Mourning?"  
 
 
  
 
 Spoiler: OOC 

 Action:  none
 Bonus Action:  none
 Reaction:  shield if needed
 Movement:  none
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 
 "What kind of magic indeed,"  rubbing his chin between two fingers, the tiefling peers into the building with interest.  "And an answer, I believe, I have! There are halflings in this land which wield the power of Hospitality. Yes?"  he points out.

Without fear, he strolls inside, taking a seat at one of the tables.  "Clearly, this tavern was enchanted to be hospitable!" 
 
 
  
Amnestic
There's no negative reaction from either Aanash or Surge's investigations, and though no waitstaff appear (be they magical or mundane) to aid in the hospitality, the tables do already have food there, and you  could  serve yourself drinks, if you're brave enough to step behind the empty counter in an otherwise empty inn.

Poking and prodding around the room(s) reveals no illusions (that you can detect at least). Everything smells as it should, the wooden countertops and tables have the right texture (and taste, if you're brave enough) and even the door hinges squeak with an appropriate amount of 'oiled semi-recently, but not  too  recently' response. The food is tasty, with sort of general flavour one would expect from common hearty tavern fare - nothing overly rich or deep, but still something that brings a smile to the face.

Aside from the inn's central room, there's an upstairs with bedrooms, a downstairs washroom, and a backroom for employees. All similarly empty, yet all similarly in a fine state of use.
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 48  +0  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 3/5 Wand: 6/7 Wings 118/120
Conditions:  

While he initially wanted to move on, the smell of real food and promise of a soft, warm bed are too enticing. Svek spends a few seconds looking longingly into the tavern, then glancing back at Honor and Adam, hoping they will go in first. But eventually the pull of comfort is too much. He hesitates and slowly walks into the room, again glancing back at Honor and Adam, beckoning them to join him.

Once inside, he feels guilty leaving the others outside, but can't help himself. He sits down next to Aanash. He asks in a quiet voice, the type people use when they are in a church, hoping not to disturb anything.

  "Have you tried anything yet? Is it as good as it smells?"  

He reaches for a bit of food, and starts to eat, slowly at first, but gathering enthusiasm as he goes, enjoying the taste of real food. Soon he is fully immersed in the endeavor.
 
 
  
 
 Spoiler: OOC 

 Action:  none
 Bonus Action:  none
 Reaction:  shield if needed
 Movement:  none
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Archmage1
Adam frowns as Anash and Svek continue to rush inside, and assume that everything was safe.  However, as there didn't seem to be any significant visible threats, he continues his wary watch.
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 

Plucking a juicy, grease-laden bird leg from one of the plates on the table, Aanash turns it over, inspects it, and breathes in the wafting smell of freshly cooked food.  "Is it?"  he wonders aloud at Svek's question, looking down at the little dragon. His voice is just as quiet, as if speaking too loudly could shatter the illusion.  "There is only one way to find out."  Sinking his teeth in, he begins to slowly savor the tastes on display. Tavern fare, even scarce on spices and herbs for flavor, is a welcome respite from dried rations.

The Mournland giveth? Perhaps. He would discover soon what the price of this gift might be.
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 46/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 3/4 1st, 1/2 2nd 
 Lay on Hands- 0/25 

Honor looks to Adam and gives a soft, well practiced sigh.  "I will not hold it against you if you would like to join the others. I will wait out here, either to meet trouble if it comes or to look foolish if all you find in there is magical hospitality. I prefer safe over sorry."  Honor moves to the side of the door and goes to a knee, assuming a vigilant stance and staring out into the Mournland, looking for threats.
 
 
  
Archmage1
Adam shakes his head firmly at Honor's offer.  " If it is genuine, all's well.  If it isn't genuine, then we'll need to find a way to resolve the situation.  I think this is quite foolish.  Yes, it could be genuine, but there were no such automated taverns before the Mourning.  And I do not believe that the Mourning did any good for Cyre. "

He pauses, thoughtfully, then pulls out a small set of bone dice, and rolls them into the dirt.  " Is going into the tavern, and consuming the food a good idea. "
 
 Spoiler: OOC 

Casting Augury.
 
Awful
The Witch, for her part, didn't enter.

Something too good to be true normally was.

She waited for the results of the augery with a frown on her sharp features, trying not to let her mouth water at the smell of roasted meats and fresh bread.
Amnestic
The bone dice rattle as the magic washes over them, for a moment resting in place before flipping over and over and over again, then finally resting on a straight set of 1s across the board - Woe, there can be no doubt.
Archmage1
Adam looks over the results for one moment, before looking into the tavern, and calling out.  " Time to go.  Going in, and eating the food is not a good idea, per the gods.  You will find only Woe. "
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:0 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 6/7

Witchling
AC13 HP: 18/18 THP: 9
16PP
  
 
  

The Witch huffed out a sharp breath at the stark result. She gripped her longarm tighter and looked around, even if the danger was not likely an ambush but more insidious.

  "I wish I could be surprised,"   she grumbled.   "But what else could one expect in this accursed land?"

  She tapped Honour lightly on the shoulder, speaking low and quiet to him.  
"Be ready to pull them out if necessary, if you would. Whatever ill work is afoot, you are least like to fall prey to it."  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 48  +0  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 3/5 Wand: 6/7 Wings 118/120
Conditions:  

When Adam calls out, Svek jumps up from the table at attention. He responds with 'sir' as a sign of respect for Adam.

  "Yes, sir. Coming, sir."  

He turns to Aanash and Surge,   "We should go. Adam is usually right about these things."   

But as he leaves, Svek scoops up another handful of food to continue eating on his way out. He walks out the door, finishing his delicious food, talking to Adam and Honor with his mouth full.

  "You really should try it though. It's delicious."  
 
 
  
 
 Spoiler: OOC 

 Action:  none
 Bonus Action:  none
 Reaction:  shield if needed
 Movement:  none
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  36/44 
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 

Surge is glad the others decided for him. Because truth be told he was toying with the thought of staying in this. They went into a clearly inhabited church to destroy a dozen warforged with no incentive whatsoever, so why pause here? But the priest's augury revealed more.  I hate to agree here. The place seemt too good to be true. 
 
 Spoiler 
Arcana check with advantage   (2d20)[ 22 ]   8 and 4 +2 (or Investigation +5 but I assume that requires going inside)
So either 12 for Arcana or 15 for Investigation
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 

Still chewing on a piece of chicken, Aanash rolls his eyes. He daintily holds the bone of a drumstick above the plate and lets it fall.  "Well if the  gods  say so, who am I to argue?"  Standing from the table, he wipes his greasy hands unceremoniously on his pants and walks behind Svek towards the exit. At least he had a taste of the good stuff before the priest's  decision dice  decided to play voice of reason. But he's learned well enough not to argue with them.
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 46/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 3/4 1st, 1/2 2nd 
 Lay on Hands- 0/25 
 "Wise use of magic, Adam."  Honor watched all the others leave, eyes narrowing as they grab their last morsels of food.

  "Disgusting. Taking that which you know to be false. That may be cursed. And all because it smells good?  
  "It is obvious you've never been hungry and tired from a long day of marching. I myself was quite tempted to sample some of this cursed cuisine, but..."  
  "That would have been messy and inconvenient for both of us. I'd be cleaning grease from my mechanisms for weeks. Besides, what's the point? Neither of us needs food."  
  "Ah, but there's a difference. You've never needed food. My ability to enjoy it has been stripped away by violence and the Mourning. Given the chance? I'd eat something in a heartbeat. Apologize for the reference..."  

Honor pondered this for a moment before responding.  "I am... sorry... I cannot give you that pleasure that you miss, Corporal."  He mumbled this aloud by accident, not used to keeping up conversation in his head. 
 
  
Archmage1
Seeing everyone depart, Adam takes another look into the tavern, before nodding, once.  " I think we should be away from this place.  We have a vault to find. "  With that, he starts walking, continuing along the road to Kalazart.
Amnestic
When you make a quick exit from the building, the music seems to grow more enchanting, the food scent more delectable, and the temperature even more comforting - but this shift is more offputting than inviting. It even seems to shake slightly when the last of you crosses the threshold, as if the place is upset you have left. But no matter how siren the song, the dice have spoken and they advised only woe - and so trusting in tools of chance you abandon the town and press on eastwards towards Kalazart, though it's still days away.

Not far out of town, you spot a tower stood alone atop a small hill on your route, in a partial state of disrepair. Such towers were put up across the country during the Last War to serve as communications stations to report on any local situations, or give forewarning of any invasions that might be taking place. From the outside, this tower looks entirely typical for such a purpose. Many of these watchposts held small House Sivis stations to help facilitate the instant communication that a war requires.

The exterior is overgrown with a thick layer of ivy and vines, blocking your entrance unless removed.
Archmage1
Leaving the strange Inn behind, it didn't take long before another, ancient, abandoned structure came into sight, the ancient tower covered in ivy and vines, and Adam frowns as he examines it.  No one would have let vines grow up around a tower, and after the Mourning, any growth wasn't natural.  But the tower could also contain useful information, and from the vantage it provided, it might be possible to see something else of use, although The Iron Witch could simply fly up and look.

 
 Spoiler: OOC 

Doing some examination, to investigate the ever handy tower, to see if there is something unusual about the vines, or the tower's position.
 (1d20+8)[ 25 ]  Perception
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 48  +0  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 3/5 Wand: 6/7 Wings 117/120
Conditions:  

Svek reluctantly leaves the welcoming tavern, half wanting to go back despite Adam's admonishment. He mopes a little at first but slowly regains his purpose, moving his legs quickly to keep up with his taller companions, sometimes taking short hops with his wings to catch up.

When they get to the tower, he is initially hesitant and wants to press on. But Adam seems interested in knowing what's inside so Svek volunteers to investigate.

  "I'll take a look"  

From the bast for the tower, he unfurls his wings and flys up, trying to avoid the arrow slits until he is right upon one. Once there, he grabs the vines to steady himself and quickly peaks in the arrow slit, trying to see inside the tower.
 
 
  
 
 Spoiler: OOC 

 Action:  Perception  (1d20+5)[ 15 ] 
 Bonus Action:  none
 Reaction:  shield if needed
 Movement:  fly up to arrow slit
 Object Interaction:  grab vines
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Amnestic
The vine growth around the tower appears unnaturally thick to Adam's eyes, especially given the relatively moderate (dull) grass around the base, the vine's seem exceedingly lively and abundant. The tower itself doesn't seem out of place though - given its position it seems a geographically appropriate position for one of the many Cyran guard towers.

Unable to fit through the slit, Svek nevertheless spies two unmoving bodies on the floor inside the small upper room of the tower. From their size and location, they are likely gnomes, but a closer inspection would be needed to determine details. You can't see any signs of external wounds or blood. You can see little else due to the limitations on your vision, but there's a desk beyond the bodies.
Archmage1
Adam gestures at the tower.  " The vines... they're not natural.  Look at the grass, and compare it to the vines. "
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 48  +0  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 3/5 Wand: 6/7 Wings 117/120
Conditions:  

Svek flies quickly back to the others, a little scared of the vines now. He tells everyone what he saw in the room, and then suggests a course of action.

  "I don't know what to make of the dead gnomes inside, but it can't be good. Should we try to burn the vines off first, or just hack through them to get to the door? Or does anyone have another idea? Once we come up with a plan, do you want to check it, Adam?"  
 
 
  
 
 Spoiler: OOC 

 Action: 
 Bonus Action:  none
 Reaction:  shield if needed
 Movement:  fly back
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Archmage1
Adam listens as Svek explains what he saw, and suggests a few options.  " I think standing back, and seeing how the vines respond to a cantrip or two is an excellent idea.  I can roll the dice again, but they become increasingly less reliable the more I use them, and here, danger is clear. "
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 46/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 3/4 1st, 1/2 2nd 
 Lay on Hands- 0/25 

Honor looks over the verdant vines, hears the recount of the bodies inside, and slowly nods at Adam's plan to probe the situation with cantrips. He hefts his hammer and waits, anticipating something to go wrong. It always did in the Mournland.
 
 
  
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  36/44 
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft) 
 Concentration: - 
 The tower could hold information helping us in the right direction if nothing else. But someone, or something wants us out of there. All the more reason to investigate.  He draws his silvery blade. It was part to show that shifters were in no part lycanthropes, and partially to defend himself from demons and werebeasts.  I'd prefer the blade to spells, but I assume we have announced our arrival to the surrounding area loud and clear, so we might as well barge in flames ablazing.  With that, Surge positons himself at a range from the tower, safely behind any melee that could break out.
 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 
 "Well then, shall we?"  finding no reason to object to the plan, Aanash stands safely back and hurls a ghostly claw at the base of the tower, which scratches at the vines leaving necrotic, blighted marks. If they had any enchantments causing them to regrow when damaged, his magic would hopefully hold them at bay.

 
 Spoiler: Rolls 
Chill Touch
 (1d20+5)[ 22 ]  to hit if needed
 (2d8)[ 11 ]  necrotic damage and the vines can't heal until end of their next turn
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 48  +0  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/27 Sorcery Points: 3/5 Wand: 6/7 Wings 117/120
Conditions:  

Svek follows Aanash's lead and throws globs of acid at the vines. If they are animated, the acid should burn them. He's not sure what will happen if they are just ordinary vines.

  "Let's see if this does anything. If this doesn't work, maybe we should just let Honor hack them away."  
 
 
  
 
 Spoiler: OOC 
Attack:  (1d20+8)[ 22 ] , Damage  (2d6)[ 4 ] 
RAW, this only affects creatures.

 Action: 
 Bonus Action:  none
 Reaction:  shield if needed
 Movement:  fly back
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Amnestic
The cantrips fly out at the vinewrapped tower, and the unusual plantlife responds almost immediately, retreating from the crumbling tower to coalesce into vast plant creatures that twist and shudder with each motion. They detract from the walls with loud slams, and begin to make their approach. One - the creature that 'emerged' from the vines covering the tower door - appears smaller, though no less dangerous from the rest.

 
 Spoiler: Map 

 

Aanash and Surge are up.

 Initiative order: 
 Surge: 20 (due to advantage from Twilight cleric)
Aanash: (1d20)[19] 

G3: (1d20)[19]

Adam: (1d20)[17]

G1:(1d20)[16]

Honor: (1d20)[13]
Svek: (1d20)[11]

G2: (1d20)[5]

Iron Witch: (1d20)[3]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (6) 

The eruption of hostile vegetation brings a (wider) smile to Aanash's face. While he is eager to do battle, he is also no fool.  "The large ones look slow. Keep your distance, and make them come to us,"  he advises, launching another skeletal claw at the one he already provoked.

 
 Spoiler: Rolls 
Dicebot in discord is not working, so  (1d4+4)[ 6 ]  to see what his most recent False Life gave him.

Chill Touch at the lawn clippings he hit before.
 (1d20+5)[ 16 ]  to hit if needed
 (2d8)[ 10 ]  necrotic damage and the vines can't heal until end of their next turn
Then move 1 SW, 2 W
 

 
 
  
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  36/44 
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft), Vigilant Blessing (adv. on intiative checks) 
 Concentration: - 
 I assume the small thing is the controller?  Surge says as he knocks two arrows in record speed.

 
 Spoiler 
Hunter's Mark on tiny thing: 2 attacks  (2d20)[ 11 ][ 17 ](28) +12 each
1:  (1d8+9)[ 17 ]  plus  (1d6)[ 5 ] 
2:  (1d8+9)[ 12 ]  plus  (1d6)[ 5 ] 
 

 
 
  
Amnestic
The lumbering mass of vines twitches angrily in response to Aanash's spell, and its companion lumbers forward on massive tree-trunk sized vine groups, whipping its barbed tendrils back and forth across the mournling, who nimbly evades two swipes but the third one catches him across the face. The wound hisses with the pain of the scratch, but moreso with the sizzle of poison.

When Surge looses his two arrows at the smaller vine creature they both slice through its writhing form and it - somehow - hisses in anger, slopping forward on eternally turning vines to retaliate against the shifter. It forms two massive fists which it slams into Surge, before unleashing a vast number of them at the foes around it. Adam manages to barely deflect it in time with his shield, but Surge, Honor, and Iron Witch all find themselves ensnared by thorny vines that tear at their bodies even while they struggle against them. It pulls the ensnared individuals back towards the other vine creatures, bringing you closer towards the tower.


 
 Spoiler: Map 

 

Aanash hits with Chill Touch.
Surge hits with both their shots.
The smaller creature moves forward and slams Surge twice for  9  and  8  bludgeoning damage, then unleashes a tendril against Adam, Surge, Honor, and Iron Witch. Only Adam evades.
Surge takes  7  piercing plus  5  poison.
Honor takes  9  piercing plus  6  poison.
Iron Witch takes  8  piercing plus  3  poison.
In addition, those hit by the tendrils are  grappled  by it.

The far right vine creature moves to Aanash - misses, crits, and then misses again. Feast or famine. He takes  9  piercing and  5  poison.

As always, damage numbers are before any reductions/resistances.

I know Archangel said they wouldn't be available the next few days - I'll give them a day just in case they get an opportunity, else I'll deploy a twilight sanctuary. It also gives the party a short moment to assess the situation before G1 moves.

 Initiative order: 
Surge: 20 (due to advantage from Twilight cleric)
Aanash: (1d20)[19]

G3: (1d20)[19]

 Adam: (1d20)[17] 

G1:(1d20)[16]

Honor: (1d20)[13]
Svek: (1d20)[11]

G2: (1d20)[5]

Iron Witch: (1d20)[3]
 
Archmage1
Shifting aside and letting the vines lash past him, Adam continues his movement, moving to be in front of Svek, before he raises his shield, and the area around him darkens as he raises a sanctuary against the light, the dark, and the plants.

 
 Spoiler: ooc 

Action:  Twilight Sanctuary
Move:  Move to in front of Svek.
 
Amnestic
Darkness raises up from Adam to safely nestle the party in its dim-yet-welcoming bosom, but the masses of vines continue on unperturbed. Following the lead of their lord, two more move to attack, whipping their vines and Surge and Iron Witch. Even grappled by the lord the pair manage to evade most of the attacks, but the volume of attacks means that eventually they do strike true.

 
 Spoiler: Map 

 


Adam activates Twilight Sanctuary.

Big guy (left) misses twice then hits Surge once (barely) for  4  piercing and  3  poison.
Big guy (mid) misses twice then hits Iron Witch for  8  piercing and  3  poison.



Honor and Svek are up.

 Initiative order: 
Surge: 20 (due to advantage from Twilight cleric)
Aanash: (1d20)[19]

G3: (1d20)[19]

Adam: (1d20)[17]

G1:(1d20)[16]
 
Honor: (1d20)[13]
Svek: (1d20)[11] 

G2: (1d20)[5]

Iron Witch: (1d20)[3]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 48  +8  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 19/27 Sorcery Points: 3/5 Wand: 6/7 Wings 117/120
Conditions:  

Svek throws some acid at the inanimate vines and is caught by surprise when they release their hold on the tower and amble out to attack the group.   What have I done?   He prepares another spell but is too late. The vines are already grabbing and seizing his friends.

Trying to avoid the vines whipping all around him, he moves a little to his left, ending up just behind the Iron Witch. He calls out to her when he arrives.

  "We need to use fire!"  

A small ball of fire streaks from his hand, erupting directly north of Honor, so that it catches the small cluster of animated vines and all of the large ones except the one farthest east, the flames moving just south to reach Honor but not engulf him. 
 
  
 
 Spoiler: OOC 
Fireball centered due north of Honor, almost to the building, in order to catch all of the vine-creatures except the farthest east, and not quite fill Honor's square in half.

 
 Spoiler: Placement map 
 
 

 (8d6)[ 38 ]  fire damage, DC16 Dex save for half.

 Action:  fireball
 Bonus Action:  none
 Reaction:  shield if needed
 Movement:  two squares west
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 45/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 3/4 1st, 1/2 2nd 
 Lay on Hands- 0/25 

Honor, rooted in place by the massive shambling vegetation, hears Svek's cry for fire and ignites his hammer, bringing down on the monster in a rhythm of destruction.
 
 
  
 
 Spoiler: OOC 
Hammer x2, since I can't move anywhere.  (1d20+7)[ 25 ]  to hit, and  (2d6+4)[ 8 ]  plus  (2d6)[ 10 ]  fire. Then again-  (1d20+7)[ 13 ]  to hit, and  (2d6+4)[ 10 ]  plus  (2d6)[ 7 ]  fire. Pumping a level 1 smite into a hit if it happens-  (2d8)[ 10 ]  radiant damage.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 54/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (0) 

Finding the reach of the plant creature greater than he'd hoped, Aanash raises his arms to fend off the thorny vines. Their sting is absorbed mostly by his barrier, and an eager crackling of red lightning flares up in his arms and his eyes. A bellow of challenge builds up in his chest.

 
 Spoiler: Rolls 
Not his turn yet, just a flavor post to update hit points.
 

 
 
  
Amnestic
Svek's fireball washes over the tower, cracking its door, but more importantly over the collected plantlife, immediately igniting all except the 'small' one. Already injured, one falls into a pile of ash, while the others are now wreathed in flames, their life fast turning to cinders before your eyes. They lack any sense of self preservation though, and rush forwards to add your biomass to their own. Instead of the whipping vines they used previously, now aflame their masses form into blunt objects wreathed in fire that slam down on Honor, and a particularly vicious pair of strikes on Svek.

 
 Spoiler: Map 

 

Fireball blows up the most injured one and severely damages the three other big ones. They'ree not looking healthy. Lord makes their dex save. All except the lord (and the one on the far right) are now set on fire. The one attacking Aanash has yet to take damage.
Honor hits once on the lord, misses the other one. Fire does seem particularly effective against them all though!

A big'un moves in over his dead companion and smacks Honor once for  7  bludgeoning and  4   FIRE  damage.
The other one chases Svek, using their reach to stretch over Adam's head. They crit once, and hit again, even if Shield had been used, for a total of  19  bludgeoning and  6   fire .

Iron Witch, Surge, and Aanash are up.



 Initiative order: 
 Surge: 20 (due to advantage from Twilight cleric)
Aanash: (1d20)[19] 

G3: (1d20)[19]

Adam: (1d20)[17]

G1:(1d20)[16]
 
Honor: (1d20)[13]
Svek: (1d20)[11] 

G2: (1d20)[5]

 Iron Witch: (1d20)[3] 
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 54/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (6), Rage (Adv Str, Resist Phys) 

The explosion of flame looked effective, so Aanash bounds off of the ground to close the distance, circling his foe. Crackling lightning lends a powerful spring to his movements as he whips his weapon towards the plant monster, igniting the air around it with a spark of magic.

 
 Spoiler: Rolls 
Bonus action Rage.
Move 1 NW, 2 W.
Green-flame Blade on the uninjured lawn trimming adjacent.
 (1d20+8)[ 16 ]  to hit
 (1d10+7)[ 8 ]  damage + (1d8)[ 3 ]  fire
Then  (1d6+5)[ 6 ]  temp hp gained from Twilight Sanctuary.
 

 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 30/38 THP:0 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 0/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 5/7

Witchling
AC13 HP: 18/18 THP: 9
16PP
  
 
  

The Witch hissed as vines wrapped around her, and with a sharp exhalation turned to mist. She reformed mid air, thirty feet above, and her wings took her higher.

She slotted another rifle grenade into her longarm and fired it downwards, trying to cook as many as she could in the blast.

 
 Spoiler: OOC 

BA: Misty step upwards 30ft so there's no risk of a AoO
Action: use wand of fireballs

They need to make a DC15 Dex save or take  (8d6)[ 23 ]  fire damage

If the enemies that could reach her are gone Witchling flies up and away.

 
 
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  19/44 +7  
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft), Vigilant Blessing (adv. on intiative checks) 
 Concentration: - 

Surge will have none of the fiery retribution the now burning tree men dish out. Faster than the wind he is gone, but to replace his presence, he sends arrows into the enemy.

 
 Spoiler 
Drop Favored Foe: Cast Zephyr Strike for triple adv.  (3d20)[ 19 ][ 15 ][ 8 ](42) +12 for  (2d8)[ 5 ][ 8 ](13) +9 damage
 (1d20)[ 2 ](2) +12 for  (1d8)[ 5 ](5) +9
Both shots at the tinier creature.
 

 
 
  
Amnestic
Another wave of fire washes over the battlefield from Iron Witch, though even now the small leader of the plant creatures manages to evade it, throwing up a wall of vines so that only the edges of his body are licked by flames instead of being fully engulfed. His flanking allies are not so lucky, taking the full brunt of the fire that causes them to crumble to ash. Though one of Surge's arrows pierces the still-standing creature, it nevertheless moves back forward, seeking to again restrict his foes, unleashing another wave of vines against the un-grappled enemies. Having seen it once, Adam, Svek and the Witchling all evade, but the Iron Witch seems to have earned the creature's ire and focus. The vines ensnare her and drag her back to the ground with full force, scraping against flesh with envenomed thorns.

Aanash's quick flame slice knocks his own foe off guard, and when it tries to retaliate the nimble mourning either successfully endures or simply evades the strikes, causing him no immediate  or  lasting harm.


 
 Spoiler: Map 

 

Aanash hits, dealing a total of  14  after fire vulnerability. His opponent retaliates with three attacks, all of which miss.
Iron Witch's fireball blows up two more of the big ones who fail their saves. Lord makes their save, and is hit once by Surge. Pretty injured, but still standing.

He moves south and unleashes another tendril storm - he misses Witchling, Svek and Adam but hits Iron Witch, grappling her and dropping her speed to 0, making her fall to the ground. She takes  9  bludgeoning fall damage,  6  slashing and  4  poison from the tendrils.

The lord then misses both his claw attacks.

Enemy G1 is dead, so Adam, Honour, and Svek are now up.

 Initiative order: 
Surge: 20 (due to advantage from Twilight cleric)
Aanash: (1d20)[19]

G3: (1d20)[19]
 
Adam: (1d20)[17] 
 G1:(1d20)[16] 
 
Honor: (1d20)[13]
Svek: (1d20)[11] 

G2: (1d20)[5]

Iron Witch: (1d20)[3]
 
Archmage1
Pressed by the nearby plant, Adam slams his shield into it, the impact sounding strangely like a bell.

 
 Spoiler: OOC 

Casting Toll the Dead.  Wisdom DC 16 or take  (2d12)[ 16 ]  necrotic damage
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 31  +8  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 19/27 Sorcery Points: 3/5 Wand: 6/7 Wings 117/120
Draconic Cry: 3/3 Command: 0/1 Misty Step: 0/1
Conditions:  

Svek is battered and beaten by the onslaught of thorny swirling vines. He is covered in gashes with blood dripping down his arms and legs. He gets tossed around, spinning and drowning in the vines, but he manages to stay in the air.

He sees an opening. He realizes he's not helping his friends by staying here and is only providing an additional target for the creatures, so he briefly disappears and then reappears to the south.

He then spits a glob of acid at the small one.
 
 
  
 
 Spoiler: OOC 
Uses free Misty Step to disengage. Casts Acid splash on the small one.

 (2d6)[ 6 ]  acid damage, DC16 Dex save for half.

THP at end of turn  (1d6+5)[ 8 ] 
 Action:  acid splash
 Bonus Action:  misty step
 Reaction:  shield if needed
 Movement:  misty step to southern edge of Adam's aura
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 45/54 THP: 2/10 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 3/4 1st, 1/2 2nd 
 Lay on Hands- 0/25 

Honor feels the heat of the burning vine heaps around him, and as one lashes out in it's death throes some of the flame kisses his body, but the twilight invigoration of Adam's devotion keep the worst of the harm away from him. He turns to the smallest of the plant creatures and unleashes a rhythmic series of blows from his hammer to try to end this fight. Then the shielding field of Adam's spell reinforces itself and wreaths the paladin in defensive energy again.
 
 
  
 
 Spoiler: OOC 
Rolling 2 attacks.  (1d20+7)[ 20 ]  for  (2d6+4)[ 1 ][ 3 ](4)  (plus a 6 rolled on a reroll for 5 more damage) and  (2d6)[ 3 ][ 2 ](5)  (rerolling 2 to a 4 for 2 more damage) fire damage.  (1d20+7)[ 8 ]  for  (2d6+4)[ 5 ][ 2 ](7)  and  (2d6)[ 2 ][ 5 ](7)  fire damage. Tossing on a 2nd level smite if either of those hit for  (3d8)[ 7 ][ 3 ][ 8 ](18)  radiant damage. Will reroll any 1's and 2's in discord and edit them in.

6 THP rolled on Adam's ability.
 
Amnestic
Svek's acid washes over the lord of vines, whose focus on ensnaring Iron Witch kept it from adequately evading. Its plant matter sizzles, and Honor uses its proximity and position to lay on the hurt, cutting through the creature's weakened exterior to bisect it. A burst of radiant maul erupts from its inner core as the massive hammerhead lodges in its centre, causing a blinding flash as the creature turns to ash before you. The vines wrapping you all fall away, allowing freedom once more.

Adam's own foe barely seems to shake through the magic that tolls around it, perhaps kept at bay by the flames, and brings down its massive bulk on the cleric once more with two blunt strikes that leave the man winded, and not a little bit singed, for his troubles.

 
 Spoiler: Map 

 

The lord fails its save vs. acid splash, and with Honor's damage they pair of Warforged and Kobold finish him off. All grappled creatures are now freed.
The big 'un  barely  makes it save vs Adam's TtD. It then hits him twice, for a total of  14  bludgeoning and  6  fire damage.


Iron Witch, Aanash, and Surge are now up.

 Initiative order: 
 Surge: 20 (due to advantage from Twilight cleric)
Aanash: (1d20)[19] 

G3: (1d20)[19]

Adam: (1d20)[17]

 G1:(1d20)[16] 

Honor: (1d20)[13]
Svek: (1d20)[11]

G2: (1d20)[5]

 Iron Witch: (1d20)[3] 
 
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  19/44 +7  
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft), Vigilant Blessing (adv. on intiative checks) 
 Concentration: - 

Confused Surge struggles against the vines who somehow go limp from the attacks of his friends. Surge jumps back and shoots the creature threatening Adam. One arrow pierces its hide...skin...bark as another goes wide.

 
 Spoiler 
 Go 1 space north of Svek to have a clear shot, 1 crit for 17 damage, one attempt to hit for 14 and 17 damage noncrit.
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 54/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (9), Rage (Adv Str, Resist Phys) 

Batting aside the flailing vines that try to lash and grab him, Aanash drives his hammer as hard as he can into the floral flesh of the creature and ignites it with another flash of fire, feeling the high of all the heat flashing and bursting around him.

 
 Spoiler: Rolls 
Green-flame Blade again on his lawn trimming.
 (1d20+8)[ 21 ]  to hit
 (1d10+5)[ 10 ]  damage + (1d8)[ 3 ]  fire
Then  (1d6+5)[ 9 ]  temp hp gained from Twilight Sanctuary.
 

 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 13/38 THP:0 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 1/2 2nd
Misty Step 0/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 5/7

Witchling
AC13 HP: 18/18 THP: 9
16PP
  
 
  

The Witch grunted as vines pulled her to earth. She spat blood where her sharp teeth had gnashed the inside of her cheek.

With a hiss, she lurched to her feet, loaded a glowing red catridge, and fired at the nearest vine-beast. A trio of bright-hot beams lashed out, sending up sparks and smoke where they hit.



 
 Spoiler: OOC 

BA: Witchling shoots at the nearest.
 (1d20+8)[ 20 ] 
 (1d4+3)[ 7 ] 

Action: casting scorching ray for three attacks. If the rays kills the first with rays remaining, she'll target them at the next.

Ray1
 (1d20+9)[ 26 ] 
 (2d6)[ 8 ] 

Ray2
 (1d20+9)[ 21 ] 
 (2d6)[ 5 ] 

Ray3
 (1d20+9)[ 23 ] 
 (2d6)[ 7 ] 

Movement: stand. If the closest target is dead, move back 15ft.
 
Amnestic
Two well placed arrows by Surge disrupt the writhing mass of plantlife sufficiently that it begins to fall apart at the seams - slowly at first, and then slumps forward in one big motion, briefly engulfing Adam before falling past him. The total damage done by the momentary smothering is more emotional than actually physical, though it's definitely not a pleasant experience.

Aanash's blade leaps out with flame, carving a hole in the creature's 'gut' - or what passes for one. The Iron Witch fills the hole with yet more fire, launching a barrage (assisted by Witchling) directly into the core of the creature. Flames spread out from its centre along each of the stems and vines that makes up its body, swiftly converting it from healthy plantlife to flames, and then just as quickly to ash as the magic burns through it in a moment. It turns to dust before your eyes, and the battle concludes.

 
 Spoiler: OOC 

Momentary recovery as needed before you move on into tower inspection.
 
Archmage1
Adam looks up as the plant slumps over him, and tries to raise his shield to deflect at least some of it.

It was a rather grimy Adam that is revealed a few seconds later, covered in plant goop.   After spitting some disgusting black goop out, his voice is harsh, but clear.  " I think we should move further back before shooting plants in the future. "  His eyes look towards the now open door.  " But the way seems clear. "
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 31  +11  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 19/27 Sorcery Points: 3/5 Wand: 6/7 Wings 117/120
Draconic Cry: 3/3 Command: 0/1 Misty Step: 0/1
Conditions:  

Injured more than he would want to be here in the Mournland, Svek spends a few more moments basking in Adam's sanctuary, trying to milk as much protection from it as possible. He then flies back up, hoping to get a better look in the arrow slits or any newly revealed windows.

He returns to the others and presents any new findings and then approaches the door.

  "Let's see what's inside."  
 
 
  
 
 Spoiler: OOC 

THP at end of 3 turns  (1d6+5)[ 6 ] ,  (1d6+5)[ 10 ] ,  (1d6+5)[ 11 ]  - keep the 11
 Action:  none
 Bonus Action:  none
 Reaction:  shield if needed
 Movement:  none
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 45/54 THP: 6/6 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 3/4 1st, 1/2 2nd 
 Lay on Hands- 0/25 

Honor straps his hammer to his back and looks to the others. Wounded. They would drink the wine tonight. He had no more healing to offer today. He did some internal mathematics to assess the danger to the overall operation. Then he nodded.

 "Yes. Let us see if this was worth the effort."  
 
  
Amnestic
You enter into the tower bottom and steadily begin your ascent up the dusty stairs. It seems likely that the plants have kept the place untouched by mortal feet since the Mourning if the layers of dust and disrepair are any indication. The tower was built to last though, and though there may be the occasional crack or rotted piece of wood, it is generally in quite good shape. After circling around the tower's core a few rotations you emerge into the top - and only - level of the watchtower.

It's one part messaging station, complete with an appropriate book for notations and written messages, and one part alchemy or spell lab, with what look to be tools for experimentation. Though it's suffered a little under the rigors of time, the thin slit windows have kept out much of the elements and aside from a heavy de-dusting there wouldn't be that much work required to restore the tower to its full functionality pre-Mourning. That is, assuming it were manned.

As you step further into the room - and towards the bodies of the gnomes - the flesh and muscle sloughs off the pair of bodies, turning from solid to liquid pooling into a sickening ooze of red and pink beneath what quickly becomes a pair of  skeletons  instead of a pair of  bodies . Gleaming lights float up from the skulls, hovering above them and, the animated heads begin chattering away in a perversion of real language, wobbling back and forth in a thoroughly off-putting 'dance'. The hands separate from the rest of the body and begin crawling across the floor towards you. It does not require an expert in the undead to recognise that these are hostile, but just in case any of you are experts in the undead, you are able to tell that they are hostile.

 
 Spoiler: Map 

 

Creatures that start their turn within 10ft of a skull (so Honour and Adam this time around - assuming it's still 'alive') have disadvantage on attack rolls against it specifically (so, the leftmost skull).

Surge+Svek up first.

 Initiative order: 
 Surge: (1d20+3)[21]
Svek: (1d20)[16]
 
Ha: (1d20)[16]

Aanash: (1d20)[14]

Wi: (1d20)[13]

Adam: (1d20)[11]

Sk: (1d20)[4]

Iron Witch: (1d20)[2]
Honor: (1d20)[1]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 31  +11  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 19/27 Sorcery Points: 3/5 Wand: 6/7 Wings 117/120
Draconic Cry: 2/3 Command: 0/1 Misty Step: 0/1
Conditions:  

Svek stays towards the back as the party investigates the tower. He's being cautious after his earlier injuries. Well, that and the fact that he's only 2' tall.

He reaches the upper floor just in time to see the dead gnomes transform into skeletons and glowing orbs. He moves forward skirting around the legs of his allies, and screams at the creatures. It comes out as a high-pitched squeal that hurts everyone's ears, which is surprising given Svek's normally deep voice.

  "EEE-aaak!"  

He then spits acid at the southern skeleton and wisp before retreating back to his previous position.

 
 
  
 
 Spoiler: OOC 

 Movement:  SW,S,S, then scream and attack, then return to current location
 Bonus Action:  Draconic cry. Allies get advantage to attack all of the enemies (they are all within 10')
 Action:  Acid splash on skeleton and wisp, DC16 Dex or  (2d6)[ 10 ]  acid damage
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 54/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (9) 

As the final lawn trimming falls into a smoking mound on the ground, Aanash rolls his shoulders and takes a deep breath, releasing the remaining tension.  "Good morning exercise!"  he announces cheerfully, sliding his hammer back into his belt and walking towards the tower door.

He eyes the alchemical laboratories with fleeting interest, turning around to examine them he bumps his rear into a wooden trunk. And soon after, the gnomish residents rise from their not so eternal slumber.  "Aha! Like little colonies of tiny undead! Do you think this means that gnomes have multiple souls?"  he wonders aloud, grabbing his hammer in anticipation of hostilities. For though he is no expert on undead, he considers himself something of an expert on hostilities.
 
 
  
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  19/44 +7  
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft), Vigilant Blessing (adv. on intiative checks) 
 Concentration: - 

Surge hated Svek's screaming, but it helped make the feline shifter more aware. Adrenaline rushed his body and he was as awake as ever. It was a shock, that helped weirdly enough. The ranging hunter loosened two arrows from his bow.

 
 Spoiler 
 (3d20)[ 3 ][ 7 ][ 7 ](17) +12 triple adv  (2d8)[ 8 ][ 2 ](10) +9 (possible crit included) + (1d4)[ 1 ]  Favored Foe 2/3 uses.
 (2d20)[ 13 ][ 14 ](27) +12 triple adv  (2d8)[ 3 ][ 8 ](11) +9 + (1d4)[ 2 ] 
 

 
 
  
Amnestic
Svek's scream doesn't seem to deter the undead any, and it's not even clear if they 'heard' it. When Svek launches their ball of acid at the southern targets, the wisp seems to miss it coming, though the caustic liquid doesn't seem to find much purchase on it, and the bouncing skeletal head somehow manages to avoid it entirely. Surge follows up with two arrows that scrape chunks of bone from the skull but whatever grim magic animates it seems to persist regardless.

The crawling hands begin their approach, leaping as fists to strike at Adam and Honor, but only one of them strikes true, hitting the Warforged with a glancing blow.

 
 Spoiler: Map 

 

The skull, somehow, made their dex save vs. the acid. The wisp failed but seems resistant to the damage.
Surge hits the skull twice, for 32 total.

Despite having pack tactics advantage, only one of the hands hit dealing  3  bludgeoning damage to Honor.

Aanash is up.

 Initiative order: 
Surge: (1d20+3)[21]
Svek: (1d20)[16]

Ha: (1d20)[16]

 Aanash: (1d20)[14] 

Wi: (1d20)[13]

Adam: (1d20)[11]

Sk: (1d20)[4]

Iron Witch: (1d20)[2]
Honor: (1d20)[1]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 54/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (9), Rage (Str Adv) 

Leaping eagerly to the front, over the hands, Aanash crackles anew with warped lightning and brings his hammer down on one of the skulls, bringing with it a bubble of sonic force.  "Let us party, gnouls!" 
 
 Spoiler: Actions 
Move 2 SW, between the hands and skull/wisp.
BA Rage
Slam the skull with Booming Hammer.
16 to hit (code broke, rolled in discord)
 (1d10+5)[ 11 ]  bludgeoning damage + (1d8)[ 3 ]  thunder damage
If the skull moves at least 5 feet on its turn, it takes  (2d8)[ 9 ]  more thunder
 

 
 
  
Amnestic
Aanash's hammer slams down on the skull, which seems remarkably resilient for thing of bone against such a big smash. The magic that maintains it is clearly not so easily broken, though you do see it buckle a little bit.

The two wisps of light and spectral energy shift around, moving towards those that struck their original bodies - Aanash and Surge - and flitter around in a display of lights and sounds that has yet to fully come to fruition.


 
 Spoiler: Map 

 

Aanash hits for 14 total.

The Wisps move closer and do...something to be revealed at a later turn.

Adam's up.

 Initiative order: 
Surge: (1d20+3)[21]
Svek: (1d20)[16]

Ha: (1d20)[16]

Aanash: (1d20)[14]

Wi: (1d20)[13]
 
Adam: (1d20)[11] 

Sk: (1d20)[4]

Iron Witch: (1d20)[2]
Honor: (1d20)[1]
 
Archmage1
Deflecting the strike of one of the crawling hands, Adam calls out.  " They're chatterboxes!  Undead, from those who held the mark of scribing, but wrong. "  Surrounded by the crawling hands, and some of the wisps, and the skeletons, Adam raises his shield, and the tarnished symbol of the Sovereign Host glows brightly.  " Foul things, burn! " And abruptly, a bubble of shimmering holy symbols starts slicing into the undead.

 
 Spoiler: OOC 

Casting Spirit Guardians.  DC 16 wisdom, or take 3d8 radiant damage(Half on success.)  No friendly fire.  15 foot radius.
 
Amnestic
Adam's spirits begins to assail the skull, though the magic that keeps it animated seems to hold fast against the divine assault. It vibrates in place, chattering a maddening trail of words that seem to sketch themselves into the air around you - invisible, yet pervasive. The magic floods over Aanash, Iron Witch, and the Witchling striking a pervasive fear into their hearts that threatens to send them fleeing from the battlefield. The other Chatterbox focuses on Adam, its words seeking to freeze him in place, but the faithful servant of the flame stands fast against it, and overcomes the trial put before him.

 
 Spoiler: Map 

 

Left skull takes 5 damage from Spirit Guardians at the start of its turn after making its save with an impressive roll of 22.
It then casts  Fear  on Aanash, Iron Witch, Witchling, and Adam. Only Adam makes their Wis-save, so they need to drop what they're holding (immediately) and (on their next turn) spend it Dashing down the tower, assuming concentration isn't broken in the meantime.

Right skull tries to cast Hold Person on Adam but again he makes the save.

Iron Witch('s dashing away), Honor, Surge, and Svek are now up.

 Initiative order: 
 Surge: (1d20+3)[21]
Svek: (1d20)[16]
 
Ha: (1d20)[16]

Aanash: (1d20)[14]

Wi: (1d20)[13]

Adam: (1d20)[11]

Sk: (1d20)[4]

 Iron Witch: (1d20)[2]
Honor: (1d20)[1] 
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 31  +11  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 19/27 Sorcery Points: 3/5 Wand: 5/7 Wings 117/120
Draconic Cry: 2/3 Command: 0/1 Misty Step: 0/1
Conditions:  

Svek stays in the back. He sees the chatterbox resist both Anash's strike and Adam's shimmering holy symbols. When he sees the spell wash over his friends, he knows he needs to try to stop it.

He draws his wand and a thin, green ray shoots out at the chatterbox next to Anash.
 
 
  
 
 Spoiler: OOC 

 Movement:  none
 Bonus Action:  none
 Action:  Wand of Paralysis DC15 CON save or paralyzed  (1d20)[ 15 ]  (without bonuses)
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 45/54 THP: 6/6 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 3/4 1st, 1/2 2nd 
 Lay on Hands- 0/25 

Honor's metal plates shrug off the undead's grasping hands, their grasp unable to penetrate the armor that protected the twin souled Warforged. Hammer out, Honor begins swinging it to crush the hands that besieged him, attempting to smash them to singed powder with his blunt, volcanic might.
 
 
  
 
 Spoiler: OOC 
Two hammer strikes. Hitting the hands to avoid the penalty from the skulls.  (1d20+7)[ 8 ]  to hit, for  (2d6+4)[ 4 ][ 6 ](10)  bludgeoning and  (2d6)[ 6 ][ 3 ](9)  fire damage, rerolling 1's and 2's on the discord. Second attack-  (1d20+7)[ 15 ]  to hit, for  (2d6+4)[ 5 ][ 5 ](10)  bludgeoning and  (2d6)[ 2 ][ 2 ](4)  (rerolling, got a 2 and a 3 for 1 more damage) fire damage, rerolling 1's and 2's on the discord. Crits will be rolled on the discord if Santa is nice enough to give me one.
 
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  19/44 +7  
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft), Vigilant Blessing (adv. on intiative checks) 
 Concentration: Blur: 1/10 

Surge howls a primal roar and his form shifts and speeds up visibly, making him harder to hit. There must be primal magic involved, as no man can move as fast. He draws his blade and hopes for the best as there is nowhere to flee.

 
 Spoiler 
 (2d20)[ 11 ][ 14 ](25) +8 with sword.  (2d8)[ 4 ][ 1 ](5) +5 each.
 

 
 
  
Amnestic
Dashing past the party the Iron Witch and Witchling are compelled by the magical enchantment to flee below. The beam from Svek's wand impacts on the skull but its movements are unimpeded as it continues to chatter its teeth in a thoroughly creepy manner. Honour's first hammersmash is narrowly evaded by one of the crawling hands, but his second one finds its mark and crunches down on bone and skin, leaving nothing but a shard-filled bloody splat on the hardwood floor. Its compatriot retaliates, leaping up to slam into the warforged with surprising speed and power.

When the two hands menacing Aanash and Adam move to strike the radiant spirits of the Silver Flame lash out, burning them to dust before they can land a blow.

Surge's blade lashes out against the wisp which, despite its small size, fails to evade the silvered edge, though the lack of magical energy behind the blows seems to impede its effect - it still cuts through, but the wisp reforms with incredible speed.


 
 Spoiler: Map 

 

Chatterbox makes their save vs. paralysis wand.
Witch and Witchling run down the tower - they're 35ft down now.
Honour misses with their first smash, but deals exact damage to the hand to smush it.
Surge hits twice with their sword though its non-magical blade doesn't seem as effective as it could be against the Wisp.

The hands start their turn in Spirit Guardians, two fail their saves immediately die, the third one makes their save and is still hanging on. It manages to roll a 22 to hit Honor for  6  bludgeoning damage.

Concentration wasn't affected so Aanash is still  Fear ed, but it is now their turn.

 Initiative order: 
Surge: (1d20+3)[21]
Svek: (1d20)[16]

Ha: (1d20)[16]

 Aanash: (1d20)[14] 

Wi: (1d20)[13]

Adam: (1d20)[11]

Sk: (1d20)[4]

Iron Witch: (1d20)[2]
Honor: (1d20)[1]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 54/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (9), Rage (Str Adv), Frightened 

Seized by the magic of the deathly gnomes, Aanash finds his aggression turning on its head, the fight response twisted into a flight response. Leaping out of the crowd of undead bits and pieces, he leaps down the stairs after the Witch, loping like an animal in his primal state.

 
 Spoiler: Actions 
Fleeing at full speed due to the spell.
 

 
 
  
Amnestic
Aanash dips away, evading the wisp's attempt to shock him as he goes. The floating light slips between Adam's spiritual energy and attempts to strike the cleric, to no avail. Its comrade in undeath continues to assault Surge, unleashing a shocking burst against the shifter.

 
 Spoiler: Map 

 

The left wisp makes their save vs. Spirit Guardians, right one does not.
Leftwisp misses Adam, right one hits Surge with shock for  8  lightning damage.

Aanash is 30ft of the map.

Adam's up.


 Initiative order: 
Surge: (1d20+3)[21]
Svek: (1d20)[16]

Ha: (1d20)[16]

Aanash: (1d20)[14]

Wi: (1d20)[13]
 
Adam: (1d20)[11] 

Sk: (1d20)[4]

Iron Witch: (1d20)[2]
Honor: (1d20)[1]
 
Archmage1
Adam steps forwards, brandishing his shield at the closer wisp.  " Away with you, foul thing! "  As he finishes his chant, he taps his shield as a ringing sound fills the small room.

 
 Spoiler: ooc 

Maintaining concentration, and casting toll the dead.
Wisp needs to make a wisdom save dc 16 or take  (2d12)[ 20 ]  necrotic damage
 
Amnestic
The wisp shudders as necrotic magic surrounds it, but it too is an undead creature, and the shadowy power holds no great sway over it. Unable to move, the skull is assailed by Adam's spirits. Despite the radiant flames licking at its edges the skull's magical grip on Witchling and Aanash continues unabated. It jitters slightly, and as its teeth chatter a poisonous liquid begins to bubble around its teeth, before suddenly spurting forward to cover the Silver Flame adherent with noxious fluids. Its fellow chatterbox does similar, though with a more potent bite to it. It launches a globule of acid at Honor that sears the warforged's living wood and metal.

 
 Spoiler: Map 

 

Wisp fails their save vs. TtD but takes half damage due to resistance.
The left Chatterbox fails their save vs spirit guardians and takes  7 , but makes their concentration save on Fear.
Left chatterbox casts Poison Spray on Adam, who fails and takes  11  poison damage.
Right chatterbox casts Acid Arrow on Honour and crits, for  18  initial acid damage, and then a further  4  at the end of Honor's upcoming turn.

Surge, Svek, Iron Witch and Honor are up, not necessarily in that order.

 Initiative order: 
 Surge: (1d20+3)[21]
Svek: (1d20)[16]
 
Ha: (1d20)[16]

Aanash: (1d20)[14]

Wi: (1d20)[13]
 
Adam: (1d20)[11] 

Sk: (1d20)[4]

 Iron Witch: (1d20)[2]
Honor: (1d20)[1]
 
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 42/54 THP: 6/6 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 3/4 1st, 1/2 2nd 
 Lay on Hands- 0/25 

Honor had been trained to keep a swinging rhythm of aggressive attacks and now is not the exception. Lunging towards the remaining hand, he tries to smash the scrabbling appendage into dust. Whether or not it is destroyed, he already had another blow surging outward, wreathed in a burst of flame.
 
 
  
 
 Spoiler: OOC 
Rolling to hit the hand first-  (1d20+7)[ 21 ]  to hit, for  (2d6)[ 4 ][ 3 ](7)  bludgeoning and  (2d6)[ 6 ][ 1 ](7)  fire damage. If that smashes the hand he will move on to the nearest skull, which I believe was giving disadvantage but im not sure. Will roll 2d20, take the first roll if no disadvantage and the worse of the two if there is.  (1d20+7)[ 24 ]  to hit (or  (1d20+7)[ 16 ] ) for  (2d6)[ 4 ][ 3 ](7)  bludgeoning and  (2d6)[ 6 ]  fire damage. If it is a hit against the skull I will pop a 1st level smite, rolled in the discord. I also reroll all 1's and 2's for damage- will do in the discord.
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 31  +11  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 19/27 Sorcery Points: 3/5 Wand: 4/7 Wings 117/120
Draconic Cry: 2/3 Command: 0/1 Misty Step: 0/1
Conditions:  

Svek stays behind Surge. He has no interest in getting too close to these undead. He tries again to paralyze the chatterbox that sent Anash and the Iron Witch running, a thin, green ray again shooting at the skull.

He maintains his position at the top of the stairs, ready to flee if needed.
 
 
  
 
 Spoiler: OOC 

 Movement:  none
 Bonus Action:  none
 Action:  Wand of Paralysis DC15 CON save or paralyzed  (1d20)[ 4 ]  (without bonuses)
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 13/38 THP:0 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 1/2 2nd
Misty Step 0/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 5/7

Witchling
AC13 HP: 18/18 THP: 9
16PP
  
 
  

She'd seen-

No. Ignore that. Forget the cold sweat down her spine, the hot, sick flush of magically-induced fear sitting in her stomach. With a growl less furious than she'd like, she beat her wings until they cracked like a whip, rising back up the stairs and centring her sights on the skull. Her hands still shook a little; no matter.

She fired, a cold blue beam snapping out at her magical assailer.



 
 Spoiler: OOC 

Action: Witch moves back. She aims a ray of frost at the chatterbox, 14 to hit, 17 cold damage if it hits.
 
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  19/44 +7  
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft), Vigilant Blessing (adv. on intiative checks) 
 Concentration: Blur: 2/10 
 I say the best thing is to give our priest a perimeter.  Surge says as he slashes with his silver sword after the remaining wisp, not hoping to do much damage, with his magical illusion still constantly shifting his form.

 
 Spoiler 
 (2d20)[ 19 ][ 6 ](25) +8 with sword.  (1d8)[ 8 ](8) +5 each.
 

 
 
  
Amnestic
Surge's hammer blow crushes the remaining hand and the warforged thunders across the battlefield to strike out against the Chatterbox, the hammer bonking down on the skull - it doesn't shatter, but a large crack does run over its top. Only barely returning to the battlefield, Iron Witch's beam hits just short of her target, thrown off by trying to aim between people, furniture, and leaning over the top of the stairs.

The green beam from Svek seems marginally more successful this time, holding the chattering skull in place even as Adam's magic pushes it away in retaliation, slamming it into the wall where it drops and doesn't move. Magic still roils in its interior, but it's locked in place by Svek's wand.

Surge's blade lashes out again at the wisp which shudders and twists around it. The sword shaves a bit of light from it, but the floating spirit twists around the second blow, evading it with what seems like a bit of malicious glee.


 
 Spoiler: Map 

 

Hands are squished and gone.
Honour hits the right skull.
Left skull is paralyzed by Svek and knocked back by Adam's reaction.
Cover lets the right skull dodge Ray of Frost from Iron Witch, albeit barely.
Surge hits once, misses on the second attack - resistance halves its damage again.

Also Surge shouldn't be Blurred: It's got a cast time of an action and he's attacked every turn.

Aanash is up.

 Initiative order: 
Surge: (1d20+3)[21]
Svek: (1d20)[16]

 Ha: (1d20)[16] 
 Aanash: (1d20)[14] 

Wi: (1d20)[13]
 
Adam: (1d20)[11] 

Sk: (1d20)[4]

Iron Witch: (1d20)[2]
Honor: (1d20)[1]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 54/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (9) 

The normally gung-ho tiefling, possessed by the spectral fear, had bolted from the tower. From all sides, nightmarish images closed in, bearing familiar emblems. But then, the source of their power suddenly was cut off. Though his giddy combat high had faded, now he just looked angry charging back up the stairs.

 
 Spoiler: Actions 
Dashing back inside and up.
 

 
 
  
Amnestic
While Aanash returns to the field, both the wisps continue their electrical assault against the party, though they find the defences of Surge and Adam too significant to pierce while assailed by Adam's spirits.

 
 Spoiler: Map 

 

Left wisp made their save vs. spirit guardians, right one failed.

They then both missed their attacks.

Adam is up for real this time.
 Initiative order: 
Surge: (1d20+3)[21]
Svek: (1d20)[16]

 Ha: (1d20)[16] 

Aanash: (1d20)[14]

Wi: (1d20)[13]
 
Adam: (1d20)[11] 

Sk: (1d20)[4]

Iron Witch: (1d20)[2]
Honor: (1d20)[1]
 
Archmage1
Seeing the return of Anash, and the missing of the wisps, Adam steps forwards, attempting to bring both wisps and both skulls into the area of his divine guardians, before he attempts to ring the nearby wisp's bell once more.

 
 Spoiler: OOC 

Moving forwards, without triggering an AoO from the nearby wisp.  I think(But am not sure) he can get all four enemies in the area.  Then, casting toll the dead on the nearby wisp.(DC 16 con save or  (2d12)[ 22 ]  necrotic damage
 
Amnestic
Adam steps forward as his spirits continue their assault, and though the skulls resist in one way or another, their attempts to strike back are ultimately fruitless. The wisp is assailed by dark magic, but its makeup is of the shadows, so despite its gleaming radiance it is affected only partially.

 
 Spoiler: Map 

 

Wisp fails their save vs. TtD but takes half damage due to resistance.
Left makes their save vs Spirit Guardians but fails vs paralysis, so stays locked down.
Right fails their save vs Spirit Guardians and then just flubs their attack rolls.

Everyone  except  Adam is up.

 Initiative order: 
 Surge: (1d20+3)[21]
Svek: (1d20)[16] 
 Ha: (1d20)[16] 
 Aanash: (1d20)[14] 

Wi: (1d20)[13]

Adam: (1d20)[11]

Sk: (1d20)[4]
 
Iron Witch: (1d20)[2]
Honor: (1d20)[1] 
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 54/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (9), Form of Dread (Attacks Frighten, Immune to Frightened) 

Jetting back up the stairs, Aanash leaps at the first wisp to enter his field of view like a wild animal, red lightning following in trails down his limbs. His face is contorted into a macabre grimace as he brings down his hammer with thunderous force.

 
 Spoiler: Actions 
Bonus action to activate Form of Dread.  (1d10+1)[ 3 ]  to see if his thp increase, though unlikely.
Booming Hammer on the left/west Wisp.
 (1d20+8)[ 27 ]  to hit
 (1d10+5)[ 10 ]  damage, plus  (1d8)[ 5 ]  thunder and  (2d8)[ 13 ]  if it tries to move away
 (1d20)[ 18 ]  Wis save vs DC 13 on the off chance that the Wisp is not immune to frightened
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 42/54 THP: 6/6 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 3/4 1st, 1/2 2nd 
 Lay on Hands- 0/25 

Honor didn't tire. He didn't relent. He would not stop until these foul things were dust beneath his iron feet. He continued swinging his hammer with inexorable rhythm.
 
 
  
 
 Spoiler: OOC 
2 attacks. If one skull goes down he'll use the second attack against the remaining skull.  (1d20+7)[ 23 ]  to hit, for  (2d6+4)[ 1 ][ 2 ](3)  (rerolled to  2  and  4  damage for  6  on the die +4 is  10 )and  (2d6)[ 3 ][ 3 ](6)  fire damage.  (1d20+7)[ 26 ]  to hit, for  (2d6+4)[ 5 ][ 3 ](8)  and  (2d6)[ 4 ][ 6 ](10)  fire damage. Will reroll 1's and 2's on the discord.
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 31  +11  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 19/27 Sorcery Points: 3/5 Wand: 4/7 Wings 117/120
Draconic Cry: 2/3 Command: 0/1 Misty Step: 0/1
Conditions:  

Svek stays behind Surge and spits a glob of acid at the paralyzed skull, trying to take advantage of having an easy target.
 
 
  
 
 Spoiler: OOC 

 Movement:  none
 Bonus Action:  none
 Action:  acid splash  (2d6)[ 3 ] , auto fails dex save.
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 13/38 THP:0 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 1/2 2nd
Misty Step 0/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 5/7

Witchling
AC13 HP: 18/18 THP: 9
16PP
  
 
  
 Centre yourself, woman , she mentally hissed at herself. Spell or not, the Deadlands were no place to fall prey to panic.

 Load. Aim. Fire. 

Once again, the Witch fired a blue beam of concentrated chill - and this time, the Witchling returned, still trembling so hard its mechanical joints rattled, to fire its own little shot at the foe.


 
 Spoiler: OOC 

Action: Ray of frost, 24 to hit, 18 frost damage
BA: witchling moves back, takes a shot: 17 to hit, 5 force damage.
 
Spore
      
      Surge the Sellsword     
 Shifter Ranger 
 AC: 17 HP:  19/44 +7  
 PP: 16 PIv: 15 PIs: 13 
 Conditions:  Devil  Panther's Sight (120 ft), Vigilant Blessing (adv. on intiative checks) 
 Concentration: - 
 For a scary zombie attack we really have this under control.  Surge adds with a bit of swagger. He hated being in melee range, but he was managing better than expected due to his speed.

 
 Spoiler 
 (2d20)[ 3 ][ 17 ](20) +8 with sword.  (1d8)[ 7 ](7) +5 each. e: 1+5 damage with second attack.

Sorry for the mistake with the spell.
 

 
 
  
Amnestic
Though the wisp evades the first hit from Surge, the second one cleaves through it and ends the magic manifesting it. Aanash's dread attack likewise brings his foe to an abrupt end, slamming the tiny ball of light into the ground before it dissipates into nothing.

Iron Witch and Witchling's blasts weaken the closest skull, allowing Honor to smash it to dust, and when Svek targets the paralyzed one it likewise gives Honor the opening he needs to bring the foes to a close. In a shower of quick successive attacks, four foes become zero, and you're left with the sweet taste of victory - though tinged by not a little bit of bonedust now entering the air.

Searching the remains of the room reveals mostly lots of records of what messages were received/transferred - all dated before the Mourning, of course - but there are a few things of notable value for you to recover.

 
 Spoiler: Loot 

Sivis Speaking Stone - useless without the relevant dragonmark, but Sivis does pay a bounty on these being recovered.
Scroll of Beast Sense
Scroll of Fear
80gp in assorted coinage
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 54/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (9), Form of Dread (Attacks Frighten, Immune to Frightened) 

Still spinning his weapon and crackling with red sparks, Aanash looks around at the dusty room.  "No more? Bah! I barely got to sharpen my teeth after that annoying spell!"  he laments, finally slipping the haft of his hammer into his belt.  "However! This location would make an excellent forward base!"  he declares, with a sagely nod.  "Our watch would have a broad view, and we would have four solid walls around us."  Not that he needs to stop for a rest anytime soon.

Leaving the looting to the others, Aanash walks back down below and examines the lower level for anything of interest.
 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 13/38 THP:0 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 1/2 2nd
Misty Step 0/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 5/7

Witchling
AC13 HP: 18/18 THP: 9
16PP
  
 
  

With a sigh, the Witch eased her battered body down against the wall when a tiny figure launched itself at her. She caught the Witchling out the air, and favoured it with a small smile as it hugged her arm desperately. She eyed it over carefully, looking for any signs of damage.

 "Easy, now,"  she murmured.  "I'm alright. You didn't get hurt, did you? No? Good." 

She let her head fall back against the wall. Her hat cast her face in shadow, hiding her expression beneath it's brim, but she sighed again.
 
"I hate spells like that,"  she said to no one in particular.

 
 Spoiler: OOC 
 
Archmage1
In the aftermath of the fight, Adam breathes deeply, and exhales, before slowly moving around the room, letting his rotating holy symbols explore every corner of the room to make sure none of the undead survived.  After assessing that there were no further threats, he looks to the broken remains of the gnomes, and shakes his head, sadly.  " No one deserves to become undead like those.  Everything that they weren't in life.  Does anyone have an issue with hosting a short burial ceremony, to see if we can lay these souls to rest? "
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 42/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 3/4 1st, 1/2 2nd 
 Lay on Hands- 0/25 

Honor watches the last of the undead for nearly a minute, making sure there is truly no animation left in their form. Satisfied that they are truly done fighting, the warforged looks over his allies, seeing who is wounded, who looks like they need a rest, and who looks like they can press on.  "There are wounded among us. Bandages should be dispersed. During this time, a short ceremony could stop these creatures from returning. Aanash is right. If we are to operate in the Mournland, places like this could be important sites of refuge. Eventually bastions like these can be expanded." 
  And then?   His soul guest posited.

  Cyre reforged. Stronger than it was before.  
 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 54/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (9) 
 "Feel free!"  Aanash answers Adam's request, taking a seat in one of the tower's chairs. Gradually, the manic aura leaves him as he takes out his block of wood to chew between his jaws. Clacking his iron teeth against it, he snaps his fingers at the equally iron witch.  "And I will give hearty agreement there." 
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 HP: 31  +11  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 19/27 Sorcery Points: 3/5 Wand: 4/7 Wings 117/120
Draconic Cry: 2/3 Command: 0/1 Misty Step: 0/1
Conditions:  

Svek offers to help Adam with the burial, but with his 2' height, he's not really much help carrying the gnomes. He also isn't so sure about the forward base idea. Buildings have a tendency to move on their own in the Mournland. Or maybe these gnomes refresh every morning. It's a strange place.

  "I just want to get the job done and get out of here. If you all want to come back and live in this tower, be my guest. I hope Honor's ceremony works here."  
 
 
  
 
 Spoiler: OOC 

 Movement:  none
 Bonus Action:  none
 Action:  none
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Archmage1
With approval to perform the burial ceremony, Adam gets to work preparing.  He checks through the tower's records, hoping to find some information about the gnomes, before he heads downstairs, to build a pyre from the remains of the plant guardians.  Once the pyre is built, he carefully moves the desiccated remains of the gnomes downstairs, and carefully lays them there.
Amnestic
The ritual is short and quiet, but nevertheless there's a distinct sensation that something 'right' was done by putting them to rest in such a manner. With the spirits dispersed and the bodies cared for, you each feel a slight divine touch
 
 Spoiler: OOC 

Roll a d6 on the following table. You gain the effects of that spell until the end of your next long rest or until dispelled
    1 
 Bless 
 
  2 
 Divine Favour 
 
  3 
 Protection from Good and Evil 
 
  4 
 Armor of Agathys (Radiant) 
 
  5 
 Heroism (uses Con instead of Cha) 
 
  6 
 Shield of Faith 
 
  

I'm also presuming you're going to short rest.
 


A review of the messages finds little in the way that would have changed the direction of the war - most of the notes are for the nearby town, with the occasional message of troop movement, but such things are dated months or years before the Mourning, and there's nothing to indicate there's anything new.

After taking a short break, you continue on the road towards Kalazart. A mile or two out from the watch tower, you spot four black metal posts standing in what looks to be the corners of a square, and from the rubble between them you can guess they were likely once a building of some sort, though it's a good distance away from any towns or villages. Whatever it used to be, it's little more than wreckage now. Flopping around the ruins of the building are, if your eyes are not betraying you, six sharks. They do not appear to be in any sort of distress despite being half a country away from the nearest ocean, nor do they appear to be struggling to survive in the open air. Their movements couldn't exactly be called 'graceful', but they are nevertheless seemingly surviving fine, though if you had to judge the tone of their flopping and flapping, one might say they look a little bit angry.
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 54/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (9), Heroism (Con-based, until next LR) 
 The Break 

During their short break, Aanash relaxes and chews his wooden block. As he watches the pyre outside beneath the tower, he feels a confidence brimming up from within.  "Say. Svek, Witch, Surge,"  he speaks up, religion on his mind, after plucking the soggy block from between his teeth.  "Do you 'have' gods that you pray to?"  With Adam and Honor, it is fairly obvious from the symbols they dangle around.

 Sharknado Aftermath 
 "Ooh, look at them go,"  Aanash excitedly calls out, squatting and setting a hand above his eyes as he watches the flopping sharks in the distance.  "I have never seen them out of the water before. Are they not kind of cute?"  Bringing his hand down, he rubs it against the other with a metallic clinking sound from some of the metal plates growing out of his skin.  "Kind of want to fight them. But I would also rather not  kill  them. Imagine a New Cyre with tamed land sharks! Ahaha, what a thought." 
 
 
  
Archmage1
" ...And may you find rest, in knowing that you did your duty, and you did it well. "  As Adam finishes the short, but genuine ceremony, he meets the eye of each of his companions, taking them in, before he steps back, from the pyres, and watches as the bones finish burning, and the pyre itself burns down.

Afterwards, he calmly walks along, leading the way down the road towards Kalazart, but stops as he takes in the strange sight before him.  He blinks, twice, before reaching up to pinch one of his cheeks.  " Sharks.  I think these are a threat best avoided.  They don't seem to be too fast on land. "
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 (18 temp) HP: 31  +11  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 19/27 Sorcery Points: 3/5 Wand: 4/7 Wings 117/120
Draconic Cry: 2/3 Command: 0/1 Misty Step: 0/1
Conditions:  
 The Break 

Svek responds to Aanash's question, with unexpected conviction.

  "I believe in the  Prophecy , a reflection of the ongoing struggle between Khyber and Eberron. The Progenitors shaped reality at the beginning of time, and the Prophecy reflects their divergent desires for their creation. It is the ultimate source of magical energy. Magic has the power to reshape reality, and the Prophecy is the ultimate expression of this."

"Other religions are a part of the Prophecy. Chronepsis is the scribe of the Progenitors. Aureon, Sovereign of Law and Lore, was the first prophet. Dragons used their knowledge of the Prophecy to defeat the Overlords in the Age of Demons. It will protect us again."  
 The Sharks 
  "Yes. We should avoid these sharks. Nothing good can come from this. Let's try to not draw their attention."  

He is still a kobold after all. No need to get into a fight we don't need to. 
 
  
 
 Spoiler: OOC 
 (1d6)[ 6 ]  - shield of faith
 Movement:  none
 Bonus Action:  none
 Action:  none
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 Temp HP 5/5 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: Armor of Agathys (Radiant) 
 Concentrating on:  
 3 / 5 d10 HD 
 Spell Slots- 3/4 1st, 1/2 2nd 
 Lay on Hands- 0/25 

Honor stands vigil while Adam conducts the ceremony to put the soldiers to rest. Hammer head down, resting on the ground, he inclined his head and prayed in his own way as the ground was sanctified and the dead given their due. Then, when it is complete, he readies himself to leave. The others were right- they didn't have time to make this place useful. Someday, however... someday...

 Later, With the Surprisingly Adaptable Sharks 
 "We should go around. These things should be dead. The fact that they aren't means there is more than meets the eye going on here. We have our mission, and it does not involve purging the Mournland of sea life."  Honor gestures vaguely in a direction that would lead them in a wide arc away from the shark infested ruin.  
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 13/38 THP:2 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:   Divine-granted Heroism : immune to fear, con temp hp
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 1/2 2nd
Misty Step 0/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 5/7

Witchling
AC13 HP: 18/18 THP: 9
16PP
  
 
  
 The Break Discussion 

The Witch eyed the other tiefling for a moment, her eyes just suggestions of a glint beneath the rim of her hat. Finally she let her head fall back.
 
 "Not anymore,"   she simply said, and spoke no more on the matter.

She let her head fall back against the wall, only stirring for the burial ceremony.

 When Sharks Fly 

Bruised and battered, the Witch did not regard the flying sea creatures with the interest she might have otherwise.

  "Aye. Let's give them a wide berth."  

She wasn't quite sure how to read the emotions of a fish, but if she had to say, the flying sharks seemed... displeased with their situation. She could relate.


 
 Spoiler: OOC 

Effect number 5: heroism
 
Amnestic
Since the party opts to give the sharks a wide berth, whatever treasures were held in the ruins of the building - or in the bellies of the beast - will remain unclaimed, at least by you, and you proceed onwards, though the day begins to lengthen gravely and exhaustion threatens to overtake you should you continue on. If you do choose to rest, there is also the matter of the goodberry wine in your stash, and whether or not to make use of it.

You're maybe two more days from Kalazart at this point, assuming no major detours, but the cityscape is still hidden below the horizon miles away.
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 Temp HP 5/5 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: Armor of Agathys (Radiant) 
 Concentrating on:  
 3 / 5 d10 HD 
 Spell Slots- 3/4 1st, 1/2 2nd 
 Lay on Hands- 0/25 

Honor assessed his squad mates. Evaluated their wounds.  "We have wounded."  Watched them move. Watched them breath.  "It is time to rest. If only for just a moment. But then we could push forward. Into the night. Get to the city faster. What say you all?"  He tried to be empathetic of sore muscles and bleeding wounds. He'd seen all sorts of failings of the flesh in his years of service. He didn't want any mistakes or unnecessary losses. But he wanted the city.
 
 
  
Archmage1
Adam frowns at Honor's suggestion, then takes a look around, soon spotting an outcropping that provided at least some cover.  " I'm somewhat low on spells, and we do have a few injuries.  Pushing on may make sense, but it is also fairly risky.  We do have time constraints, and there is a rescue, but we won't rescue anyone if we die.  We would have some cover at that outcropping. "  He points at the nearby outcropping.  " Or we could push on, in hopes of finding something better.  I don't think we need to take the risk, especially with a handy rest area nearby. "
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 54/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (9), Heroism (Con-based, until next LR) 
 The Break 
 "My master - in the academic sense, not the slavery sense - taught me a kind of pseudo-religious meditation technique,"  musing on his own 'religion', Aanash scratches at his chin and neck.  "Sounded a little like your Prophecy, Svek. Not so much a god as a belief system." 
 A Question of Rest 
 "You and I still seem quite capable,"  the tiefling looks Honor over, his metallic form free of any (fresh) dents.  "So long as we take the front and the others safely back, I believe we could handle another fight. Maybe even two,"  raising an arm, he points it into the horizon.  "I vote we march on and use what daylight we have left." 
 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 13/38 THP:2 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:   Divine-granted Heroism : immune to fear, con temp hp
 Concentrating on:  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 1/2 2nd
Misty Step 0/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 5/7

Witchling
AC13 HP: 18/18 THP: 9
16PP
  
 
  
  "I'm not much up for another fight,"   she said.   "I'd rather take the oppotunity to rest in a good place than to press on, and perhaps fare worse without a place to recover."  
 
 Spoiler: OOC 

Effect number 5: heroism
 
Bobthewizard
[QUOTE=Bobthewizard;25700279]      
       Svek      ,  Kobold Sorcerer | AC: 16 (18 temp) HP: 31  +11  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 19/27 Sorcery Points: 3/5 Wand: 4/7 Wings 117/120
Draconic Cry: 2/3 Command: 0/1 Misty Step: 0/1
Conditions:  

Svek thinks he could go on, but when he looks at the Iron Witch, it is clear that they need to rest.

  "I think we should stop here so some of us can heal. Let's look for a good place to camp. If something attacks us before then, then we'll take you up on that offer Aanash."  

When they find the rocky outcropping, Svek flies up to look over it to make sure there is nothing to immediately threaten us.
 
 
  
 
 Spoiler: OOC 
shield of faith until next rest
 Movement:  none
 Bonus Action:  none
 Action:  none
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Amnestic
Svek finds little of note about the rocky outcropping - it is remarkably free of hazardous items and proves a suitable place to rest, but the voice to press on outweigh those advising rest, and so the party continues on. The terrain becomes rockier and rockier as you advance, growing into large crags that appear as teeth jutting from the ground, great maws ready to open and swallow you whole. It is through these giant rock teeth that elicit fears of lurking monsters greater than cities beneath your feet that you pass, the drab grey sky casting surprisingly deep shadows. Eyes dart here and there, seeking anyone who might be ready to launch an ambush, but you see nothing.

It is not from above your sides that you must fear, but below. As you make your way through a narrow conglomerate of stones, the earth beneath your feet begins to rumble and split. Stones crack with ear-splitting fractures sending shards of rock past your faces, and you're forced to guard yourselves for just a moment. A wound opens up beneath your feet, from which emerges a massive pincer-claw, and then a second, before the full body of an enormous warforged scorpion emerges. Its barbed tail drips with sizzling acid and despite what must be years lurking beneath the Mournland's stones its thick armoured plating looks in remarkably good condition, albeit smothered in brown-and-grey rockdust.

Surge acts immediately, loosing two arrows into the mechanical beast's side as he darts away.

 
 Spoiler: Warforged Scorpion Int (Arcana or Nature) 

 
 Spoiler: DC1 

Big warforged. Scary.
 

 
 Spoiler: DC14 

Warforged Scorpions almost universally are found on Xen'drik, not on Khorvaire. This prime example of ancient engineering most likely was 'recovered' by House Cannith for further investigation, and subsequently lost, though whether that was before or due to the Mourning...who can say?
 

 
 Spoiler: DC18 

They are survivors of Xen'drik's ancient wars, and original instructions on how to create them have been lost and forgotten. Bereft of guidance and of minimal intelligence, these creatures hunt and destroy anything they meet. Lacking any direct will and an internal biology makes them resistant to mind-affecting abilities and poison, and their thick armour can deter many a physical blow.
 

 
 Spoiler: DC23 

Rumours abound that the drow of Xen'drik in modern day are able to create imitations of the original Warforged Scorpions, though the ancient ones are actually purported to have held an individual intelligence and will, unlike the mindless ones the drow (supposedly) create.
 

 

 
 Spoiler: Map 

 

Since Spore is MIA I'm taking Surge's turns for them...and for the first time this game Surge will actually take advantage of their extra d6 when they move, dealing  26  damage over two shots.

Adam, Iron Witch, and Honor are up.

 Initiative Order: 
Surge: (1d20+3)[20]
 Adam: (1d20)[16]
Iron Witch: (1d20)[14]
Honor: (1d20)[14]
 
Sc: (1d20+5)[7]

Aanash: (1d20)[3]
Svek: (1d20)[5]
 
Archmage1
Wandering through the rockier terrain, Adam continues to keep an eye out, growing nervous as the potential of safe rest lies further and further behind, and no other decent resting places emerge from the wastes around him, but with his eyes on the horizon he misses the closer danger.  The large warforged, attacking.  He staggers back, surprised for a moment, before he hardens his heart, and raises his shield into the sky, reflecting the the dim light onto the scorpion, where it seems to not fade, instead becoming brighter and brighter.  " Even here, the light shines on new horrors! "

 
 Spoiler: OOC 

Adam's movement is more cinematic than tactical, but...
He does case Faerie Fire, needing a DEX save(DC 16) for the scorpion, or all attack rolls against it have advantage, and it can't benefit from invisibility.  The target square also covers the area to the north of the scorpion(20 foot cube, so the top row of the scorpion, and 3 more rows above that), so if there are invisible things there, they also get to roll.
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 Temp HP 5/5 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: Armor of Agathys (Radiant) 
 Concentrating on:  
 3 / 5 d10 HD 
 Spell Slots- 3/4 1st, 0/2 2nd 
 Lay on Hands- 0/25 

Finally. A foe worthy of conquering. The previous threats had to be destroyed, but this time there was a foe greater than Honor, perhaps greater than their whole group. And Honor would ANNIHILATE it.

Dashing forward, he spun his hammer and brought it down with a firm swipe before spinning in a blow that made his hammer glow, both with radiant and fiery light that exploded in a burst of energy upon impacting the giant warforged beast, the impact hard enough to bend steel and break components. It was the most powerful attack he was capable of, and he uttered thanks to all his gods for the strength he needed to demolish this construct... even that Mockery.
 
 
  
 
 Spoiler: OOC 
24 to hit for 15 damage (10 bludgeoning and 5 fire). Then a big boy paladin crit-and-smite for 16 bludgeoning, 18 fire, and a whopping 36 radiant damage. Get dunked, big scorpion boy.
 
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 13/38 THP:2 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:   Divine-granted Heroism : immune to fear, con temp hp
 Concentrating on:  Heat metal  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 0/2 2nd
Misty Step 0/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 5/7

Witchling
AC13 HP: 18/18 THP: 9
16PP
  
 
  
The mechanisms would be interesting to study - but if the Witch wasn't careful, the warforged scorpion could pluck her apart like a cruel child with a fly.

Her wings propelled her baclwards into cover, away from line-of-sight with the scorpion. As she did so, she fired a metal bolt into the tail of it - and with a great hissing of sparks, the bolt ignited, incandescently bright, until the entire tail-tip was glowing red with heat and groaning with swollen mechanisms rubbing against each other. None of the information she recalled about it - the builders, it having a basic mind, the admittedly obvious lack of weakness to poison - seemed immediately helpful.


  "Witchling!"   she called her creation to her, and with an expression of almost comical alarm, the Witchling spiraled after her, snapping off a hasty shot behind itself without even looking.



 
 Spoiler: OOC 

Move: Move out of line of sight, behind the rocks, hovering like 5ft off the ground.
Action: cast Heat Metal on the scorpion's tail for disadvantage with it and  (2d8)[ 9 ]  heat damage.
Bonus action: Witchling moves up to the Witch, shooting  (1d20+9)[ 24 ]  for  (1d4+3)[ 5 ]  force.
 
Amnestic
Light flickers around the scorpion as Adam's spell takes root on it. The creature is slow, and lumbering...or so it might appear. Still emerging from its dusty 'prison' beneath the earth, Honor is able to deliver two massive blows to its side, enforced with magical power it leaves hefty dents in its side. Its tail glows hot from the Iron Witch's spell, and Witchling's blast impacts its steely outer shell, leaving a similar - but smaller - spot of damage on its exterior.

Rather than stabbing down its its heated tail, it spurts a curved line of acid against its immediate targets, curving to coat both Honor and Adam in the searing liquid, burning away at their armour - and bodies beneath. The sizzling viscosity lines the ground beneath their feet, raising the scent of scorched rock to your nostrils. A pungent smell, a  wrong  smell, though oddly fitting for the Mournland. The scorpion then swings around, slamming the back side of one if its claws into Honor and threatening to knock the warforged from its feet, but he stands strong and resolute against the force. The second claw comes up to follow the first though, and grasps him around the waist,  squeezing  down tight.


 
 Spoiler: Map 

 

The Scorpion takes severe damage, getting hit+crit by Honor and then hit by Witchling, along with the Heat Metal.

It retaliates by spraying Honor and Adam with acid from its tail; they fail their dex saves (DC17) and both take  13  acid damage. Their AC is also reduced by -2 until an action is taken to remove the acid from them.  Further , acid is left on the ground, as on the map. Entering an acid area on your turn or ending your turn there incurs a further 1d8 acid damage.

It then slams its claw into Honor for  21  bludgeoning damage - but he makes his strength save against knocking prone.
And then it slashes at Honor with its other claw, for  18  slashing damage - and unfortunately fails his save against getting grappled (Nat 1 :&lt; )

No concentration rolls made, nor are damage resistances included.

Everyone's up, though I'd appreciate if Aanash and Svek could 'go first' since I think their turns might herald something new happening! I was expecting it to take longer but then SOMEONE got a big crit in :P

 Initiative Order: 
Surge: (1d20+3)[20]
Adam: (1d20)[16]
Iron Witch: (1d20)[14]
Honor: (1d20)[14]

Sc: (1d20+5)[7]

Svek: (1d20)[5]
Aanash: (1d20)[3]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 54/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (9), Heroism (Con-based, until next LR) 

When the warforged scorpion breaks forth from beneath the earth, Aanash looks up at it, in awe at its majesty. The split second since its emergence is already a whirlwind of violence, and he regrets his momentary hesitation when all the fun is directed elsewhere.  "Hey! Save some for me!"  he shouts at the massive contraption, running at its rear end while it's focused on the others.

In one hand, his hammer is spinning and building up force. Forming a sigil with his free hand, Aanash tosses the glowing red rune like a discus, to stick to the ground across the pit at Honor's feet. It crackles with arcane lightning.  "Stand there if you want a boost!"  he calls to Honor, then takes his hammer in both hands and slams the built up force into the base of the scorpion's tail.

 
 Spoiler: Actions 
Move 4 S.
Cast Sigil of Alacrity on the space 1 N, 1 NE of Honor as a bonus action.
Booming Hammer on the scorpion.
 (1d20+8)[ 12 ]  to hit
 (1d10+5)[ 6 ]  damage and  (1d8)[ 3 ]  thunder, then  (2d8)[ 4 ]  thunder if it moves away before Aanash's next turn.
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 (18 temp) HP: 31  +11  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 19/27 Sorcery Points: 3/5 Wand: 4/7 Wings 117/120
Draconic Cry: 2/3 Command: 0/1 Misty Step: 0/1
Conditions:  

Svek jumps back in shock as the giant scorpion erupts from the ground. This might be the most terrifying creature he has ever seen. He flies back and up, trying to stay out of the creature's reach.

He decides to fight the giant insect with a swarm of tiny insects. A cloud of hornets briefly surrounds the scorpion, before rapidly disappearing.
 
 
  
 
 Spoiler: OOC 
shield of faith until next rest
 Movement:  30' up and 30' back
 Bonus Action:  none
 Action:  Insect Swarm  (2d6)[ 9 ]  poison. DC16 CON save, move 5' on fail.
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Amnestic
Aanash's strike bounces back off the creature's metallic exterior, and when the flood of insects from Svek swarms it, it shifts ever so slightly though it doesn't seem to be any more damaged. The assault from all sides, and so brutal, however, makes it retreat in on itself. It releases Honor from its claws and instead retracts into a more defensive stance. Segments of carapace on its back open, and from its interior burst forth eight new warforged - flying scorpions, each one a miniature version of the greater, with buzzing wings that grant them flight. Though it's slow, you also notice that the damage dealt to the main body is beginning to repair itself, but while it does so it doesn't seem to be able to strike out. The flying scorpions, now in place, begin to move in to defend their 'parent'.

 
 Spoiler: Map 

 

Aanash misses with BB.
It fails it save vs. Infestation so is moved (1 square north) but it's immune to poison damage.

Honor is no longer grappled.

The scorpionflies are 10ft up, so they're reachable in melee from the ground, but they emerged up and over, so no OAs on them.

Adam, Iron Witch, and Honor are up. I'll take Surge's turn before the enemy.

 Initiative Order: 
Surge: (1d20+3)[20]
Adam: (1d20)[16]
Iron Witch: (1d20)[14]
Honor: (1d20)[14]

Sc: (1d20+5)[7]

Svek: (1d20)[5]
Aanash: (1d20)[3]
 
Archmage1
After failing to shift his footing in time to dodge the spray of Acid, Adam looks down at the acid continuing to sizzle away on his armor, and up, just in time to see the second wave of the insectile ambush rize from the interior of the scorpion.  Swearing, he reaches to his belt, and pulls out his waterflask, and uses the water within to remove the acid from the armor, preventing further degradation of his armor.  He also quickly moves ten feet to the east, getting out of the pooling acid.

Then, he raises his shield once more, the holy symbol painted onto it with loving care flaring with divine power, before a hammer swings down at the scorpion.

 
 Spoiler: Actions 

Move:  10 feet to the east.
Bonus:  Casting Spiritual Weapon.
 (1d20+8)[ 14 ]  Attack vs scorpion
 (1d8+5)[ 9 ]  damage
Action:  Removing the acid.
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 17(19) HP: 13/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 3 / 5 d10 HD 
 Spell Slots- 2/4 1st, 0/2 2nd 
 Lay on Hands- 0/25 

Honor would grin after the two weighty blows if he was capable. Solid hits, both, and one with enough power to make the massive scorpion shift back and away from him. Then came the spray of acid, the barrage of claws, and the squeeze around his middle that left him battered, sizzling, and closer to death then he'd been in a long time. Getting his legs underneath him, he stumbled back and away, following Aanash's directions to step on the red rune he'd thrown over the pit. Honor watched Adam wash the acid away with a splash of water, and feeling it's sting continue he realized he should do the same. Lacking water, he doused the burning liquid with cool refreshing oil, scraping away the painful and irritating gloop that resulted.

 
 
  
 
 Spoiler: OOC 
Move on to the rune Aanash threw. Action to wash off the acid.
 
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 13/38 THP:2 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:   Divine-granted Heroism : immune to fear, con temp hp
 Concentrating on:  Heat metal  
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 0/2 2nd
Misty Step 0/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 4/7

Witchling
AC13 HP: 18/18 THP: 9
16PP
  
 
  

The Witch and Witchling continued falling back from the mechanical scorpion and its little companions. The bolt continued to smolder in its position lodged in the scorpion's tail.

She paused for a moment in her backwards flight to level her longarm. To not catch anyone else... there. She clicked in the trigger, feeling the recoil as she launched a glowing bead into the air - catching the scorpion and a pair of the scorpionflies in the blast.

  "Don't bother with poison insects!"   she shouted to the little dragon.   "It won't work!"  
 
 Spoiler: OOC 

Move: Continuing moving back.
Action: fireball at  (8d6)[ 34 ]  heat damage or DC15 dex save for half.
Bonus action: Continue heat metal for  (2d8)[ 10 ]  heat damage on the tail.


 
 
Amnestic
Taking a moment to cleanse themselves, the armoured pair to the east step aside. They're pursued by the flying warforged, but even distracted by the searing acid they're more than capable of deflecting the small creature's attacks. Indeed the flitting machines seem intended to distract more than damage, as the entire party evades the stingers that come their way. The Iron Witch's fireball detonates against two, scorching one from the inside out, and severely damaging another. Small flyer matches smaller flyer however, and the damaged creature launches itself at Witchling. It gets in close, thrust its stinger past Witchling's plating and injecting a globule of acid inside.

Surge knocks an arrow to their bow and calls up winds to guide them, but something goes wrong. The swirling natural magic warps the space around him, and he frantically leaps forward to escape but with a short  pop  he vanishes without a trace. Nothing but a swirl of red-dust wind is left behind in his passing, though perhaps that in itself is a positive; if you (and he) are lucky then he was merely transported elsewhere, rather than twisted or worse by the Mournland's magic.


 
 Spoiler: Map 

 

Spiritual weapon misses.
Scorpion and one of the flies fail their saves, the other one makes it and survives.

They then split off and attack, missing everyone except Witchling, which they hit for  8  piercing damage and (due to a failed save)  12  acid damage.

The Scorpion continues to repair itself.

Surge tried to take their turn, and in so doing fell into a magic wormhole until Spore decides to come back. I know it's a bit out of left field but Mournland be like that.

Everyone's up.

 Initiative Order: 
Adam: (1d20)[16]
Iron Witch: (1d20)[14]
Honor: (1d20)[14]

Sc: (1d20+5)[7]

Svek: (1d20)[5]
Aanash: (1d20)[3]
 
Archmage1
Adam swears as Surge vanishes into the ether, as he sidesteps the vicious fly attacking him.  Then, he focuses, recasting the faerie fire on the scorpion(And the nearby scorply) before commanding his mystical hammer to strike at the scorpion once more, hoping that the other warforged would deactivate when it died.

 
 Spoiler: OOC 

Rolled saves for the Faerie Fire on the scorpion and the Scorply near it in the rolls channel.  A base of 5 for the scorpion, and 4 for the Scorply.

 (1d20+9)[ 14 ]  Hammer attack
 (1d20+9)[ 14 ]  Hammer attack advantage
 (1d8+5)[ 7 ]  Hammer damage
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 (18 temp) HP: 31  +11  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 14/27 Sorcery Points: 3/5 Wand: 4/7 Wings 117/120
Draconic Cry: 2/3 Command: 0/1 Misty Step: 0/1
Conditions:  

Svek tried to fly away from the scorpion but wasn't fast enough. Now that the tiny one is upon him, he stays next to the scorpion that flew up to meet him in the air. He opens his mouth, but instead of the traditional acid, he belches forth a burst of fire.
 
 
  
 
 Spoiler: OOC 
shield of faith until next rest

 Movement:  none, still 30' in the air.
 Bonus Action:  Cast 3rd level dragon's breath
 Action:  breath fire  (4d6)[ 13 ]  DC16 Dex save for half,  (1d20)[ 20 ] 
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  Dragons Breath
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 54/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (9), Heroism (Con-based, until next LR) 

Swatting the scorpfly's sting aside with one hand, Aanash winds up. His hammer lights up with flame, and he slams it into the scorpion's flank, hoping that it will prove more effective at sizzling components than mere force. He aims for less vital parts in hopes of wearing out the scorpion's repair protocol rather than destroying its core, or whatever. It would be a shame to destroy such a fierce foe.

A ball of green flame crackles up from the impact and flies at the scorpfly next to him, scorching it.

 
 Spoiler: Actions 
Green-Flame Hammer on the scorpion, attempting to avoid anything core-like and do NL damage.
 (1d20+8)[ 21 ]  to hit
 (1d20+8)[ 27 ]  to hit
 (1d10+5)[ 14 ]  damage and  (1d8)[ 2 ]  fire, then  (1d8+2)[ 9 ]  fire on the fly next to him from a spark hop if it hits
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 17(19) HP: 13/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 3 / 5 d10 HD 
 Spell Slots- 3/4 1st, 0/2 2nd 
 Lay on Hands- 0/25 

Feeling the energy of Aanash' rune overcharging him with speed and energy, Honor starts his hammer low and attempts to swat the flying constructs out of the air with one large sweep. If successful, he will move around the acid and utilize the rest of his enhanced speed to slam into the scorpion again, hoping to stop it's self repair routine.
 
 
  
 
 Spoiler: OOC 
Three attacks, targetting all at the flying monsters, then at the scorpion once those are done if any attacks remain.  (1d20+7)[ 26 ]  attack for  (2d6+4)[ 3 ][ 2 ](5)  and  (2d6)[ 6 ][ 5 ](11) .  (1d20+7)[ 19 ]  attack for  (2d6+4)[ 4 ][ 3 ](7)  and  (2d6)[ 3 ][ 1 ](4) .  (1d20+7)[ 15 ]  attack for  (2d6+4)[ 2 ][ 6 ](8)  and  (2d6)[ 6 ][ 4 ](10) . If the third attack is against the scorpion I roll with advantage-  (1d20+7)[ 21 ] . If it's needed to put a foe down Honor will use a level 1 smite- [rollv[2d8[/rollv]. Will reroll any 1/2 on damage in the discord. Rolled 2 3's for rerolls, so scratch the 1's and 2's and sub in 3's.
 
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 13/38 THP:2 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:   Divine-granted Heroism : immune to fear, con temp hp
 Concentrating on: Heat metal 
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 0/2 2nd
Misty Step 0/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 4/7

Witchling
AC13 HP: 9/18 THP: 0
16PP
  
 
  

The Witch snarled at the scorpionfly as it struck at the little Witchling.  Together, the two leveled their weapons and blasted at it, hoping to knock the creation out of the sky.
  "Get away from her!"   she snapped, aiming directly for the eye of the machine and pulling the trigger.

 
 Spoiler: OOC 

Move: none
Action: Ray of frost for  (1d20+9)[ 29 ]  to hit and  (3d8)[ 16 ]  + 5 frost damage
Bonus action: Witchling shoots for  (1d20+9)[ 14 ]  to hit and  (1d4+3)[ 4 ]  force damage
 
Amnestic
Svek's dragonbreath washes over the small flying creature which twists in the air, using a draft of wind to save itself from destruction, but such a life is short lived. A pure beam of ice from the Iron Witch strikes her  enemy , for no other word could feel appropriate. The creature is encased in a solid block of frozen air and falls to the rocks below, shattering into a thousand thousand tiny pieces. Freed of its assailant, Witchling fires a blast at the one menacing Svek, cutting off a wing and sending it likewise tumbling to the ground.

The scorpion's steely shell proves resistant to the hammer of Flame, but even in its defensive state it can't hold on for long. Aanash's own searing flames catch one of its legs and send it carreening off to the side, and on the opposite side Honor cleaves through two of the scorpion flies, before delivering a massive blow to ones of its retracted claws, shattering it, and forcing it out of its repair process. It swings its remaining claw at Honor, who deflects the blow, and then spins in place, whipping its tail around. The massive limb cuts through its own ally, and slams into Aanash full force, but by the time it reaches Honor the speed is limited, and he's able to duck away.


 
 Spoiler: Map 

 

Adam sadly misses with both his spiritual hammer attacks.
Iron Witch crits her scorpfly into oblivion.
The fly makes its save vs Svek's Dragon Breath, but Witchling finishes it off.
Aanash hits the scorpion and partially damages his scorpfly.
Honor cleaves through two flies, and then goes on to hit the scorpion.
Honour's damage knocks off its grapple claw. It uses its action to attack Honor, and misses.
It then uses its bonus action to spin its tail to hit Aanash and Honor. Honor saves and takes  8  bludgeoning damage. Aanash doesn't and takes  16 . It also kills off the scorpfly next to Aanash as collateral damage. It might've lived had it not been for GFB.

The one remaining scorpfly miss Adam

Looking pretty-last-legs for the Scorpion. Adam's is, as yet, unharmed, though I don't expect it to live long :P

Everyone's up.

 Initiative Order: 
Adam: (1d20)[16]
Iron Witch: (1d20)[14]
Honor: (1d20)[14]

Sc: (1d20+5)[7]

Svek: (1d20)[5]
Aanash: (1d20)[3]
 
Archmage1
Battered, his armor still smoking, and blood staining it in a few places, the badly injured Adam continues to fight with grim determination.  Still not giving up on the idea of using the spiritual hammer on the scorpian, Adam gives it another go, before he swings his own hammer, glowing with divine light, at the remaining scorpifly. " By the grace of the gods, we're almost through!" 
 
 Spoiler: Actions/rolls 

Bonus
 (1d20+8)[ 12 ]  Spiritual weapon
 (1d20+8)[ 26 ]  SW Advantage(+4 Bless)
 (1d8+5)[ 10 ]  Damage

Standard
Casting Divine Mark at the scorpifly
 (1d20+6)[ 15 ]  Attack(+2 Bless)
 (1d8+3)[ 4 ]  damage +  (1d6)[ 1 ]  radiant
If someone else hits it,  (2d6)[ 9 ]  more radiant.
 
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 13/38 THP:2 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:   Divine-granted Heroism : immune to fear, con temp hp
 Concentrating on: Heat metal 
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 0/2 2nd
Misty Step 0/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 4/7

Witchling
AC13 HP: 9/18 THP: 0
16PP
  
 
  

With their immediate foe dealt with, the Witch took a second to look over the Witchling. The damage didn't seem to be getting worse, so repairs would have to wait.

She held out a hand to the poor thing, and it pitifullly clung onto her thumb in a unhappy hug. She gave it a small, grim smile, then
  "I'll fix you up after,"   she told it, and moved it back to her shoulder, where it wouldn't get in the way, and turned back to the heavy scorpion.

The tiefling once again fired a ray of frost towards the enemy.

 
 Spoiler: OOC 

Move: none
Action: Ray of frost for  (1d20+9)[ 25 ]  to hit and  (3d8)[ 7 ] 
Bonus action: heat metal for  (2d8)[ 2 ] 
Reaction: shield if struck
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 52/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (3), Heroism (Con-based, until next LR) 

The tail sails past, slamming into Aanash. The arcane and divine barriers around him absorb most of the impact, sending him skidding back with a few scrapes upon the metal plates of one of his forearms.  "Try not to destroy whatever its core is!"  he calls out, guessing how the construct might work based on nothing but assumptions.  "Imagine how much House Cannith would pay for such a thing!"  In truth, he feels the total destruction of such a mighty behemoth would be a travesty.

Whipping his hammer around, Aanash weaves and ducks with the scorpion's movements, then attempts to strike one of its legs into the ground like a piton to prevent it from tumbling down the ravine when it gives out.

 
 Spoiler: Actions 
Booming Hammer on the scorpion, attempting to do NL damage.
 (1d20+8)[ 18 ]  to hit
 (1d20+8)[ 15 ]  Faerie Fire Advantage
 (1d10+5)[ 14 ]  damage and  (1d8)[ 4 ]  thunder, then  (2d8)[ 12 ]  thunder if the scorpo moves
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 (18 temp) HP: 31  +11  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 14/27 Sorcery Points: 3/5 Wand: 4/7 Wings 117/120
Draconic Cry: 2/3 Command: 0/1 Misty Step: 0/1
Conditions:  

Svek flies forward just enough to get into range and breathes fire on the scorpion.
 
 
  
 
 Spoiler: OOC 
shield of faith until next rest

 Movement:  until 15' from the scorpion
 Bonus Action:  none
 Action:  breath fire  (4d6)[ 14 ]  DC16 Dex save for half,  (1d20)[ 14 ] 
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  Dragons Breath
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 17(19) HP: 13/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 3 / 5 d10 HD 
 Spell Slots- 1/4 1st, 0/2 2nd 
 Lay on Hands- 0/25 

Honor, heeding Aanash's practicality, swings his hammer at non-vital areas, seeking to dent armor and cause traumatic vibrations through the scorpion beast. He knows if it survives and turns it's ire to him it will smash him like a wind up clock, so he gives everything he has.
 
 
  
 
 Spoiler: OOC 
Hammer blows, with a smite if needed.  (1d20+7)[ 27 ]  to hit,  (2d6+4)[ 4 ][ 1 ](5)  bludgeoning and  (2d6)[ 2 ][ 1 ](3)  fire. If one of those hit and it is necessary Honor will pump out a smite for  (2d8)[ 8 ][ 6 ](14)  radiant damage. Will reroll 1's and 2's on damage in the discord.
 
Amnestic
Still reeling from the attacks it's made and its existing damage, along with the faerie fire making it shine as a bright target, the scorpion is assailed. The party blasts, cuts, and burns chunks out of it, disassembling the ancient beast with a fury rarely seen before. Another leg goes flying past you, its tail is severed, and then Honor delivers two massive blows to its face, getting in close to its mandibles with a reckless abandon the pays off, as the hammer slams it into the ground again and again, until it falls limp and ceases moving. The remaining scorpfly, damaged by Adam, flits against the cleric but find him impossible to strike. The battle, it seems, has reached a cataclysmic conclusion - on the side of the party, at least.

 
 Spoiler: OOC 

The scorpfly survives on 8hp but I doubt it's going to survive another turn, so we'll call it quits there. Someone can narrate getting the last hit if they want.

Once there's a moment of breather I'm assuming you're going to take a long rest this time, but do let me know if you still want to keep going and start rolling exhaustion saves...

Loot:
 
Scorpion Belt 
 Warforged Component (Belt), Rare (Requires attunement) 

Made of thick adamantine links, wrapped in silver strands, and glistening with dragonshards, this belt holds the power of a scorpion. You may use the magic of this belt as a bonus action to Wild Shape (as the druid ability) into a Giant Scorpion for 1 hour. Once used, it cannot be used again until you complete a short or long rest.

 Oversized Stinger 
 Wondrous Item, Rare 
This massive stinger still drips with a seemingly endless stream of acid, and can be used in the following of two ways. Wielding the stinger takes up both hands due to its large size.

* As an action, swing it in a circle. All creatures in a 10ft radius must make a dex save (DC15) or take 2d8+StrMod Bludgeoning and 1d8 acid damage (if they're within 5ft) or 1d4+StrMod bludgeoning and 1d4 acid (if they're 10ft away). They take half damage on a successful save.
* As a bonus action you can ready it in both hands of your shoulder, and then as a subsequent action launch a stream of acid in a 30ft line. Creatures in the area must make a dex save (DC15) or take 3d8 acid damage and have -2 AC until they use an action to clean it off. A successful save halves the damage and does not impact armour class. Acid lingers in the area for 1 minute, dealing 1d8 acid to any creature who enters it or ends their turn in it. Cut off from the main body it takes time for the stinger to replenish itself, and needs 1d4 hours to recharge after spitting acid.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 52/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (3), Heroism (Con-based, until next LR) 
 "I was quite confident we could handle it!"  Aanash announces as the great metal behemoth is broken piece by piece, until the pieces stop moving. He takes his hammer and a javelin, looking for anything he could hammer the point of the spear into and pry open to access anything in its 'guts' to extract.

 "Where are warforged brains?"  he asks Honor, while he pokes around the menacing machine, naturally assuming that a warforged would know.  "I always thought they have,"  he makes a circular motion around his head,  "A glowing metal globe in their head. All lit up with magic. Could that be in here somewhere?"  Aanash rubs his hands together.
 
 
  
Archmage1
After the last scorpfly falls to the ground, dead, Adam, rather the worse for wear, takes a long, careful look around the area.  " I think it's time to find a good spot to rest.  Somewhere not covered in the remains of acid.  I can raise a shelter for us. "
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 (18 temp) HP: 31  +11  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 14/27 Sorcery Points: 3/5 Wand: 4/7 Wings 117/120
Draconic Cry: 2/3 Command: 0/1 Misty Step: 0/1
Conditions:  

As the last of the scorpions falls, Svek lets the fire in his belly fizzle out. He flies down to the ground and joins the others.

  "We should rest now. This should be a good place. I bet that scorpion was keeping anything dangerous away."  
 
 
  
 
 Spoiler: OOC 
shield of faith until next rest

 Movement:  back to ground
 Bonus Action:  none
 Action:  none
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 17(19) HP: 13/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 3 / 5 d10 HD 
 Spell Slots- 3/4 1st, 0/2 2nd 
 Lay on Hands- 0/25 

Honor smashed the last flying construct into shards, turning to face his party and his conquered foe. As they began searching the remains of the once great mechanical beast, he honed in on the warforge component shaped like a belt.  "This relic works with my inner mechanics. I would like this as a trophy of the fight, if no one opposes."  When Aanash brings up the question of warforged brains Honor visibly and audibly mocks a sigh.  "We do not have brains. Our consciousness is stored via different mediums. I've met members of my kind with small written scrolls bearing tiny holes punched in them, I've met warforged with crystals that their soul inhabited deep within them, and I've met warforged with no trace of a central core or heart at all. If you're looking for "brains" without knowing what you're looking for you are sure to miss them." 

New belt slowly integrating into his armored layer, Honor looks to the distance for a moment before turning to Svek.  "Yes, now is the time for rest. We have given it our all. You are all to be commended. And until we see him again, Surge is to be remembered." 
 
 
  
Amnestic
 
 Spoiler: OOC 

If you're using a goodberry wine for a long rest, mark it off accordingly.
 


The night thankfully passes unmolested - indeed whatever creatures may roam the Mournland do seem to have been kept away from the area by the scorpion, and you get some peace and quiet beneath the never-changing forever-twisted sky.

After resting for eight hours and recovering yourselves, you move on from the smoldering wreckage of the warforged scorpion and its scorplings. Dusty rocks inevitably give way to yet another plain, and then a forest, through which you tentatively navigate, keeping your eyes open for any hint of a predator. Elementals, plants, undead, and warforged have assailed you thus far, and nothing seems off the table. As you press through what seem like are surprisingly normal trees, you hear a whistling in the air beyond your sight. It approaches fast, and detonates just short of you with a massive  boom  that sends tree shrapnel and scattered dirt flying past you. The area sizzles with lingering arcane magic, the tree trunks still glimmering with white-purple magic where the bolt left a hole in them, and the air fills with the ozone scent of magic.

Peering beyond the treeline you see a small emplacement safeguarding a narrow pass beyond. Stone walls made from gathered rocks in the area grant cover to four figures in armour, though at this distance you can't make out if they are man, undead, or something else. Each carries crossbows and blades, and two stand beside a massive siege staff - a piece of arcane artillery akin to a ballista. Beside them is without a doubt the largest guard dog you have ever seen. Undoubtedly bred for military purposes, this snub-nosed animal dwarfs both man and artillery, its form displaying clear indications of magical mutation. Gaps in its flesh and fur showing exposed bone beneath hint at an undead nature, however.

 
 Spoiler: Map 

 


Despite the enemy squad all having alert, they all rolled lower than the party. Since Surge blipped out of existence I moved Adam's twilight initiative buff to himself, though it didn't matter for this encounter.

 Initiative Order: 
Svek: (1d20)[20]
Aanash: (1d20)[19]
Adam: (1d20)[19]
Iron Witch: (1d20)[12]
Honor: (1d20)[10]


R: (1d20+5)[10]
B: (1d20+5)[10]
D: (1d20+5)[6]
 
Archmage1
Acting quickly, and guessing that they would be enduring the fire of these enemies for some time before being able to get them into range, Adam raises his shield, and the light around him darkens, shifting to that of twilight, rather than day.  He also moves to a more central location, trying to take some cover behind the shrubbery.

 
 Spoiler: Action 

Action:  Use Twilight Sanctuary.
Move:  Move a bit in front, and try to take cover behind the tree to the left of the big tree.  While remaining within 30 feet of all allies.

Note:  At the END of all player's turns, they gain 1d6+5 temp HP.
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 52  +8  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 27/27 Sorcery Points: 5/5 Wand: 7/7 Wings 120/120
Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek sleeps soundly in the night, despite the nightmares surrounding the group. He makes sure to stay in the middle of the party, close to Adam, of course, and curls in a small ball, using his wings to shield him from the night noises. He drinks a bottle of his goodberry wine and recovers from the struggles of the day before.

The next day, he wakes up in a good mood and ready to face whatever horrors the Mournland has to throw at us. But his optimism is short-lived once he sees the encampment. He sighs in disappointment, knowing this is going to turn into another battle with no purpose or glory.

While he would prefer to talk to these people before we just attack, when he sees the giant undead dog, he knows that these aren't just fellow wanderers.

  "Should we see what they are doing here, first, or just start attacking?"   he asks, knowing the answer before the words even come out of his mouth.

He moves up, trying to stay in cover and staying about 20' behind Adam.
 
 
  
 
 Spoiler: OOC 
Wand charges at dawn  (1d6+1)[ 5 ] 
THP  (1d6+5)[ 8 ] 
 Movement:  back to ground
 Bonus Action:  none
 Action:  none
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 3 / 5 d10 HD 
 Spell Slots- 4/4 1st, 1/2 2nd 
 Lay on Hands- 25/25 

Sizing up the battlefield, Honor ruminates on his next move for a few moments as they approach. Feeling the reinforcing twilight of Adam's magics protecting him, Honor reached down and quickly sketched a summoning glyph in the earth beneath them, forcing a measure of will through it and summoning Aldruarch in a flash of steely grey light.  "Welcome, denizen of Daanvi. Welcome, Aldruarch. Thank you for your service."  Honor mounted up, allowing his steed to be wrapped in the protective layer of Adam's twilight as well before moving fifty feet to the north east, preparing to intercept what he presumed would be a charge from the monstrous undead dog. 
 
  
 
 Spoiler: OOC 
Temp HP for Honor- (1d6+5)[ 9 ] . Temp HP for Aldruarch-  (1d6+5)[ 7 ] . Use movement to mount up, then circle around the north east along the treeline to intercept charge the dog. Staying in the cover of the trees if possible. Aldruarch's speed is 50 ft.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (8) 

Aanash is now lugging the scorpion's giant tail on his back. When the giant magic bolt comes flying through the trees at him, the extra weight nearly causes him to fall over, but instead of shock there is deranged excitement on his face.  "Save some for me!"  he calls, taking off after Honor. That giant dog just looks too fun to pass up.

With a finger snap, another disc of runes appears between his fingers, and he hurls it in an arc to land beneath Honor and his mount.

 
 Spoiler: Actions 
Between-encounter False Life was higher than the Sanctuary, but the thought counts.

Dash up to 60 feet NE while staying in the tree cover and place a Sigil of Alacrity under wherever Honor ends his move.
 

 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP: (1d6+5)[ 10 ]  
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 1/1 Fireball wand 4/7

Witchling
AC13 HP: 18/18 THP:  (1d6+5)[ 9 ] 
16PP
  
 
  

After a goodberry wine-infused rest, the tiefling's ribs no longer creaked when she breathed too hard. At the artillery fire, she raised her weapon in wariness.

"More animate bones within those suits of armour, little doubt," she groused. "Well, let us bring them respite."

Taking flight, she retrieved a little statuette, and with a nail quickly scratched some names on it before crushing it in her grip. Those so named found a curious sensation at the edge of their senses, faintly metallic in a way hard to describe, guiding them into more effective motion.

 
 Spoiler: OOC 

Wand refresh:  (1d6)[ 4 ] 

Move: head up and north-west, so taking cover behind a tree. Witching comes with. If needed, just go north if it's needed for having people in Bless range.
Action: cast Bless on Honour, Aanash and Svek. (Or Adam is Aanash is too far)
Bonus action: --
Reaction: shield if struck
 
Amnestic
Adam lights up with his Twilight Sanctuary, but in turn attracts the further attention of the siege staff. As the party scatters in both directions along the trees, the staff launches another arcane bolt. It streams through the trees and crashes down towards Adam. Thankfully no one else was nearby, but the blast still tears at him. He stands strong against it though, resisting the worst of the magic. Ever faithful and stalwart, the hound watches and waits for one to break through the treeline, but the pair of crossbowmen aren't so restrained, loosing two bolts each into the trees. One of them strikes Honor's mount, while the rest thud into thick Mournland bark.


 
 Spoiler: Map 

 

Not much to summarise here.
Due to initiative, Honor would be in range of the Bless when Iron Witch cast it.
Aanash's Sigil of Alacrity will go off before Honor's next turn, so they'll get the benefit of it. I'm gonna say it will only affect one creature instead of both mount+rider, rider's choice.

The siege staff shoots and strikes on Adam alone due to spreading out. He makes his consave (barely) so only takes  7  force damage.
Aldruach takes  5  piercing damage from a crossbow shot, the other misses.
Both shots miss Iron Witch from the other crossbowman, though one only due to cover.
The dog  Dodges . Attacks against it have disadvantage next turn.

 Initiative Order: 
Svek: (1d20)[20]
Aanash: (1d20)[19]
Adam: (1d20)[19]
Iron Witch: (1d20)[12]
Honor: (1d20)[10]


R: (1d20+5)[10]
B: (1d20+5)[10]
D: (1d20+5)[6]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 52  +8  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 22/27 Sorcery Points: 5/5 Wand: 7/7 Wings 120/120
Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek dodges out of the way of the explosion that engulfed Adam.

  "It appears these people don't want to talk. Very well."  

He flicks his wrist and a bead of flame flies through the air, erupting right in front of the siege staff, engulfing all of the crossbowmen.

He then moves to the southeast, ending his turn behind a large tree trunk.
 
 
  
 
 Spoiler: OOC 
Fireball centered in the middle of the square in front of the siege staff. It should catch all 4 crossbowmen and ignite anything flammable.

 Movement:  SE ending behind large tree trunk
 Bonus Action:  none
 Action:  Fireball  (8d6)[ 25 ]  fire damage
DC16 Dex Saves left to right  (1d20)[ 17 ] ,  (1d20)[ 8 ] ,  (1d20)[ 17 ] ,  (1d20)[ 15 ] 
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Archmage1
The shielding from his sanctuary proving to be sufficient to absorb the initial damage, the sheer concussion of the blast throws off his concentration, breaking his sanctuary effect.  Shaking his head, he staggers forwards, taking cover behind the small tree ~30 feet in front of him.

 
 Spoiler: ooc 

Pretty much all his spells have a range of 60 feet or less, and he would need a little bit more than that to hit.
So, moving to take cover, and dodge.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (8), Bless (Iron Witch), Form of Dread (immune to fear, 1/round fear on attack) 

Crackling with red lightning, Aanash fearlessly breaks cover and begins charging at their foes.

 
 Spoiler: Actions 
Dash 60 feet north.
Bonus action to Form of Dread because undead like their fear effects.
 (1d10+2)[ 6 ]  thp, unlikely to exceed what he already had but why not
 

 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:10 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 1/1 Fireball wand 6/7

Witchling
AC13 HP: 18/18 THP:9
16PP
  
 
  

Crossbow bolts thudded into the wood of the curse-scarred tree ahead of her.
With a furrowed brow, she returned fire with a Fireball, detonating it over as many of the crossbowmen as possible a moment after Svek did the same.

 
 Spoiler: OOC 

Wand refresh: [roll2]

Move: keep heading NE, cover behind a tree since that's objectively worked, heh
Action:Fireball for 24 fire damage, dc15 save for half.
Bonus action: --
Reaction: shield if struck
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 4/4 1st, 1/2 2nd 
 Lay on Hands- 25/25 

When Aldruarch took a crossbow bolt across his side, Honor's jaw set, clamped hard and eye lights glowing more fiercely. He turned the creature of Danvi towards the undead dog and spurs his mount, rushing forward towards the foul creature. Leaning with some expertise, Honor trailed his hammer in the elk's wake, and when he entered melee with the hound he brought the hammer up with the momentum of the charge, then brought it back down on the unholy canine with a stirring battle cry. His volcanic hammer shown with both the red glow of the forges and the shining radiance of pure intent.
 
 
  
 
 Spoiler: OOC 
Charge. Attack twice.  (1d20+7)[ 18 ]  to hit, and  (2d6)[ 4 ][ 5 ](9)  bludgeoning,  (2d6)[ 4 ][ 2 ](6)  fire.  (1d20+7)[ 22 ]  to hit, and  (2d6)[ 5 ][ 4 ](9)  bludgeoning,  (2d6)[ 4 ][ 2 ](6)  fire. Level one smit.  (2d8)[ 8 ][ 8 ](16)  radiant, plus  (1d8)[ 8 ](8)  radiant if it is undead. Will reroll 1's and 2's or crits in the discord. EDIT- change one of the 2's to a  6  and another to a  3 .
 
Amnestic
The two fireballs stream out from the woods and impact on the western trio, though when the smoke clears it seems to have done only partial damage. They retaliate, launching a siege staff blast and crossbow bolt at the Iron Witch. The arcane javelin lances through the tree she's taking cover behind and detonates. Though she is able push some of the magic away, Witchling is less lucky and finds itself momentarily immobilised. It is probably beneficial that you had chosen not to fly, or a sudden drop would soon be upon it.

Aanash and Adam both move up, but they're overtaken by Honor atop his mighty steed. He brings down two massive smashes upon the enormous hound, but it remains stand, albeit perhaps with a slightly askew limb at this point. The armoured individual closest drops his crossbow and draws a sword, running forwards and cutting twice at Aldruach. The first skitters across its metallic hide but the second plunges in beneath a leg. The massive hound leans in and gapes its necrotic jaw wide, clamping it around Aldruach's throat. It lifts the celestial beast up, flailing it back and forth, but when it crunches its jaws down the creature vanishes into magical mist, and Honor is thrown from its back, falling into the dirt before the pair.


 
 Spoiler: Map 

 

The two fireballs detonate to minimal damage - they're resistant to fire, and they rolled decently on their saves - one fail on Svek's, one fail on Witch's.
Adam and Aanash reposition.
Honor hits twice, for a total of 59.

Good saves don't make up for bad attacks though. They blast Iron Witch and Witchling with another siege staff blast for  7  force on Witch and  15  on Witchling. Witchling is also stunned next turn.
They missed their crossbow attack.
The soldier on the right runs in and misses with their first attack, hits with their second on Aldruach for 11. The dog then bites it for 10, dispelling it. Honor falls prone, but they lack a follow up attack to take advantage of this fact.

 Initiative Order: 
Svek: (1d20)[20]
Aanash: (1d20)[19]
Adam: (1d20)[19]
Iron Witch: (1d20)[12]
Honor: (1d20)[10]


R: (1d20+5)[10]
B: (1d20+5)[10]
D: (1d20+5)[6]
 
Archmage1
As the fire from the siege weapon continues to pour in, Adam continues to advance, grimly determined to face this threat, as he had done in the past.  As he finally reaches the range at which he can start attacking, he chants quickly, casting two spells in rapid succession, even as he raises his shield in preparation for what was going to be coming his way, praying that his shield would hold under the force of the expected blow.

 
 Spoiler: OOC 

Adam advances 30 feet, before casting spiritual weapon, attacking the gunner on the siege weapon.  He then follows through with a toll the dead, also targeting the gunner.
 (1d20+8)[ 26 ]  Hammer attack
 (1d8+5)[ 12 ]  Hammer damage
 (2d12)[ 8 ]  necrotic Toll the Dead damage(wis save dc 16 to negate.

Non-action:  Use Human Tenacity to get advantage on the save if the siege engine targets him.
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 52  +8  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 17/27 Sorcery Points: 4/5 Wand: 7/7 Wings 120/120
Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek stays behind a big tree trunk, which is pretty easy given his diminutive stature. He throws another "fireball" out, but this time it erupts into a ball of sticky acid. He decides he'll move forward with the others once the siege engine is disabled.
 
 
  
 
 Spoiler: OOC 
Fireball centered on western 3 crossbowmen. Transmute to change to acid.

 Movement:  pop out, cast spell, then back.
 Bonus Action:  none
 Action:  Fireball  (8d6)[ 20 ]  acid damage
DC16 Dex Saves left to right  (1d20)[ 11 ] ,  (1d20)[ 8 ] ,  (1d20)[ 16 ] 
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (8), Bless (Iron Witch), Form of Dread (immune to fear, 1/round fear on attack) 

Skidding to a stop behind Honor's (bipedal) foe, Aanash brings his hammer swinging around covered in flame to strike from behind. From the impact point, like sparks from a blacksmith's anvil, flashes of green fire leap out and attach themselves to the giant hound's hide. Pivoting, he conjures another sigil and kicks it, the magic circle spinning through the air to settle beneath Honor's feet.  "We make a pretty good team!" 
 
 Spoiler: Actions 
Move 1 SW of the Red Soldier attacking Honor.
Green Flame Hammer on the Red Soldier.
 (1d20+8)[ 19 ]  to hit + (1d4)[ 1 ]  if Bless stays up
 (1d10+5)[ 15 ]  bludgeoning, plus  (1d8)[ 3 ]  fire on hit
If it hits,  (1d8+2)[ 6 ]  fire-jump damage to Dog
 (1d20)[ 14 ]  DC 13 Wis save on hit or be Frightened, if the soldier can fear

Bonus action to cast Sigil of Alacrity below Honor.
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 54/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 3/4 1st, 1/2 2nd 
 Lay on Hands- 25/25 

Honor hits the ground like... well... a set of full plate filled with intricate machinery as Aldruarch is pushed from this world by physical damage. Hauling himself up, He has a bit of turf stuck to himself as he steadies himself and continues swinging his own hammer at the giant dog. Calling back to Aanash as he shifts his stance to make sure that he stands over the sigil, Honor says  "We serve a similar function- destruction of our enemies, surviving the enemy's blows, and protecting our allies. In this, we both preform... admirably."  Then he brings his hammer down a second time, doing his best to end his portion of the fight before the dog can even assault him.
 
 
  
 
 Spoiler: OOC 
1/2 movement to stand up. Attack the dog twice-  (1d20+7)[ 17 ]  plus  (1d4)[ 4 ]  bless.  (2d6+4)[ 1 ][ 5 ](6)  (plus 3 damage from rerolling 1 to 4) bludgeoning,  (2d6)[ 2 ][ 2 ](4)  (reroll to 1 and 5 damage) fire. Second attack-  (1d20+7)[ 8 ]  plus  (1d4)[ 1 ]  bless.  (2d6+4)[ 5 ][ 2 ](7)  bludgeoning,  (2d6)[ 5 ][ 4 ](9)  fire. If I hit I will smite again with a level 1 for  (2d8)[ 4 ][ 5 ](9)  radiant, plus  (1d8)[ 7 ](7)  radiant for undead. Rerolling 1's and 2's in the discord, along with crits. EDIT- if the first attack hits that's 31 damage.
 
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:7 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 6/7

Witchling
AC13 HP: 12/18 THP:0
16PP

Cannon
AC18, HP: 25/25
  
 
  
Force burst arounf the Witch, but her Brooch flaired and absorbed the worst of it. The Witchling had it worse; it jerked as the tiny creature was battered by the energy.

Gritting her teeth, the Witch stabbed a stake into the earth that unfolded into another staute, which began marching forward and fired a shot at the enemy artillerists. Meanwhile the Witch pulled along the Witchling as she headed north-west, seeking cover and spreading out against the blasts of the force ballista.

 
 Spoiler: OOC 

Action:Create cannon
Bonus action: Cannon shoots, waddles 15ft towards the enemy for  (1d20+8)[ 21 ]  to hit and  (2d8)[ 7 ]  damage at the most injured looking operator of the siege wand.

Move: Head NW behind the tree
Reaction: shield if struck
 
Amnestic
Svek's acidic ball of...acid flies across the battlefield. Whether or not they'd seen such a spell before is unclear, they certainly react to it more poorly than the fireball, and all of them take the full brunt of it. Adam and the Iron Witch both lay into the weakest-looking siege staff gunner, but despite their best efforts he remains barely standing. They loose another bolt at the no-longer-in-cover Adam, who manages to use his indomitable will to push through. Half-blinded by the arcane blast though he's not prepared for a dangerously lethal crossbow bolt that lodges itself in his hip. The soldier seems uncaring about the blow however, and there's no sign of recognition or glee, just the mechanical reloading of the crossbow to prepare another shot.

Aanash and Honor both bring their weapons to bear against their respective foes, and though Honor takes another large chunk out of the dog it remains standing tall. No longer distracted by the mount, it this time lowers its jaws onto Honor, and grabs tight, dragging him away while biting down. The soldier doesn't turn to follow, instead retaliating against Aanash with three fast strikes, though only one comes close to connecting.

 
 Spoiler: Map 

 

They all failed their saves vs. Svek's fireball.
Aanash hits with GFB.
One of Honor's attack hits, bringing the dog very low.
Adam's spiritual weapon and Witch's cannon hit, but they make their save vs. TtD so they barely stay standing.

Adam's human tenacity saves him from getting Stunned and so only takes  8  force damage, but the cannon does disable his cloak, and he eats a nasty crossbow crit for a further  20  piercing damage.

The swordsman beside Aanash hits him once, for  5  slashing damage.
The dog bites Honor for  7  slashing damage. He's also grappled and restrained (escape DC of 15).

General health update:
Dog and one of the cannon-shooters are near death.
The other two at range are bloodied.
The one soldier beside Aanash has taken a hit but is still pretty okay.

 Initiative Order: 
Svek: (1d20)[20]
Aanash: (1d20)[19]
Adam: (1d20)[19]
Iron Witch: (1d20)[12]
Honor: (1d20)[10]


R: (1d20+5)[10]
B: (1d20+5)[10]
D: (1d20+5)[6]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 52  +8  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 17/27 Sorcery Points: 4/5 Wand: 7/7 Wings 120/120
Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek needs to get closer. He can't use all of his magic on this one fight. What if something else attacks us later in the day. So he dashes north to get within striking distance of his other spells.
 
 
  
 
 Spoiler: OOC 
Dash north (10 squares north, 3 east)

 Movement:  pop out, cast spell, then back.
 Bonus Action:  none
 Action:  Fireball [roll0] acid damage
DC16 Dex Saves left to right [roll1], [roll2], [roll3]
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Archmage1
Staggering under the fire of the heavy crossbow, Adam wills his magical hammer to strike again at the gunners, before casting Toll the Dead once more, hoping to bring the cannon offline if possible.  He also staggers forwards another 30 feet, hoping to get out of the arc of fire of the heavy gun.  Between the two gun hits, and the crossbow, he's looking remarkably battered for a man in full plate.

 
 Spoiler: ooc 

 (1d20+8)[ 26 ]  Spiritual weapon attack
 (1d8+5)[ 10 ]  Spiritual weapon damage

 (2d12)[ 14 ]  necrotic toll the dead damage(Wis DC 16 to negate)
 
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:7 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 0/1 Fireball wand 6/7

Witchling
AC13 HP: 12/18 THP:0
16PP

Cannon
AC18, HP: 25/25
  
 
  

Together, the Witch and her turret unleashed more crackling bolts towards the foe - one of frost, and one of force.

The Witchling, out of range and metaphorically bruised, peered balefully around the Witch's boot at the enemy, making rude gestures that the Witch made a mental note to find out who taught her for strict words later.

 
 Spoiler: OOC 

Action: ray of frost,  (1d20+8)[ 17 ]  to hit,  (3d8)[ 8 ]  frost on hit
Bonus action: Cannon shoots,  (1d20+8)[ 15 ]  to hit,
 (2d6)[ 9 ]  force
Move: nay
Reaction: shield if struck
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 50/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 3/4 1st, 2/2 2nd 
 Lay on Hands- 25/25 

Struggling against the undead hound's jaws, Honor feels like a toy being chewed. He is, however, single minded in his goal to destroy the perversive canine, and he focuses his mind, concentrating his divine power into a strike that defies the odds to strike the dog nearly without fail. His followup is not guided by the divine, but he would see this fight ended... and soon.
 
 
  
 
 Spoiler: OOC 
2 attacks, first attack with a use of Channel Divinity to add +10 to the roll.  (1d20+17)[ 22 ]  or  (1d20+17)[ 22 ]  to hit, whichever is worse. Assuming he hits, Honor deals  (2d6+4)[ 3 ][ 5 ](8)  plus  (2d6)[ 2 ][ 6 ](8)  plus a 2nd level smite (if it hits) for  (4d8)[ 3 ][ 5 ][ 7 ][ 1 ](16) . Second attack is much worse ant  (1d20+7)[ 22 ]  or  (1d20+7)[ 26 ]  to hit, for  (2d6+4)[ 2 ][ 1 ](3)  plus  (2d6)[ 5 ][ 6 ](11)  fire. Will reroll 1's and 2's for damage on the discord.

REROLLS- Fire damage 2 turns into 5, so plus 3 damage.
A Smite roll goes from a 1 to a 8, for 7 more damage.
Rerolling second attack's slashing damage from 3 to 9 for 6 bonus damage.
Assuming a 22 hits, that's 2 attacks for 58 damage, if my math is right (it may not be).
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (8), Bless (Iron Witch), Form of Dread (immune to fear, 1/round fear on attack), Rage (Resist Phys, Adv Str, +2 str dmg) 

The giant hound drags Honor away, but the warforged seems to be doing just fine on his own. Aanash spins his hammer around, wheeling back as a blow from the soldier tears open his warding barrier. The red lightning around him crackles to a crescendo With a gleeful giggling, Aanash lashes out at the undead warrior and then bounds away, making a 'come at me' gesture behind him as if daring the foe to follow.

Circling the defensive wall, Aanash charges headlong towards one of the mage-engine crew.

 
 Spoiler: Actions 
Bonus action Rage.
Normal Attack on the Red Soldier.
 (1d20+8)[ 14 ]  to hit + (1d4)[ 3 ]  if Bless stays up
 (1d10+7)[ 11 ]  bludgeoning,  plus  (1d8)[ 3 ]  thunder on hit 
 If it hits and the soldier moves on his next turn,  (2d8)[ 8 ]  thunder 
 (1d20)[ 4 ]  DC 13 Wis save on hit or be Frightened, if the soldier can fear

Then move 2 N, 1 NW, 3 W to the space 1 SE of Blue Soldier. Provokes AoO from Red Soldier.
 

 
 
  
Amnestic
Adam's spiritual hammer slams down on the damaged gunner, the magic shattering the armour and cleaving through it until it collapses. When he attempts to wrap another in shadowy magic, the being resists, stepping away from them and mechanically moving to replace their fallen 'comrade' without a single moment of consideration. Their movement is hindered only partially by the blast of ice magic in the back from the Iron Witch, but they retaliate just as swiftly by loading another blast into the siege staff and launching it at the tiefling. Though she manages to evade some of the magic, Witchling is less lucky.

Aanash takes a swipe at his foe, who parries it aside with one weapon before twisting their other to slice at Aanash's leg, giving chase to the 'fleeing' foe and finding his back exposed two two more strikes.

Left on his own, Honor summons up the inner power of his oath and delivers two critical blows to the dog, the first one removing its jaw, and the second one shattering its spine. Whatever magic held the great beast up seems insufficient for maintaining it in the face of such blows, and it collapses, freeing Honor from its vicegrip jaws.

 
 Spoiler: Map 

 

Svek dashes.
Adam downs one with a spiritual weapon attack, the other makes their save vs. TtD (nat 20)
Witchling shoots and hits with ray of frost, cannon misses.
Honor kills the dog.
Aanash misses (no bless) and moves away.

The OA hits Aanash for  6 , then they follow up with two more hits on their turnfor  4  and  7 .
With one gunner down, the red one moves in to replace them and fires at Iron Witch. They make their save, so they take a further  7  damage while Witchling takes  15  and is stunned (and also dead, I think). Please double check your THP as well - should be 3 before this turn, not 7.

General health update:
Red on the left is pretty near death. Red on the right is barely injured. Blue is bloodied.


 Initiative Order: 
Svek: (1d20)[20]
Aanash: (1d20)[19]
Adam: (1d20)[19]
Iron Witch: (1d20)[12]
Honor: (1d20)[10]


R: (1d20+5)[10]
B: (1d20+5)[10]
D: (1d20+5)[6]
 
Archmage1
Wincing at the continuing firing of the siege cannon, Adam continues to stagger forwards, blood leaking from the crossbow in his hip.  Finally, he reaches the low cover of the stone barricade, and conceals himself behind it, before peeking out, and continuing his assault on the gunners.

 
 Spoiler: OOC 

Move:  Get to cover behind the stone barricade.  I think his movement last round was skipped, so he should reach it this time.
Bonus:  Spiritual weapon attack vs the more injured gunner
 (1d20+8)[ 9 ]  Attack
 (1d8+5)[ 8 ]  Damage
Action:  Toll the Dead, against the more injured surviving Gunner.  Wis DC 16, or  (2d12)[ 11 ]  Necrotic
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (0), Form of Dread (immune to fear, 1/round fear on attack), Rage (Resist Phys, Adv Str, +2 str dmg) 

Blades jab and slice at Aanash's back, tearing into the second layer of cushioning magical force. The weakened strikes rebound from the metal plates on his back, inside of his coat, their momentum too weakened by the protections to pierce or bruise. Disregarding the soldier behind him, Aanash takes his hammer in both hands and swings it at the mage manning the siege weapon.

 
 Spoiler: Actions 
Normal Attack on the Blue Soldier.
 (1d20+8)[ 22 ]  to hit
 (1d10+7)[ 15 ]  bludgeoning
 (1d20)[ 17 ]  DC 13 Wis save on hit or be Frightened, if the soldier can fear
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 50/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 1/4 1st, 1/2 2nd 
 Lay on Hands- 25/25 

Feeling the foul life leave the corpse of the giant dog, Honor turns to see Aanash assaulted on all sides. He rushed forward, turning the momentum into a massive blow and a devastating follow-up to the undead threatening his rear.
 
 
  
 
 Spoiler: OOC 
Move 2 W and 1 SW, then attack twice.  (1d20+7)[ 24 ]  to hit,  (2d6)[ 3 ][ 6 ](9)  plus 4 bludgeoning,  (2d6)[ 3 ][ 1 ](4)  fire.    (1d20+7)[ 19 ]  to hit,  (2d6)[ 3 ][ 5 ](8)  plus 4 bludgeoning,  (2d6)[ 6 ][ 5 ](11)  fire. Will reroll 1's and 2's on damage in the discord. EDIT- 1 rerolled to 1. No change in damage.
 
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:7 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 0/1 /LR
Cannon: 0/1 Fireball wand 6/7

 Witchling
AC13 HP: 0/18 THP:0
16PP 

Cannon
AC18, HP: 25/25
  
 
  

Another blast of force rocked the two, and with a squeaking cry, the Witchling froze in the air - and then crumbled, leaving nothing but a gleaming gem the Witch reached out and snatched before it could fall.

She scowled, sharp teeth on display. They'd pay for that. The Witchling could be rebuilt, she had the technology - but such mistreatment of the innocent little machine was not to be borne.

She aimed another barrage towards the injured crewmen of the siege wand, aiming to destroy them before they could fire again.
 
 Spoiler: OOC 

Witchling is dead rip in roni

Action: ray of frost,  (1d20+8)[ 26 ] ,  (3d8)[ 13 ]  cold damage
Bonus action: Cannon shoots,  (1d20+8)[ 20 ]  to hit,  (2d8)[ 9 ]  force
Move: nay
Reaction:
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 52  +8  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 17/27 Sorcery Points: 4/5 Wand: 6/7 Wings 120/120
Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek moves forward, getting to the edge of the woods and just in range for his wand. A ray of green light shoots out from the tip of the wand at the easternmost defender.
 
 
  
 
 Spoiler: OOC 
Move north 30', I think that's enough. Use wand of paralysis on closest enemy. I think that's the barely injured one.
DC 15 CON save  (1d20)[ 5 ] 
 Movement:  pop out, cast spell, then back.
 Bonus Action:  none
 Action:  Fireball  (1d20)[ 5 ]  acid damage
DC16 Dex Saves left to right [roll1], [roll2], [roll3]
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Amnestic
Though the siegestaff operator evades Adam's spiritual weapon, he is less able to do so against the Iron Witch's ranged attacks, both of which strike true. Off balance and with a clearly damaged body, the necrotic energy of Adam's follow up spell wraps it in magic and it collapses to the ground. Aanash's heavy strike is brought down atop the other operator, caving in its helmet, and indeed the rest of its torso like a smashed tin can.

Honor follows through, charging in just as his target is paralyzed by Svek's wand. Stuck in place and unable to evade or retaliate, one strike crumples the legs from beneath it and then brings down a massive strike on the chest, flattening it, and ending the fight. When you open up the armour to see what's inside, there's a dull rush of wind escape, along with the scent of choking gravedust. Whatever was contained within no longer is, and you're left with four empty suits of crumpled and cracked armour.

An investigation of the area finds most of the equipment and items has been lost time to time, apparently only the siege staff was given maintenance as part of the resident's compulsion to remain, but tucked away beneath a threadbare cot is a magical bag that has survived its time in the Mournland.

 
 Spoiler: OOC 

With the paralyze, Honor's hits turn into crits, and that finishes off what would otherwise have been a single 12hp enemy remaining.

Secreted away in a corner near the siege staff is a  Bag of Holding , containing:
363gp worth of various coinage and precious gems.
A potion of firebreath
A Scroll of Hypnotic Pattern
A Scroll of Moonbeam
 
Archmage1
As the final foe falls, Adam takes a moment to carefully extract the crossbow bolt from his hip, and apply some bandages before approaching one of the fallen foes.  Expecting warforged, he was surprised when opening one of the helmets released wind, and gravedust.  " Ashes to ashes, dust to dust.  It seems that these men were trapped here, doing their duty long past the point at which that duty had any meaning.  If we have time, I would appreciate it if we could set up another pyre, to try to release them from their duty. "
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (5), Form of Dread (immune to fear, 1/round fear on attack) 

Panting in the wake of the fight as his enhancements peter out, Aanash rolls his shoulders and tries cracking open one of the tin cans out of curiosity. But inside is only a little puff of mausoleum air. He chuckles at Adam's suggestion.  "Would that release them preacher, or only trap them in piles of melted slag instead of piles of moving rust?"  Getting back to his feet, he goes through the motions of cracking open each of the 'dead' animated armors, releasing the puffs of air from inside.  "Think that should do for their moving on, yes?" 

The siege machine is quite impressive. A work of Khorvaire's ingenuity. Alas, it doesn't look like it has wheels or a few horse-armors to pull it for them.  "It seems that this place was installed to guard that pass,"  he points out, moving past the barricades and massive staff. While the others recover from their exertions, he attempts to climb up to the vantage points on either side of the pass and scout the area. Surge has vanished into the wind, so someone ought to do it!

 
 Spoiler: Actions 
Refreshes his False Life
 (1d20+8)[ 10 ]  Athletics to climb to a vantage point
 (1d20+2)[ 22 ]  Perception to scout ahead from up there
 

 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:7 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 0/1 /LR
Cannon: 0/1 Fireball wand 6/7

 Witchling
AC13 HP: 0/18 THP:0
16PP 

Cannon
AC18, HP: 25/25
  
 
  

As the last enemy fell, the Witch took out the gem that contained the essence of the Witchling and frowned down at it.
  "Wait a little bit, okay?"   she whispered to the gem she held, and pressed it to her lips before tucking it away again. It would have to be a moment before she rebuilt the tiny machine.

Emerging out the underbrush, flapping her wings, she carried herself closer to the siege weapon, carrying her own turret with her as she went.

  "Everyone alive, more or less?"   she said offhandly, inspecting the hefty crew-served weapon for useful components for her own works or creations.
 
 Spoiler: OOC 

An... arcana roll, I guess, for the siege staff?  (1d20+8)[ 17 ]  if need be
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 50/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 1/4 1st, 1/2 2nd 
 Lay on Hands- 25/25 
 "Alive, yes. Adam, I will help you build a pyre. If this land is to be reclaimed we cannot waste time fighting the same undead over and over again. Aanash... good thinking...
"  He says as Aanash falls down from his climb. Rubbing at the back of his head, he continues.  "Forward scouting will be harder without Surge, but it is still important. Svek, perhaps you or Iron Witch can help? Flight has major advantages when taking in the surrounding landscape."  Honor begins hunting for burn fodder and piling the dusty armor of the fallen dead.
 
 
  
 
 Spoiler: OOC 
Are these corpses wearing the colors/insignia of Cyre?
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 52  +8  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 17/27 Sorcery Points: 4/5 Wand: 6/7 Wings 120/120
Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek leaves the siege staff and the bodies to the others. Instead, he follows Honor's advice and tags along with Aanash, looking around to see if he can find anything in the area.
 
 
  
 
 Spoiler: OOC 

 Movement:  explore
 Bonus Action:  none
 Action:  perception  (1d20+5)[ 18 ] 
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Archmage1
Glad to have help, Adam works with Honor to set up a pyre, load the remains, light it, and speak a prayer for those that died for their duty, and that in death they are freed.
Amnestic
Much of the heraldry and details of those you defeated is damaged beyond recognition, but beneath the caked layers of dust and rust, they do seem to be bearing the sigils of Cyre, even after death.

Iron Witch identifies a few components still functional and likely worthy of extraction, but they'll need delicate hands to do so - and perhaps an appropriate tool type, such as Smith's or Jeweller's.

More than once Aanash looks close to slipping and losing his grip, but he manages to stay attached to the rock face. It does slow his progression by some time, and when he finally crests the top he finds Svek having beat him to it. The plateau tapers down, as if you stand atop a half mountain, split down the centre with a narrow winding path leading from the former-soldier's guardpost north-northeast. At your ascended point, you can see further than from the ground, and in the distance, on the horizon, is a city. Kalazart, if your mental map is not mistaken. A smaller town sits on the road in your direct path, though from a distance half of it appears to have been turned to ruins. Aanash could swear that - nestled inside half of a building's shell - he can spy a massive metallic head, as large or larger than most of the buildings surrounding it.

If you hurried, you could - perhaps - reach Kalazart before you needed rest. If you maintained a more reasonable pace, then it will take until tomorrow to reach.
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (5), Form of Dread (immune to fear, 1/round fear on attack) 

Throwing one arm at last over the final ledge, Aanash notices Svek already perched atop the cliff and cackles while dragging himself up.  "Would you believe my little friend, I forgot you could do that?"  After taking a moment to get his breath, Aanash sits up and peers down and ahead. There it is - the city. And along the way, another ruined vestige of civilization.

 "Well now, what have we got here?"  the tiefling leans in a little closer, as if a few inches will make a difference to many miles, and holds a hand over his eyes. With a hand he points it out to Svek.  "There, nestled in the ruined buildings. Like the head of a colossal warforged. Oh, this should be interesting!" 

Already excited to make his way to the town and get a closer peek, Aanash begins descending to rejoin the others.

 
 Spoiler: Actions 
 (1d20+8)[ 27 ]  Athletics to climb back down
 

 
 
  
Amnestic
Once Aanash has climbed (and Svek has flown) back down you spend some time recuperating and patching up some of the wounds before moving on.

 
 Spoiler: OOC 

Short rest get. Roll any hit dice as required, bearing wine in mind.
 


The path leads you through a narrow chasm where the uneven rock formation flanks you high on both sides. It is at once comforting - for you can clearly and easily see anything that would seek you harm - and claustrophobic. It lasts for seemingly miles, where the grey twilight of the sky is forced into a slit of a seemingly never-ending path. Such a path was unlikely to have existed prior to the Mourning, its rockface twisted and showing no signs of ever being widened for passage by caravans or similar.

After an uncomfortable period of time where you might have sworn you were retracing your own steps you are deposited on the edge of the town Aanash spotted. Half of it has been demolished, and the other half is in ruins. The fallen buildings seem to have their remnants scattered far and wide, the sort of scattering you would see from rocks atop a table that had been abruptly kicked. There, nestled within one half-demolished building, is the head of a warforged colossus. Its eyes are dark, its mouth hung open. In the shadow of its maw you can see a great weapon it perhaps once deployed, now chewed through by rust and decay.
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 52  +8  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 17/27 Sorcery Points: 4/5 Wand: 6/7 Wings 60/120
Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

On the way down the mountain, Svek flies close to Aanash. He isn't quite sure how far the city is, but it seems like it would make for a long day. The colossus, however, could be reached by afternoon.

  "Let's check out the colossus and the village. Then hopefully make camp somewhere before trying to reach Kalazart. There's no need to push through all in one day."  

On the way to the village, through the slot canyons, Svek mostly stays with the others, but a couple times he flies up to make sure they are still headed in the right direction. He doesn't mind being in the canyons. The walls give him a sense of security, like he's in a city or a cavern.

When the party reaches the demolished city, Svek finds the tallest remains of a building he can find and flies up to the top, trying to get a bird's eye view of the rest of the village.
  
 
  
 
 Spoiler: OOC 

 Movement:  explore
 Bonus Action:  none
 Action:  perception  (1d20+5)[ 11 ] 
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Archmage1
Having bound his wounds, Adam clanks along towards the village, and the colossus, keeping behind Svek, Anash, and Honor, and keeping an alert eye out for danger as the demolished city grows closer and closer, seeking any signs of danger.

 (1d20+8)[ 19 ]  Perception
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (5)
 

Looking at the distorted walls of the unusually long pass, Aanash is almost certain it was not that long when he looked at it from above, before they entered. What if it's a time distortion, and they come out thousands of years in the future, he wonders? His metal jaws split into a grin at the thought.

Though the ruins hadn't crumbled any further when they come out the other side. Aanash walks nearer to the colossus head and points at its hanging jaw. Which he had enough sense to keep out of the way of.  "Look at the size of this. Honor, think we could fit this big cannon in your torso?"  he asks, patting his own chest.  "Or maybe you would need to ride it on wheels, ah?" 
 
 
  
Amnestic
While Adam doesn't spot any immediate signs of danger, he  does  see hints and traces of movement up to the open maw - rocks moved slightly to the side, hints of a trail. How recent are they? Difficult to tell in the Mournland, but it at least indicates that something (or some  many  things) humanoid-sized moved to or from the Colossus since it was sunk.
Archmage1
Looking over the rough signs of traversal, Adam takes another, harder look at the surroundings, before he speaks up.  " Looks like a lot of humanoids have been coming here to visit.  Could be a pilgrimage site, for the warforged.  Or something more sinister. "
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 50/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 1/4 1st, 1/2 2nd 
 Lay on Hands- 25/25 

Honor slowly begins to move around the massive colossus' skull, taking it in from all available angles. When Aanash asks if he could mount such a weapon Honor only shakes his head and continue observing.  "There are surely some amongst my people who would take this place as a sign of divinity. Or purpose. Or a call to action. We are lucky that we have not stumbled upon a fight here."  His hands run over his own head, then he presses them to the giant skull, feeling for similarities. Differences. He wonders if they were made in the same forge, or if they were made continents away.   Honored fallen, you have served your purpose in this world. A shame you could find no closure and no new purpose in a world where we are free to dedicate ourselves based on our own choices and beliefs rather than others. Did you fight for Cyre? Or would we have done battle? Tales untold, lost to dust and rust and the Mourning.  

Honor whispers a hushed prayer.
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 52  +8  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 17/27 Sorcery Points: 4/5 Wand: 6/7 Wings 60/120
Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Not seeing anything interesting when he flies up to look around, Svek returns to the others. He mostly waits to see what Adam and Honor want to do first. But when they both seem interested in the Colossus, Svek lets his curiosity get the better of him.

  "Do you think it's just a head, or maybe the whole body is buried underneath? Let's check it out."  

He walks into the mouth of the colossus, exploring the cavern and the rusted weapon.
  
 
  
 
 Spoiler: OOC 

 Movement:  explore
 Bonus Action:  none
 Action:  perception [roll0]
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Amnestic
Squeezing past the enormous weapon in the mouth isn't difficult, and you enter into the interior of the head. A door hangs open in the back, revealing a smaller passage beyond. Scattered wires and severed connections litter the floor, with an indication that they were recently disconnected if the dust is any indication. The moment Svek crosses the threshold into the mouth proper a trio of previously inert docent eyes spring to life and swivel to focus on the kobold. A voice blares out, deep, mechanical, and booming.

 INTRUDER DETECTED. ENGAGING PRIMARY DEFENSIVE SYSTEMS. 
[...]
 ERROR. ELEMENTAL CORE OFFLINE. SWITCHING TO SECONDARY DEFENSIVE SYSTEMS. 
[...]
 ERROR. SECONDARY POWER SOURCE UNDETECTED. ENGAGING ALARM PROTOCOL. 

The docent eyes emit a bright red spotlight, all focusing on Svek - and switching back and forth to any of the other party members who enter. This does little other than illuminate them, but you can hear a distant siren from deeper below the ground. Given the lack of any notable threat you can move forward. The small passage beyond the mouth leads to a ladder, one end ascends up, presumably into the 'brain', but it also goes down into the darkness below.

 
 Spoiler: OOC 

Up or down?

Also who's going first on the ladder?
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (5)
 

Still standing outside when the alarms start blaring from within, Aanash's eyes widen. He draws his hammer and takes a stance next to the colossus' head, holding his weapon in both hands.  "Yes,  oh yes , Colossus fight! Here we go!"  There would be no running from something so massive. They would have to go down fighting!

...

Except nothing happens, and the head stays sitting where it is. Aanash slowly deflates back to a casual posture, and he slides the handle of his hammer back into its loop.  "Nevermind. What did you find in there?"  he asks, wandering inside after Svek. Peering up and down the ladder, he faces the others and suggests,  "Up first? Not as far to climb." 
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 52  +8  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 17/27 Sorcery Points: 4/5 Wand: 6/7 Wings 60/120
Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

While he is curious, Svek is not particularly brave. When the alarms go off, he startles and jumps back, waiting for the others, just inside the mouth of the colossus, but not by any possible teeth. He's fine going first if that's what everyone decides, but he doesn't want to get stuck in there alone. He's grateful to see Anaash come running.

  "Yes. Let's go up first."  
 
 
  
 
 Spoiler: OOC 

 Movement:  explore
 Bonus Action:  none
 Action:  perception [roll0]
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Archmage1
Adam follows, keeping a wary eye out for traps, and ear out for approaching defenders.

 (1d20+8)[ 23 ]  Perception
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 50/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 1/4 1st, 1/2 2nd 
 Lay on Hands- 25/25 
 Yes. Let us explore inside. We may find something worthy of the journey- these colossi were creations of magic and artifice beyond reproach."  Honor made his way to the entrance to this buried specimen, wondering if one day smaller people would spelunk into him.
 
 
  
Amnestic
Honor ascends first, taking the lead. It's a short trip to the 'brain' room, what may or may not have been a major control centre. More docents light up and peer at you in response. The eyes of the colossus, on the far side of the room, reveal themselves to be weapons of a sort too, with arcane weaponry - long past use - mounted on turrets. The walls and ceiling are coated in a gleaming yellow-purple liquid patterned with glimmering starlight, that responds to Honor's intrusion. It coalesces on the ceiling and then drops down with a viscous  splash  into the centre of the room. The mass undulates and writhes unnaturally, extending tentacles that probe the surroundings, and apparently in response to your presence, moves towards you.

The feeling given is one of distinct discomfort and  wrongness , one of madness and terror.

 
 Spoiler: Map 

 

Honor gets the distinct feeling that looking at this thing is  bad . Characters can choose to Avert Your Eyes at the start of your turn (or when you first go into line of sight of it), blinding you to the creature. Or you can look at it, and face whatever consquences come from that, if any.

Party's up. While I don't expect distance to matter too much, it's a five foot climb from Aanash's square to Honor's square, but due to limited space on the ladder you are  squeezing  when you move past another creature, so it takes twice as much movement, so to get up top, Adam - for example - would have to squeeze through two squares (20ft).

Everyone's up.

 Initiative Order:- 
 Adam: (1d20)[17]
Iron Witch: (1d20)[15]
Aanash: (1d20)[10]
Honor: (1d20)[6]
Svek: (1d20)[6] 

O: (1d20)[5]
 
Archmage1
Seeing the strange creature for a moment, and getting the sense that seeing it would have significant consequences, Adam looks away, choosing instead to focus on his companions, as he raises a shielding mist of darkness around them all.

 
 Spoiler: OOC 

Adam is using Twilight Sanctuary(Again).
If you END your turn within 30 feet of him, you gain 1d6+5 temp HP OR remove one charm or frightened effect.
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 50/54 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 1/4 1st, 1/2 2nd 
 Lay on Hands- 25/25 

Making room for his allies behind him to enter, Honor doesn't hesitate. Two soldiers in one body ready themselves for combat, and Honor threw himself at this creature, hammer out and eyes open.
 
 
  
 
 Spoiler: OOC 
Moving forward to make way for anyone entering the fight. Rolling two attacks-14 to hit for 10 bludge and 12 fire  
 Spoiler: rolls with errors 
  (1d20+7)[ 14 ]  to hit, and  (2d6+4)[ 6 ][ 2 ](8)  hammer damage, [rollv]2d6[rollv] fire damage.
 
 Next attack (almost certainly misses)  (1d20+7)[ 10 ]  to hit, and  (2d6+4)[ 6 ][ 5 ](11)  hammer damage, [rollv]2d6[rollv] fire damage. I'll smite with a level 2 if I hit. Eyes wide open. This is gonna hurt. Rerolling 1's and 2's and rolling crits in the discord.
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 52  +8  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 17/27 Sorcery Points: 4/5 Wand: 5/7 Wings 59/120
Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Hearing the commotion above, Svek pulls out his wand and flies up, hoping to disable whatever is up there before it injures Honor. When he gets to the top, he sees the hideous monstrosity,

  "Honor, just come back down. Hopefully, it can't follow you down the stairs."  

Not waiting for a response, Svek points the wand and a thin green ray shoots out at the monster. He then flies back down to the mouth level, getting behind the others.
  
 
  
 
 Spoiler: OOC 
Wand of Paralysis DC15 CON without mods  (1d20)[ 11 ] , can repeat at end of its turn

 Movement:  up, use wand, return
 Bonus Action:  none
 Action:   perception  (1d20)[ 11 ]   used wand instead
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (11), Immune to Frightened, DC 13 Wis on hit vs Frightened
 

Hearing Honor start a fight without him upstairs, Aanash sparks with red lightning and practically throws himself up the ladder to join him. Too reckless to pay attention to the itching need to look away, he runs straight at the gleaming film pouring down from the skull. A melted colossus brain? Who knows! Honor is testing out fire, so time to find out how it feels about a little sonic boom!

 
 Spoiler: Rolls 
Bonus Action Form of Dread for 11 thp and Fear immunity
Climb up and move into melee next to Honor
Booming Bash on REGIS Mk5
 (1d20+8)[ 26 ]  to hit
 (1d10+5)[ 6 ]  bludgeoning and  (1d8)[ 1 ]  thunder damage
 (2d8)[ 9 ]  thunder if the attack hits and it moves on its turn

Not averting eyes
 

 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:7 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 3/4 1st, 2/2 2nd
Misty Step 1/1 Bless 0/1 /LR
Cannon: 0/1 Fireball wand 6/7

 Witchling
AC13 HP: 0/18 THP:0
16PP 

Cannon
AC18, HP: 25/25
  
 
  

The Witch ignored the ladder, flying straight up and sticking a construction over the lip of the hatch. Only the slightest glimpse of the thing within caught her eye, which sent a horrible queasy feeling along her spine. The stake unfolded into a wardoll, matching forward to bathe the unnatural thing in fire.

The Witch let herself drop back down to land with a clang on the deck.
 
 Spoiler: OOC 

 (1d20+3)[ 22 ]  a very belated roll for salvaging the components of the siege staff (assuming dex (+2) + half proficiency with thief tools (+1) for +3)

Combat:
Averting eyes if that matters, which it shouldn't.
Action+move: Witch flies up, makes a turret above her, which moves to an angle it won't hit anyone else or take an AoO.
Witch then flies back down.
BA: the turret moves which moves to an angle it won't hit anyone else or take an AoO with its cone of fire.
It must make a DC17 dex save or take  (2d8)[ 10 ]  fire damage
 (1d20)[ 11 ]  &lt;- dex roll for it
 
Amnestic
The ooze isn't difficult to strike, even with Honor's instincitvely looking away, and both he and Aanash manage to deliver strong blows to the creature that sends the starry liquid form splurting across the interior of the skull. Though it struggles for a moment against Svek's wand, ultimately it continues moving, though that movement isn't enough to allow it to evade the flames from the cannon. It extends a tendril towards Honor, who easily darts away from the unpleasant looking frond.

 
 Spoiler: Map 

 

Adam activates Twilight Sanctuary.
Honor's rolls were frustrating to dissect for damage, but after expending their 2nd level spell slot on a smite, they did 60 total damage.
Aanash hit for 7. Sorry that those two numbers are so far apart.
They resisted (barely) the paralysis wand.
They failed their save vs. the cannon.

Everyone who kept their eyes open made their wis save, this time.

Ooze missed Honor with their own attack, because rolling well is anathema to me. Gonna start outfitting all my monsters with magic missiles.

Everyone's up again.

 Initiative Order:- 
 Adam: (1d20)[17]
Iron Witch: (1d20)[15]
Aanash: (1d20)[10]
Honor: (1d20)[6]
Svek: (1d20)[6] 

O: (1d20)[5]
 
Archmage1
Adam grits his teeth before he squeezes past The Iron Witch, and ascends the ladder himself.  At the top, he braces himself, before taking in the horror before him, and calling the wrath of the gods down upon it.  First, a glowing, silvery hammer appears, and lashes out at the ooze, before a burst of divine light envelopes the ooze.

Then, not wanting to get hit in return, Adam climbs back down the ladder, and back to his starting point, letting his Sanctuary continue to shield everyone.

 
 Spoiler: OOC 

With the top of the ladder clear, it is 15 feet there, then cast, then 15 feet back to his start position.

Casting Spiritual Weapon:
 (1d20+8)[ 28 ]  Attack!
 (1d8+5)[ 10 ]  Force Damage X2 for  15 

And also casting sacred flame!
 (2d8)[ 10 ]  Radiant damage,  DEX  save DC 16 for none.

If needed,  (1d20+8)[ 13 ]  Wisdom + advantage(Human Tenacity)  (1d20+8)[ 22 ]  Wisdom save.
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 50/54 THP: 7 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 1/4 1st, 0/2 2nd 
 Lay on Hands- 25/25 

Honor looks to Anaash with approval as he moves forward to man the line with him. Say what you will about his... erratic... nature, but the mourn-touched knew the value of a solid wall of metal and bulk when holding off the cursed and the damned of this broken land. Honor attacked with renewed vigor, expending the last of his spell power to enhance the blow.
 
 
  
 
 Spoiler: OOC 
Two attacks, and a level 1 smite if either hit.  (1d20+7)[ 12 ]  to hit, for  (2d6+4)[ 4 ][ 6 ](10)  and  (2d6)[ 3 ][ 2 ](5)  fire damage.  (1d20+7)[ 25 ]  to hit, for  (2d6+4)[ 3 ][ 3 ](6)  and  (2d6)[ 2 ][ 2 ](4)  (rerolled to  11 ) fire damage. Smite-  (2d8)[ 8 ][ 8 ](16) . Will reroll 1's and 2's or crits on discord.
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 52  +8  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 17/27 Sorcery Points: 4/5 Wand: 4/7 Wings 59/120
Draconic Cry: 2/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek flies back up, staying behind Aanash and Honor and again trying to paralyze the ooze.

Another thin green ray shoots out at the monster, but frustratingly, it again does not work, so he yells at the creature with a surprisingly deep and loud roar, inspiring his allies. He then flies back down to the mouth level, getting behind the others.
 
 
  
 
 Spoiler: OOC 
Wand of Paralysis DC15 CON without mods  (1d20)[ 13 ] , can repeat at end of its turn

 Movement:  up, use wand, maybe draconic cry, return
 Action:  wand of paralysis
 Bonus Action:  draconic cry if wand failed
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (11), Immune to Frightened, DC 13 Wis on hit vs Frightened
 

Whipping his weapon around and surrounding it with another sonic bubble, Aanash slams it once more into the resilient ooze. He remains unaware of the hidden dangers of the creature, watching its vile flickering form as though it were any other foe.

 
 Spoiler: Rolls 
Booming Bash on REGIS Mk5
 (1d20+8)[ 15 ]  to hit
 (1d10+5)[ 12 ]  damage + (1d8)[ 5 ]  thunder
 (2d8)[ 9 ]  thunder on hit if it moves on its turn

Not averting eyes
 

 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:7 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 3/4 1st, 2/2 2nd
Misty Step 1/1 Bless 0/1 /LR
Cannon: 0/1 Fireball wand 6/7

 Witchling
AC13 HP: 0/18 THP:0
16PP 

Cannon
AC18, HP: 25/25
  
 
  
Flying up, the Witch snapped off a shot, and let the wardoll turret continue bathing the abomination in flame.
 
 Spoiler: OOC 

Combat:
Averting eyes.
 (1d20+9)[ 18 ]  or disadvantage  (1d20+9)[ 19 ]  to hit,  (3d8)[ 15 ]  frost on hit

[roll]d20]/roll] dex save vs dc17 for the sludge or take  (2d8)[ 15 ]  fire damage
Then drop back down.
 
Amnestic
The party's swift attack sequence swiftly brings the ooze to an end. Whatever magic it possessed it was unable to bring to full bear against you and you emerge from it unscathed, though perhaps a touch more drained of resources. The purple globules begin disintegrating in flickers of starlight, vanishing from sight as if they never existed, leaving the cranium empty of threats.

 
 Spoiler: OOC 

Are you going to investigate the room or immediately move on? Twilight Sanctuary and Spiritual Weapon duration is ticking. If you look around and take a moment they will end, otherwise you're going to have to immediately press on with haste.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (11), Immune to Frightened, DC 13 Wis on hit vs Frightened
 

Eager for more, Aanash flicks his eyes around at the dissipating fragments of starlight.  "Well? I am most eager for more. Shall we see what has taken up residence in the ribcage?" 
 
 
  
Archmage1
Adam nods.  " Anything else will have heard that, and my spells won't last for long.  We can come back and search properly later. "
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 50/54 THP: 7 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 0/4 1st, 0/2 2nd 
 Lay on Hands- 25/25 

Honor takes a moment to consider this, then nods.  "I fear I have tapped my well of holy fury and spell power for the day. I will not let this hold me back." 
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 52  +11  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 17/27 Sorcery Points: 4/5 Wand: 5/7 Wings 59/120
Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek waits for the others to return, and is relieved when they come quickly down the stairs.

  "Yes. Let's continue."  

He starts to move to descend into the colossus.
 
 
  
 
 Spoiler: OOC 
Twilight sanctuary twice  (1d6+5)[ 11 ] ,  (1d6+5)[ 7 ] 
 Movement:  up, use wand, return
 Bonus Action:  none
 Action:   perception  (1d6+5)[ 11 ]   used wand instead
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Amnestic
Choosing haste and power over patience and dwindling resources, you slip back down the ladder and descend past the mouth-opening into the bowels of the earth. Judging distance isn't easy, but judging by the lights above, the next opening is in what you would guess is the upper chest area. The ladder does continue even further below, but there is an opening and another 'floor' available to you. The interior is as if a warforged body had been write large, and then partially hollowed out to allow people to work inside. The walls and ceiling are combinations of metallic plating, wooden veins, and thick tubes that glimmer with magical energy. The floors, however, are flattened, even, and bearing similar patterns to the mouth, alongside the occasional symbol of House Cannith.

Three doors - all shut - exit out of this hallway. The one straight ahead, if your spacial awareness is correct, would lead to a small room, barely large enough for one or two people, and perhaps a weapon of sorts. The one to your right has a not particularly sturdy looking chain and padlock, though you note the key is still in the lock. The door on the left has no visible lock on it, and if you're not mistaken you can hear the whir of clockwork from the other side of the door.

 
 Spoiler: OOC 

Descend further?
Right door (chained, but apparently with a key in the lock)?
Left door (doesn't seem locked, clockwork sounds on the other side)?
Far door (Tiny room expected)?
 
Archmage1
Without much time remaining on his spells, Adam moves to the left hand door, reasoning that the other door may contain something dangerous that previous visitors had locked in place, before he opens it.
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:7 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 3/4 1st, 2/2 2nd
Misty Step 1/1 Bless 0/1 /LR
Cannon: 0/1 Fireball wand 6/7

 Witchling
AC13 HP: 0/18 THP:0
16PP 

Cannon
AC18, HP: 25/25
  
 
  

Seeing Adam crack open the door, the Witch spoke softly.
  "Hold on. Let my turret go first; they don't last once they're deployed, and better it takes a blow than you."
  
Hovering back herself, she put the truth to her words by letting the little war-construct lope into the room, flamer held ready.

 
 Spoiler: OOC 

---
 
Amnestic
The door opens into a small room with a large central table surrounded by chairs. A cracked mug suggests it was once used as a break room for relaxation, though doesn't seem to have been for some time.
No sooner does Adam pull the door open he comes face to face with a tiny mechanical frog whirring on the ground. Its back is covered with a glowing red object that seems to bristle with hostile magic as it hops around in circles, and the sound of the whirring intensifies as he looks past to see five more scattered around the room. One blinks up at Adam, and then together they all move towards you with a distinctly threatening aura.

 
 Spoiler: Map 

 

Forgot to put spiritual weapon on the map - assume it's in Adam's square.

Adam, Aanash, Svek, and Honor are up.

 Initiative Order:- 

Adam: (1d20)[20]
Aanash: (1d20)[18]
Svek: (1d20)[17]
Honor: (1d20)[11]

CM: (1d20)[8]
F: (1d20)[5]

Iron Witch: (1d20)[1]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 52  +11  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 14/27 Sorcery Points: 4/5 Wand: 5/7 Wings 59/120
Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek casts a spell, turning himself into a small, acid-breathing dragon. Well, he's still just himself, but he now has a breath weapon. But he can pretend he's real a dragon now.

He moves down next to Adam and breathes into the room, before retreating back to his current position.
 
 
  
 
 Spoiler: OOC 

 Movement:  down 2, breath, return
 Bonus Action:  dragon's breath on self, breathes catching the one by the door and the two in the SE corner
 (3d6)[ 13 ]  acid damage, DC16 Dex save for half
 Action:  [S] acid splash on the two in the SE corner,  (2d6)[ 7 ]  acid, DC16 Dex save for none
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Archmage1
Taken aback by the unexpected enemies, it takes but a moment for Adam to react, raising his shield, before he lashes out with his suddenly glowing hammer, the action mirrored by the less solid weapon floating near him.  " Clockworks! "
With his strike attempted, Adam steps to the south, getting out of the doorway, and allowing others to move into attack the clockworks.
 
 Spoiler: OOC 

Casting Divine Mark, and trying to smash the clockwork directly in front of him.
 (1d20+6)[ 25 ]  Attack!
 (1d8+3)[ 5 ]  Damage +  (1d6)[ 3 ]  radiant damage
If someone else hits it, a bonus 2d6 radiant damage would be dealt.

 (1d20+8)[ 26 ]  Spiritual weapon attack
 (1d8+5)[ 9 ]  Damage(Pretty sure this will not trigger divine mark)
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 57/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (11), Immune to Frightened, DC 13 Wis on hit vs Frightened
 

Peering in over Adam's shoulder, Aanash laughs at everyone's serious response.  "Haha, tiny frogs? What are they going to do against my most powerful attack, with their tiny amphibious arms?"  he asks. Strafing to the other side of Adam, he casually flicks a necromantic spell inside to see if it has any effect on the machines. After everyone has hurled their vehemence into the room, Aanash casually kicks the door shut between them and the frogs.

 
 Spoiler: Actions 
Delaying acting until after Honor.
Move to 1 SW of Adam.
Cast Chill Touch on the Divine Marked frog if Honor doesn't hit it first; otherwise the nearest living frog
 (1d20+5)[ 22 ]  to hit
 (2d8)[ 6 ]  necrotic damage, possibly  (2d6)[ 2 ]  radiant depending on mark
Then move to 1 S of Adam and use object to close the door.
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 50/54 THP: 7 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 1/4 1st, 0/2 2nd 
 Lay on Hands- 25/25 

Honor quickly rushes forward, smashing at the clockworks with his hammer, before retreating to allow Aanash to slam the door shut.
 
 
  
 
 Spoiler: OOC 
Two attacks.  (1d20+7)[ 17 ]  for  (2d6+4)[ 2 ][ 3 ](5)  and  (2d6)[ 2 ][ 6 ](8)  fire. Attack two.  (1d20+7)[ 22 ]  for  (2d6+4)[ 2 ][ 6 ](8)  and  (2d6)[ 6 ][ 4 ](10)  fire.
 
Amnestic
Adam and Aanash both swing their weapons - both physical and otherwise - and bring down the two closest frogs. Almost immediately as they go down, they detonate, exploding in a burst of thunderous air and flame that washes over the two closest individuals and knocking the wind from them. Svek steps up behind them and unleashes a burst of acid against the two far frogs in a corner, and their tiny size makes them unlikely to avoid all of the liquid. One of the two detonates from the damage in another fiery explosion, though the other only takes partial damage and survives, apparently enchanted to be immune to the detonations of their fellows.

Honor shuts the door as the three remaining frogs all hop towards you to close the distance, and though you can't see it, you hear another door open from the far side of the frog-room.

 
 Spoiler: Map 

 

Adam hits one, kills the other with spiritual weapon, which detonates on him and Aanash. Aanash saves, Adam does not.  6  fire and  4  thunder damage to Adam, half that to Aanash.
Aanash can't delay his turn; that's not a rule in 5e. He kills the damaged one with his attack. Both saves failed by Adam and Aanash:  8  fire damage and  4  thunder damage to both.
Svek's breath damages one in the corner and kills another (he doesn't get to Acid Splash - his action is taken on actually breathing with dragon's breath), but none of the party is in range of the detonations to do damage.
Honor shuts the door and, presumably, Dodges.

The remaining frogs don't hide, so you know their locations on the other side of the door. You don't know what the other door opening means.

Everyone's up. Door is currently shut.

 Initiative Order:- 

Adam: (1d20)[20]
Aanash: (1d20)[18]
Svek: (1d20)[17]
Honor: (1d20)[11]

CM: (1d20)[8]
F: (1d20)[5]

Iron Witch: (1d20)[1]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 56/57 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (5), Immune to Frightened, DC 13 Wis on hit vs Frightened
 

The two bursts of fire and sound ripple against the chaotic fields of magic around Aanash, blasting them apart and singing his face. He looks thrilled at the result. Still, he takes a couple of steps back and aims his hand, glowing with eerie blue light. He gives a grinning nod to whoever decides to open the door, and offers them a chance to take cover from the likely blast.

 
 Spoiler: Actions 
Move 1 S
Ready action to cast Chill Touch on the more damaged frog when the door opens, and after whoever opens it moves away - if they do
 (1d20+5)[ 19 ]  to hit
 (2d8)[ 10 ]  necrotic damage
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 52  +11  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 14/27 Sorcery Points: 4/5 Wand: 5/7 Wings 59/120
Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek moves forward and pulls open the door, using it as cover from any surprise attacks from the frogs.

He breathes into the room, trying to catch as many of the frogs as possible, before retreating back to his current position and out of Aanash's way.
 
 
  
 
 Spoiler: OOC 

 Movement:  down 2, open door, breath, return
 Bonus Action: 
 Action:  dragon's breath for  (3d6)[ 12 ]  acid damage, DC16 Dex save for half
 Reaction:  shield if needed
 Object Interaction:  open door
 Concentration:  dragons breath
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Archmage1
Battered by the furious explosions of the clockwork creatures, Adam cries out in shock and pain as he staggers back, somehow maintaining focus on his twilight sanctuary despite the concussions of their deaths.  Badly injured, and barely conscious, he runs into the wall near The Iron Witch, the impact helping to knock his brain back into focus as he prepares to continue the fight.

 
 Spoiler: OOC 

Adam's at 9 hp now, which is a little low.
Moving to one square south of The Iron Witch.
If he can see any of the clockworks when the door opens, he will spiritual weapon and toll the dead.  If he can't, he will dodge.
 (1d20+8)[ 18 ]  Spiritual Weapon attack
 (1d8+5)[ 7 ]  Spiritual weapon damage

 (2d12)[ 22 ]  Toll the dead damge(Wis save dc 16 or take it as necrotic damage.)

If he is in the area of another blast, he will use Human Tenacity for the save.

 (1d6+5)[ 9 ]  Twilight Sanctuary temp hp
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 50/54 THP: 7 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 1/4 1st, 0/2 2nd 
 Lay on Hands- 0/25 

Honor watches the ensuing explosion with eye lights wide and bright, rushing forward to slam the door shut before more suicidal bomb amphibians could assault them, not that it would hold up to much abuse. As his allies returned fire, he dashed forward and laid hands on Adam.  "Not today, soldier. We still have ground to pay for, and neither of us is done yet."  Grey healing energy sunk into the skin of the battle cleric, knitting wounds and soothing his burns with a metallic chill. Then Honor resumes holding the door, making sure that no swarm can form and blow them all to bits.
 
 
  
 
 Spoiler: OOC 
Action- heal Adam for 25 with lay on hands. Object interaction to monitor the door and try to make sure it is open and closed to our benefit.
 
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:7 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 3/4 1st, 2/2 2nd
Misty Step 1/1 Bless 0/1 /LR
Cannon: 0/1 Fireball wand 6/7

 Witchling
AC13 HP: 0/18 THP:0
16PP 

Cannon
AC18, HP: 25/25
  
 
  

With the doorway filled, there was little the Witch could do. When the door was cracked open by Svek, the turret joined him in splurting a burst of flames inside before the door shut.

 
 Spoiler: OOC 

Action: dodge I guess
Ba: turret does another burst of fire for  (2d8)[ 9 ]  on a DC1ve.
 
Amnestic
Adam retreats while the rest of the party repositions and Svek jumps forward to open the door, revealing three of the frogs clamouring around the entry way. Together, the party cuts them down with spell and acid, causing a trio of detonations that engulfs the kobold and warforged together. The blasts severely wound them, but they were not the only assault you suffer. Beyond the frogs, through the flame and smoke, you see a cloaked warforged whose mouth and throat appear to had significant modifications, opening into a wide maw from which it emits a chilling scream that flows through the interior of the colossus. All of you feel a cold wind of death, channelled via pure sound, wash over you, though Honor seems to feel it the most, perhaps owing to the detonations he faced. Not only is he  hindered by it, the icy sound locks him in place, paralyzing him. The warforged leaps across the table, stabbing a shortsword into his 'fellow' warforged, before darting away again and slamming the door shut behind him.


 
 Spoiler: Map 

 

The turret deals fire damage, which is unfortunately ineffective on the frogs. Between Adam, Aanash, and Svek though they killing them all in one fell swoop. They detonate on Svek and Honor, for:
Svek: Frog 1 (Save made): 4 fire, 3 thunder. Frog 2 (Save Made): 3 fire, 2 thunder. Frog 3 (Save failed): 11 fire, 3 thunder. Before resistances,  18  fire,  8  thunder.
Honor: Frog 1 (Save Made): 4 fire, 3 thunder. Frog 2 (Save Failed): 6 fire, 4 thunder. Frog 3 (Save failed): 11 fire, 3 thunder. Before resistances,  21  fire,  10 thunder.

The warforged had a readied action held for when you opened the door, and unleashed a Chilling Moan from its voicebox. Everyone gets hit by this, but all except Honor made their wis saves, so they're not Frightened and take half damage - a total of  7  cold.
Honor rolled a 1 on their save, so they failed it by more than 5. He takes  14  cold damage. Further, instead of just being Frightened, they're  Paralyzed  until the end of the warforged's next turn...which is now. Since Honor was paralyzed by the yell he couldn't close the door.

 The warforged runs up and attacks with his shortsword. He hits, with paralysis turning it into a crit for  14  (reduced to 11 with HAM?) and then retreats, using his own object interaction to close the door he ends adjacent to. I think if the maths is right that leaves Honor on 1HP (50+7 Temp HP minus a total of 56 damage?). He is, however, no longer paralyzed, since their turn has ended.

I promise I'm not deliberately going after you D: RNG was just like that.

 Initiative Order:- 

Adam: (1d20)[20]
Aanash: (1d20)[18]
Svek: (1d20)[17]
Honor: (1d20)[11]

CM: (1d20)[8]
 F: (1d20)[5] 

Iron Witch: (1d20)[1]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 30 (+5 Aid)  +7  /52 (+5 Aid) | PP: 15 PIv: 10 PIs: 12
Spell Points: 14/27 Sorcery Points: 4/5 Wand: 5/7 Wings 59/120
Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek takes the full brunt of the exploding frogs and the warforged's cold wind of death. All of Adam's radiance is washed off of Svek and his scaly skin starts to blister from the onslaught.

He moves forward but makes sure to stay in Adam's sanctuary, unwilling to advance past the edge of the light.
 
 
  
 
 Spoiler: OOC 

Move: South 4 squares Twilight sanctuary:  (1d6+5)[ 7 ] 
 Bonus Action: 
 Action:  none
 Reaction:  shield if needed
 Object Interaction:  open door
 Concentration:  dragons breath round 3/10
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Archmage1
Hearing the chilling moan through the walls, Adam staggers again, but recovers quickly, and can only watch as Honor collapses under the pounding of the warforged he hadn't even known was there.  With his ability to heal sharply curtailed by the effects of the Mournland, Adam casts his only option, a quick fix, rather than proper healing, bolstering the health of Honor, Svek, and Anash.

However, with the immediate need of Honor handled, Adam dashes into the room, vaults the table, and opens the door that the warforged was hiding behind.

And his spectral hammer takes advantage of that surprise.

 
 Spoiler: OOC 


Action:  Aid(3rd level) to Honor, Anash, and Svek.  10 hp added to both your current and maximum hp.
Move:  Walk over to 1 tile northwest of the hostile warforged.
Bonus:  Have the spiritual weapon give the warforged a bonk.

 (1d20+8)[ 19 ]  Attack
 (1d8+5)[ 11 ]  Damage

Sanctuary roll:   (1d6+5)[ 8 ] 
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 62/57+10 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (0), Immune to Frightened, DC 13 Wis on hit vs Frightened
 

Aanash's face spreads into a wild grin when a real opponent shows up, the wicked chill washing over his aura of wild energy. That excitement is dimmed when Honor falls, and he quickly takes off after their foe, nearly bumping into Adam. He follows the cleric vaulting the table, riding the chair on the other side to the floor and taking a swing of his hammer.

 
 Spoiler: Actions 
Moving alongside Adam to end 1 W of the screamo singer.
Booming Bash attack.
 (1d20+8)[ 13 ]  to hit
 (1d10+5)[ 11 ]  damage + (1d8)[ 7 ]  thunder
 (2d8)[ 12 ]  thunder if the warforged moves, on a hit
 (1d20)[ 11 ]  Wis vs DC 13 on a hit, or the warforged is Frightened
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 10/64 THP:  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 1/4 1st, 0/2 2nd 
 Lay on Hands- 0/25 

Consciousness returned to Honor in a sudden flash, and without questioning it he rolled to the side and burst towards cover. In his current state he'd just be targeted and downed again.  I'll hold the rear. Take him down."
  
 
  
 
 Spoiler: OOC 
Find cover, get in it, and take the dodge action.
 
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:8 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 3/4 1st, 2/2 2nd
Misty Step 1/1 Bless 0/1 /LR
Cannon: 0/1 Fireball wand 6/7

 Witchling
AC13 HP: 0/18 THP:0
16PP 

Cannon
AC18, HP: 25/25 THP: 8
  
 
  

The Witch rested a hand briefly on Honour's shoulder, giving the warforged a brief nod of- well, anyway. She moved past, moving to flatten herself against the wall by the doorway, and as the others opened it and poured their fire through so did she - a ray of frost snapped out and her turret marched forward, unleashing a gout of flame at the enemy warforged as well.
 
 Spoiler: OOC 

Action: Fire a ray of frost for  (1d20+8)[ 14 ]  and  (3d8)[ 17 ]  cold damage, reducing enemy movement by 5ft on a hit.
Ba: turret does another burst of fire for  (2d8)[ 7 ]  on a DC1ve.
 
Amnestic
Though the warforged tries to run, it seems that his scream was worse than his bite. Once you break through to him, he's swiftly cut down, the magic and mundane strikes breaking through its metal-and-wood body with speed. You're left stood in the smouldering wreckage of the clockwork frogs and their dead master. A path continues on past the warforged, towards what you can guess is the arm, or you could turn back to one of the other paths.

Outside of the apparently mundane shortsword, you can't see any other treasures or things of note to recover in this room. Indeed, it seems to have been stripped clean of what you might normally expect to see in such a location.
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:8 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 3/4 1st, 2/2 2nd
Misty Step 1/1 Bless 0/1 /LR
Cannon: 0/1 Fireball wand 6/7

 Witchling
AC13 HP: 0/18 THP:0
16PP 

Cannon
AC18, HP: 25/25 THP: 8
  
 
  

The Witch frowned thoughtfully at the expired warforged. Had it expected things to do differently, or was it just obeying some ancient command without hoping for victory?

Either way, it was scrap now.

She turned her gaze to their own warforged.
  "Good to continue, Honour?"   she asked, her turret clunking back to her side.   "Fair knock you took."  
 
 Spoiler: OOC 

Nil
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 10/64 THP:  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 1/4 1st, 0/2 2nd 
 Lay on Hands- 0/25 

Honor looked to the Iron Witch, then down at his own body. He moves to extend his arm, trembled half way, then forces the movement with his other arm, resulting in the loud sound of mechanics shearing and chugging.  "I am heavily damaged, I have one spell, none of which heal. I faded out mid combat. The only thing keeping me up is Adam's magic."  He nods to the cleric in way of silent thanks.  "Making due... ready to request a transfer to the back line. Any opposed?"  He walked silently towards the rear of the group, joints squeaking all the way and one leg dragging slightly. He reached down, and with a sound of bending metal he withdrew the bolt that had pierced his armor, snaps it, and saves the fletched end, tucking it into his bag.

 
 Spoiler: OOC 
Honor is going to have to be on the bench for a bit. Walking head first into a room of suicide frogs and getting shot- confirmed to hurt.
 

 
 
  
Archmage1
Adam takes in Honor's state, and frowns, but before he can object, Honor speaks up, and Adam nods, once.  " I can fight from the front. "  He points towards the passage past the warforged.  " Let's see what's at the end of this passage. "
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 30 (+5 Aid)  +11  /52 (+5 Aid) | PP: 15 PIv: 10 PIs: 12
Spell Points: 14/27 Sorcery Points: 4/5 Wand: 5/7 Wings 59/120
Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Having also taken the brunt of the exploding frogs, Svek stays in the back with Honor, some of his skin blistering from the exposure. She looks up at the warforged.

  "We might have to use some of those bottles of Goodberry wine tonight."  
 
 
  
 
 Spoiler: OOC 

Move: stay in Twilight sanctuary:  (1d6+5)[ 11 ] 
 Bonus Action: 
 Action:  none
 Reaction:  shield if needed
 Object Interaction:  open door
 Concentration:  dragons breath round 4/10
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 50/54 THP: 7 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 1/4 1st, 0/2 2nd 
 Lay on Hands- 0/25 
 "I may have to have a bit of that tonight too."  Honor said this flatly and without much enthusiasm, but those who knew him would take it for what it was- a joke.
 
 
  
Amnestic
Once you've taken a moment to patch up, Adam leads the way through into the 'arm' of the colossus - as hollow as the rest of it. The shoulder is a tiny room, with little of note save another trap door that heads down to another ladder. There is, bizarrely, another door in the elbow, though it, and the path below, are both blocked. The hand appears to have been torn off which the great machine was swallowed by the earth, and so it leads only to pressed earth; the elbow door would have opened to air if you were above ground, but below you find nothing but rocks and mud. The warforged, it appears, was trapped from the moment you opened the door, though given there seems to be only a single exit - where you came in through the mouth - that may be true for everyone in the construct.

You are now faced with a further choice: the locked door (with a key helpfully provided to you, indicating something has been locked within) or to go further below.
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 62/57+10 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (6)
 
 "I remain ready to hold the line,"  Aanash proclaims, marching at the head of the formation deeper into the arm, alongside Adam. It proves to be a short trip. On the way back, he points to the key in the door and takes up position next to it.  "We are seeing what's inside, yes? Just give the signal, and I shall lead the way." 
 
 Spoiler: Rolls 
 (1d6+5)[ 6 ]  thp
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 10/64 THP: 11 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 1/4 1st, 0/2 2nd 
 Lay on Hands- 0/25 

Honor takes up a position in the rear.  "I am ready to proceed."  His joints squeal when he moves, and there is a nasty rattle inside his chest where the bolt pierced his plating.
 
 
  
Archmage1
Seeing everyone get ready, Adam nods, and leads the way to the locked door, and gives it a quick once over for anything unexpected.

 (1d20-1)[ 19 ]  investigation(+9 if perception can be used to search for traps)

If he finds nothing, he opens the door.
Amnestic
A thorough inspection of the door reveals...nothing. Aside from the chain and lock, it seems entirely as expected. Mundane. Whatever preparations the person who locked this made, they don't seem to have expected any outside interference. Who else would plunge into the depths of a sunken Warforged Colossus?

Adam opens the door to a small tool room, a central workbench bearing the rusted remnants of Cannith tools that were probably used for maintaining the Colossus before it was sunk. The opposite room had lead to the left arm, so this one would - you expect - lead to the right arm, however it seems falling into the earth took that away. The passageway abruptly ends in a pile of dirt, torn metal, and long congealed lubrication fluids.

It's not difficult to spot why the door was locked. Lingering in opposite corners are two large multicoloured slugs that seem to be floating on air. Their sides are edged with a deep red, and multiple tendrils sprout up from their back in a melody of rainbow colours. Disturbed by the noise, they slurp towards you, and from the movement of their fronds, they do not seem passive.

 
 Spoiler: Arcanaphage (Int - Nature) 

 
 Spoiler: DC1 

Rainbow Slug
 

 
 Spoiler: DC8 

This multicoloured flying slugs are clearly magical in nature. As the name might imply they feed upon magic. Creatures that engage them in combat may find their Concentration disrupted simply by their nearby presence.
 

 
 Spoiler: DC12 

If left to their own devices they are typically docile, though they become aggressive when hungry and sensing magic nearby. With enough time, an arcanaphage can consume the magic out of items, spells, and even entire areas, leaving them Dead Magic Zones. Most arcanaphages are the size of large dogs - like these - though especially well fed specimens can grow to the size of a horse.
 

 
 Spoiler: DC17 

Arcanaphages are naturally resistant to magical abilities and spells, and have even been known to consume spells as they are cast. When slain, an arcanaphage releases a burst of magical energy stored within itself, dealing damage to those around it with its horrifying deathrattle.

Sometimes they are kept as guardians against wizards or the like, though rarely this works out as planned - even the most mundane warriors favour magical weapons or items, and they too can become snacks for a hungry arcanaphage.
 

 

 
 Spoiler: Map 

 
 
Initiative Order:- 
Adam: (1d20)[18]

A: (1d20)[16]

Iron Witch: (1d20)[14]
Aanash:(1d20)[3]
Svek:(1d20)[3]
Honor: (1d20)[1]
 
Archmage1
Opening the door, it doesn't take Adam long to realize that this workroom had been conquered by a pair of rainbow slugs, who, it seemed, objected to their presence.  He raises his hammer to cast a spell, then looks over at Honor for a moment, then advances, moving to smite the southern rainbow slug with his hammer and the Host's wrath to draw their attention away from more injured companions.  As he does, he calls out.  " Rainbow slugs! "

 
 Spoiler: OOC 

Moving in, and then casting divine mark on the slug.  They're a bit too spread out to be worth a spell.
 (1d20+6)[ 10 ]  Attack!
 (1d8+3)[ 10 ]  damage +  (1d6)[ 4 ]  radiant damage
The next ally who attacks it does an extra 2d6 radiant damage.
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 10/64 THP: 11 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 1/4 1st, 0/2 2nd 
 Lay on Hands- 0/25 

Honor moves into view of the slugs and launches two quick javelins before ducking back into cover.
 
 
  
 
 Spoiler: OOC 
Two javelins-  (1d20+7)[ 11 ]  to hit,  (1d6+4)[ 6 ]  damage.  (1d20+7)[ 20 ]  to hit,  (1d6+4)[ 5 ]  damage.
 
Amnestic
Adam moves in, swinging his weapon, but when it is wrapped in divine power the tendrils of one of the creatures vibrates, and the magical energies fade away, and the weapon swing goes wide. The arcanaphage seems a bit brighter for doing so. The pair surround Adam, flailing their tentacles, but his cloak holds any of the blows from landing.


 
 Spoiler: Map 

 

Adam's Divine Mark is consumed (counterspelled) by the northern arcanaphage.

They make two tentacle attacks each against Adam. They all miss, due to the cloak.

Everyone's up. Honor's kinda done his turn though.


 
Initiative Order:- 
Adam: (1d20)[18]

A: (1d20)[16]

Iron Witch: (1d20)[14]
Aanash:(1d20)[3]
Svek:(1d20)[3]
Honor: (1d20)[1]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 30 (+5 Aid)  +11  /52 (+5 Aid) | PP: 15 PIv: 10 PIs: 12
Spell Points: 14/27 Sorcery Points: 4/5 Wand: 5/7 Wings 59/120
Draconic Cry: 2/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek spits a ball of acid at the nearest slug. He wasn't able to see the first one absorb Adam's magic so doesn't know that this isn't going to work. He lets out a deep, loud roar to try to help his allies resolve.
  
 
  
 
 Spoiler: OOC 

Move: none
 Bonus Action:  Draconic cry (everyone gets advantage for one round)
 Action:  Acid Splash DC16 Dex save for none or  (2d6)[ 6 ]  acid damage
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 62/57+10 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (6)
 

Unable to see through to the other side of the wall, Aanash follows his usual routine of spinning up power in his hammer.

 
 Spoiler: Rolls 
Booming Bash on the slug in the doorway.
 (1d20+8)[ 20 ]  to hit
 (1d10+5)[ 13 ]  damage + (1d8)[ 3 ]  thunder
 (2d8)[ 14 ]  thunder if it moves, if it happens to not eat the spell
 

 
 
  
Archmage1
Realizing that his magic wasn't going to do him much, if any good here, Adam attempts to squash the slug before him again, bringing his hammer down with a roar of outrage.

 (1d20+6)[ 15 ]  Attack
 (1d20+6)[ 24 ]  Attack advantage
 (1d8+3)[ 9 ]  damage
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:8 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 3/4 1st, 2/2 2nd
Misty Step 1/1 Bless 0/1 /LR
Cannon: 0/1 Fireball wand 6/7

 Witchling
AC13 HP: 0/18 THP:0
16PP 

Cannon
AC18, HP: 25/25 THP: 8
  
 
  

Knowing the creatures might explode into magical energy on death, the tiefling got clear, moving to the dead warforged for distance while the turret moved forward to bathe the magic-eating sea slugs in fire.
With a frown, the Witch tossed up a metal bolt, then clicked the button in on a small device. With a crack, the bolt was launched forward at violent speeds - hopefully if the creatures were resistant to magic, they wouldn't be resistant to the sheer blunt force of the projectile.
 
 Spoiler: OOC 

Witch moves to the dead warforged, safe distance.

BA: Turret moves to the doorway and fries a slug for  (2d8)[ 6 ]  fire damage. I... assume it's magical? but it's never explicitly stated.
Action: Witch casts catapult,  (1d20+9)[ 20 ]  to hit for  (4d8)[ 20 ]  bludgeoning damage
 
Amnestic
The arcanaphage tries to consume the catapult, but the sudden burst of magic from Iron Witch holds too much energy, and the attack strikes it, though the magical projectile doesn't seem to do as much as you might have hoped. Likewise the cannon's burst of flame doesn't seem to scorch more than the smallest amount. When Aanash swings his hammer, the other arcanaphage beyond Adam lashes out, slurping the magic from the strike before it can make contact. The sudden motion throws the mournling off balance, and he finds himself unable to actually swing the weapon. Svek unleashes a roar, aiding Honor's javelin throws and Adam's mace strike, but his own acid is twisted around by the flying magical slug; it does still open it up to mundane strikes from both sides.

The slugs swing their tendrils at Adam and Aanash in retaliation, but to no avail, as both warriors evade the strikes and prevent them from landing.

 
 Spoiler: Map 

 

IW: Catapult hits (counterspell failed), damage resisted. Save made vs. cannon.
Aanash: BB counterspelled.
Svek: Acid Splash dex save made.
Honor: Both javelins hit, due to Svek's advantage saving the first one.
Adam: Attack hit, due to advantage.

North arcanaphage is bloodied.

My luck with attack rolls continues: they don't hit anything, despite four attacks between them.

Everyone's up. Aanash and Iron Witch have advantage on their attacks this turn due to draconic roar.

 
Initiative Order:- 
Adam: (1d20)[18]

A: (1d20)[16]

Iron Witch: (1d20)[14]
Aanash:(1d20)[3]
Svek:(1d20)[3]
Honor: (1d20)[1]
 
Archmage1
Faced with a strange slug that, if you looked at it in the right light, appeared to have a number of poorly crafted nails on it's back, Adam continues using his hammer to solve the problem that hammers were made to solve.

 
 Spoiler: ooc 

 (1d20+6)[ 9 ]  Attack
 (1d8+3)[ 4 ]  Damage
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 62/57+10 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (6)
 

When the slug snatches the spell right off of his hammer, Aanash looks at the weapon in awe and chuckles.  "Resourceful little critters!"  He swats aside their tentacles when they try to lash at him, and resists the urge to spin up his hammer on reflex. Instead, he thrusts it forward to slam into the one blocking the door.

The creatures may be inconvenient, but Aanash does not yet see reason to fall back. They're practically harmless - adorable, even.  "Maybe we could knock one out and keep it as a pet?" 
 
 Spoiler: Rolls 
Basic attack on doorway slug
 (1d20+8)[ 26 ]  to hit
 (1d20+8)[ 21 ]  Advantage
 (1d10+5)[ 9 ]  damage
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 30 (+5 Aid)  +11  /52 (+5 Aid) | PP: 15 PIv: 10 PIs: 12
Spell Points: 14/27 Sorcery Points: 4/5 Wand: 5/7 Wings 59/120
Draconic Cry: 2/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek again spits a ball of acid at the nearest slug. He stays away from these slugs, not sure what would happen if a sorcerer got too close to them.
 
 
  
 
 Spoiler: OOC 

Move: none
 Bonus Action:  none
 Action:  Acid Splash DC16 Dex save for none or  (2d6)[ 2 ]  acid damage
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 10/64 THP: 11 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 1/4 1st, 0/2 2nd 
 Lay on Hands- 0/25 

Honor is about to change to his hammer to finish these things off, wounded or no, but when he sees the magic eating effect of the slugs he instead draws more javelins, dancing into line of sight and letting fly before retreating to cover again.
 
 
  
 
 Spoiler: OOC 
 Two attacks-  (1d20+7)[ 8 ]  to hit,  (1d6+4)[ 10 ] .   (1d20+7)[ 13 ]  to hit,  (1d6+4)[ 5 ] 
 
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:8 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 3/4 1st, 2/2 2nd
Misty Step 1/1 Bless 0/1 /LR
Cannon: 0/1 Fireball wand 6/7

 Witchling
AC13 HP: 0/18 THP:0
16PP 

Cannon
AC18, HP: 25/25 THP: 8
  
 
  
  "Absolutely no keeping one!"   she growled at the other tiefling.
Without much of a better option, the Witch continued her magical barrage.
 
 Spoiler: OOC 


BA: Turret fries a slug for  (2d8)[ 12 ]  fire damage.
Action: Witch fires ray of frost for  (1d20+9)[ 27 ]  to hit,  (2d8)[ 9 ]  to hit.
 
Amnestic
The arcanaphages continue to flail their tentacles pointlessly at the party, animalistic hunger driving them on. One zaps Iron Witch's ray of frost from the air, slurping up its magic, though it leaves it open for Aanash and the turret to retaliate in kind. The small floating forms prove difficult for the rest of the party to strike, with the acid splash and javelins going wide, and Adam's mace strike hitting only air. The 'phages have as much luck though, failing to bludgeon either Adam or Aanash.

 
 Spoiler: Map 

 

IW: Ray of Frost counterspelled. The turret doesn't 'slug', since it's a fire-belcher. They do fail their save vs. it though.
Aanash: Hits for 9.
Svek: Acid Splash dex save made, so no damage.
Honor: Both javelins miss
Adam: Also miss.

North arcanaphage is single digits.

Another turn where the phages can't hit anything. Big ol' health sponges.

Everyone's up.

 
Initiative Order:- 
Adam: (1d20)[18]

A: (1d20)[16]

Iron Witch: (1d20)[14]
Aanash:(1d20)[3]
Svek:(1d20)[3]
Honor: (1d20)[1]
 
Archmage1
Not hesitating, the armored bulk of Adam continues it's grim work, bringing the hammer down on the slug before him with lethal force.

 
 Spoiler: OOC 

No magic does make clerics a little bit sad.

 (1d20+6)[ 26 ]  Attack!
 (1d8+3)[ 9 ]  (+8 Critical)  Damage(Rolled in the roll channel)
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 62/57+10 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (6)
 

Swerving around the tentacles, Aanash brings his hammer up like a golf-club in an attempt to smash the slug in its underside. Maybe it would prove squishier there.

 
 Spoiler: Rolls 
Basic attack at the door slug.
 (1d20+8)[ 26 ]  to hit
 (1d10+5)[ 11 ]  damage
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 30 (+5 Aid)  +11  /52 (+5 Aid) | PP: 15 PIv: 10 PIs: 12
Spell Points: 14/27 Sorcery Points: 4/5 Wand: 5/7 Wings 59/120
Draconic Cry: 2/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek again spits a ball of acid at the nearest slug and continues to stay away from them.
 
 
  
 
 Spoiler: OOC 

Move: none
 Bonus Action:  none
 Action:  Acid Splash DC16 Dex save for none or  (2d6)[ 7 ]  acid damage
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 10/64 THP: 11 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 1/4 1st, 0/2 2nd 
 Lay on Hands- 0/25 

Honor, thinking for the moment that perhaps these creatures aren't as dangerous as they hoped, holds onto his last javelin and moves in to use it as a melee weapon.
 
 
  
 
 Spoiler: OOC 
Two attacks-  (1d20+7)[ 20 ]  for  (1d6+4)[ 10 ]  and  (1d20+7)[ 15 ]  and  (1d6+4)[ 9 ] .
 
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:8 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 3/4 1st, 2/2 2nd
Misty Step 1/1 Bless 0/1 /LR
Cannon: 0/1 Fireball wand 6/7

 Witchling
AC13 HP: 0/18 THP:0
16PP 

Cannon
AC18, HP: 25/25 THP: 8
  
 
  
  "Back up, they'll burst on death!"   she barked at the others.
Without a line of sight, the Witch stayed where she was. Her turret walked further into the room, letting it turn and broil the one remaining next to Adam.
 
 Spoiler: OOC 


BA: Turret fires a flamespray for  (2d8)[ 8 ]  fire damage.
Action: Witch holds.
 
Amnestic
Though the creature evades away from the turret once more, it's less lucky against Aanash's weapon, which cleaves through it. The stored magic inside the creature explodes out violently, smothering Aanash and Adam, taking them both by surprise. The pure arcane energy sears and burns at both body and soul, but it doesn't halt the party's advance as they continue to lay into their opponents. Svek's spell is again absorbed and consumed by the floating slug, but two vicious strikes from Honor and a critical blow from Adam leave the monster bloodied. It retaliates with its tendrils, the disrupting magic finally giving it an opening to hit Adam with its tendrils, delivering a crushing blow.


 
 Spoiler: Map 

 

IW: Save made vs. turret
Aanash: Hits, kills the Arcanaphage. The 'phage explodes, dealing  7  force damage to both Adam and Aanash, and leaves an area of crackling magic behind.
Svek: Acid Splash counterspelled.
Honor: Both javelins hit.
Adam: Takes  9  force damage from starting his turn in the area of magic, moved him out. Crits with his attack.

The arcanaphage finally lands a hit, dealing  14  bludgeoning damage to Adam.

Everyone's up.
Aanash takes  7  force damage at the start of his turn because of the magic zone.

 
Initiative Order:- 
Adam: (1d20)[18]

A: (1d20)[16]

Iron Witch: (1d20)[14]
Aanash:(1d20)[3]
Svek:(1d20)[3]
Honor: (1d20)[1]
 
Archmage1
His armor blackened and scorched by the explosive blast of the destruction of the first slug, Adam continues swinging his hammer at the remaining slug, leveraging his momentum from getting out of the force field to drive his point home with a vengeance.

 
 Spoiler: OOC 

 (1d20+6)[ 23 ]  Attack
 (1d8+3)[ 6 ]  Damage
 


Then, not wanting to get caught in another explosion, Adam retreats, moving to the far side of the room from the entrance.
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:8 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 3/4 1st, 2/2 2nd
Misty Step 1/1 Bless 0/1 /LR
Cannon: 0/1 Fireball wand 6/7

 Witchling
AC13 HP: 0/18 THP:0
16PP 

Cannon
AC18, HP: 25/25 THP: 8
  
 
  

The Witch let her turret continue its work.
 
 Spoiler: OOC 


BA: Turret fires a flamespray for  (2d8)[ 9 ]  fire damage.
Action: Witch holds.

I would come to help, but you know, now there's a sparkling death cloud in the doorway.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 54/57+10 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (0)
 

Searing arcane energy washes over Aanash. In the moment, he feels the rush of that bolt from the gray that struck him. With no fear and a little too much eagerness, he walks into the field of chaotic magic to take Adam's place next to the second slug.   "More!  More !!"   he shouts, eager to taste more of the crackling shock that runs over his body, causing bits of skin to tear and float in the air while his natural metallic plates spark as though they were in a heat-box. His face is manic, his eyes wild, like an addict about to shoot up with  the hit  that might just do them in.

 
 Spoiler: Rolls 
Move 1 N of the second slug where Adam just was.
 (1d20+8)[ 23 ]  to hit with a basic hammer swing
 (1d10+5)[ 15 ]  damage
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 30 (+5 Aid)  +11  /52 (+5 Aid) | PP: 15 PIv: 10 PIs: 12
Spell Points: 14/27 Sorcery Points: 4/5 Wand: 5/7 Wings 59/120
Draconic Cry: 2/3 Command: 1/1 Misty Step: 1/1
Conditions:  

When he sees Aanash get injured by the ball of magic, Svek instinctively backs up, but now he is not in position to shoot another a ball of acid at the remaining slug.
 
 
  
 
 Spoiler: OOC 

Move: 1 square NE
 Bonus Action:  none
 Action:  none
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 10/64 THP: 11 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 1/4 1st, 0/2 2nd 
 Lay on Hands- 0/25 

Honor, unwilling to rush into yet another exploding foe, holds his position and focuses on evading incoming damage. He cursed how little help he was being, but couldn't do much else as wounded as he was with a field of hostile magic between him and the foe.
 
 
  
 
 Spoiler: OOC 
Dodge.
 
Amnestic
Mad or not, Aanash strides confidently through the crackling energy, swinging his weapon and striking the injured creature. A blast of flame singes a little more, and a wild swipe from Adam bursts the monster open, exploding just as the last one had, and engulfing Adam and Aanash in another wash of crackling arcane magic.

Retreating from the field, you get a moment to look around the room. Secreted in a corner is a small pile of objects that were likely at one point magical, though everything inside them has since been consumed and they're little more than rusted wrecks that disintegrate when touched. Beneath them is a pile of coins and gems - non-magical, and otherwise perfectly intact.

 
 Spoiler: OOC 

Adam's last swing kills the creature.

Adam takes  3  force damage before he moves out, from the explosion.

Aanash takes  6  force damage from the explosion, and then a further  6  from starting his turn in the field. I presume he then leaves it.

Combat over.

The arcane fields fade after 1 minute.

Total loot: 769gp in coinage and gemstones.

There remains a ladder further down, or you can choose to leave. Or do whatever, it's the party's choice.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 42/57+10 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (8)
 

Their last foe is felled, and Aanash feels the wave of magical energy wash over him. Though the stinging needles of magic running over his skin like a wave leave him feeling alive, Aanash grabs the injured Adam and drags him further into the room, out of the aura. Wouldn't want their cleric succumbing to his wounds!

 "Well, that was invigorating! How wonderful,"  he laughs shrilly, slapping the magic-scarred table.  "No need to overdo it, though, no no. Mhmhm."  While they wait for the others to be able to safely join them in the room and do the accounting of their new wealth, Aanash clenches his fists and begins channeling the ambient magic into himself to rebuild his vigor and his barrier.

 
 Spoiler: Rolls 
Refreshing his ward and false life thp  (1d4+4)[ 8 ] 
 

 
 
  
Archmage1
After the battle comes to an end, Adam's warhammer is dropped through the loop on his belt, and his arm clutches at his side.  " Exploding slugs.  An unexpected encounter. "  He starts to move back towards the group, then pauses, wincing.  " I'm not going to be good for any more fights without healing.  It might be time for us to pull out the wine. "
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 10/64 THP: 11 
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 5 d10 HD 
 Spell Slots- 1/4 1st, 0/2 2nd 
 Lay on Hands- 0/25 
 "I am ready to rest. We may want to find a room where we can bar or block the door in case there are other monsters residing in this old one."  Honor again looked himself over, observing the holes in his plating, the leaking oil, the jammed joints.  "Yes. A rest. And wine for you all." 
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 30 (+5 Aid)  +11  /52 (+5 Aid) | PP: 15 PIv: 10 PIs: 12
Spell Points: 14/27 Sorcery Points: 4/5 Wand: 5/7 Wings 59/120
Draconic Cry: 2/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek isn't too badly injured, but he's shaken by what we've found in here so far. His usually reliable magic doesn't seem to be very helpful in here. He looks around at the others. Honor and Adam are looking rough. Svek is tired and worn down but could continue if he needed to.

  "I could rest. I will save my wine for when I can sleep."  
 
 
  
 
 Spoiler: OOC 
 I will drink wine at the next long rest. If that is what you mean by rest, then I agree. If just a short rest, Svek can push on after that.

Move: none
 Bonus Action:  none
 Action:  none
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 42/57+10 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (8)
 
 "Don't forget the exploding frogs,"  Aanash helpfully reminds Adam, pulling out his worrying wood and sticking it between his metallic chompers. Speaking of the room with the exploding frogs, both it and the arm beyond had proven clear. So he crosses the hall and begins moving the furniture to make room for them to sleep. The table would also make an excellent barricade for the door.

 "Shill eelin' 'read, ill age 'irsd 'ash,"  the tiefling talks around the block of wood, wiping away a little dribble of drool from the side of his mouth.

 
 Spoiler: Actions 
Volunteering for first watch.
 

 
 
  
Amnestic
You hunker down in one of the rooms, pushing up the table to the door in an effort to stave off any would-be invaders.

Around fifteen minutes into your rest, you hear the clang of metal on metal, rhythmic and repeated, as someone - then someone s  - are climbing the ladder from below. At the distance and through the walls you can't make out how many, just that there's more than one. They don't seem to be slowing their ascent as they get closer to your 'floor' of the Colossus, indicating they likely plan to move past you and leave. The window of opportunity to act is short, if you want to.

 
 Spoiler: Short Rest Complete 

Now decide if you're going to go out and see what's going on, or stick around longer for a long rest.
 
Archmage1
Adam looks to his companions, for a moment, then the door, and goes to open it.
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 52 (+5 Aid)  +11  /52 (+5 Aid) | PP: 15 PIv: 10 PIs: 12
Spell Points: 14/27 Sorcery Points: 4/5 Wand: 5/7 Wings 59/120
HD: 4 /5d6 Draconic Cry: 2/3 Command: 1/1 Misty Step: 1/1
Conditions:  

During the rest, Svek drinks a bottle of wine. He knows he needs to conserve them, but who knows what other horrors are in this colossus. When Adam starts to open the door, Svek takes up a position behind him, ready to use his magic to help.

  "Fine. Let's see who they are."  
 
 
  
 
 Spoiler: OOC 
 Drinks 1 bottle of wine, uses 1 HD. I think that's 20 + 1d6+5 so he's at full HP. Let me know if I have that wrong.

Move: none
 Bonus Action:  none
 Action:  none
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 42/57+10 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (5/5), Temp HP (8)
 

When he first hears the sound and registers what it is, Aanash starts snickering to himself. He quickly shuffles the furniture away from the door. When Adam opens it for him, he offers a short, polite bow, then grabs two chairs and drags them out behind him. The tiefling is giggling by the time he gets to the ladder and tosses the first chair down, stomping to break any legs that might obstruct dropping it down the shaft.

Should time and physical space permit, he clearly intends to do the same with the second chair.
 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 38/38 THP:8 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 3/4 1st, 2/2 2nd
Misty Step 1/1 Bless 0/1 /LR
Cannon: 0/1 Fireball wand 6/7

 Witchling
AC13 HP: 0/18 THP:0
16PP 

Cannon
AC18, HP: 25/25 THP: 8
  
 
  
  "if they weren't hostile before,"   she grumbled,   "They are now. Turret, forward."  

The little turret, not yet wound down, marched forward to take up a ready position, prepared to douse the ladder and it's opening with flame.
 
 Spoiler: OOC 

-
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 48/54  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 1 / 5 d10 HD 
 Spell Slots- 1/4 1st, 0/2 2nd 
 Lay on Hands- 0/25 

Honor moves to the front of the group, much recovered and ready for combat, hammer out and armored shoulder forward.
 
 
  
Amnestic
The sound of the door opening and chair dragging is more than enough to perk up the ears of whatever is climbing up the ladder, and you hear a barker command echo up from the ladder shaft - one that sounds distinctly warforged in nature.

 
 Spoiler: Map 

 

Aanash doesn't get to make a chair attack outside of initiative 'cos...that's not how that works. Unfortunately, he also didn't roll high on the initiative order.

The enemy is 5ft below the lip of the floor. You can currently only "see" one, since the shaft's pretty narrow.

Honor is up.

 Initiative: 
Honor:(1d20)[17]

C:(1d20)[17]

Iron Witch: (1d20)[11]
Adam: (1d20)[8]

W: (1d20)[8]

Svek:(1d20)[4]
Aanash:(1d20)[2]
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 48/54  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 1 / 5 d10 HD 
 Spell Slots- 1/4 1st, 0/2 2nd 
 Lay on Hands- 0/25 

Honor rushes forward to the ladder way and plants himself at the top, menacing anyone who would come up.  "Identify yourselves. Advance and be cut down."  He readies his attack for if the warforged presses an advance.
 
 
  
 
 Spoiler: OOC 
If the warforged presses forward despite Honor's warning he'll beat it up.  (1d20+7)[ 10 ]  to hit, for  (2d6+4)[ 6 ][ 4 ](10)  plus  (2d6)[ 5 ][ 5 ](10)  fire. If he can ready a full attack action it's  (1d20+7)[ 26 ]  to hit, for  (2d6+4)[ 1 ][ 4 ](5)  plus  (2d6)[ 1 ][ 1 ](2)  fire. Reroll the three 1's and 2's to a 2, 2, and 5.
 
Amnestic
 "Introductions are unnecessary to the enemy."  The warforged replies simply. He keeps climbing. He dodges away from Honor's maul, and in response to the fiery blast unleashes one of his own, one that bursts throughout the internals of the collossus, engulfing the party...and himself in the process. Undeterred, he keeps climbing, exiting view from those not beside the shaft. Doing so does reveal another of his allies climbing up, this one ten feet below the lip.

 
 Spoiler: Map 

 

Honor's attack misses.

The leader casts Fireball. He was actually in the area (no choice in the matter, given the available target points) and failed his dex save. He takes  26  fire damage from his own attack. Svek made the dex save ( 13  fire damage taken), the rest of you didn't ( 26 ) - even with the paladin aura.

Then then keeps climbing, moving ten feet up the ladder, out of sight unless you're adjacent to it. It does reveal another warforged climbing up though, 10ft down, so again out of sight unless you're adjacent. Verticality is hard.

Iron Witch and Adam are up.

 Initiative: 
Honor:(1d20)[17]

C:(1d20)[17]

 Iron Witch: (1d20)[11]
Adam: (1d20)[8] 

W: (1d20)[8]

Svek:(1d20)[4]
Aanash:(1d20)[2]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 12/38  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: Stubborn Survivor:  +2 to all saves 
 Concentrating: Twilight Sanctuary 
Blasted by the fireball, and unable to dodge, Adam staggers back as the flames blacken his burnished armor.  It takes him a few moments to recover, pushing off of the table as he pushes past the pain of his burns, and calls upon the gods to shield the party once more while he steps into the hallway, his hammer at the ready, and a second, more ghostly hammer forms behind the warforged caster.  Adam tries to direct the hammer into the back of the caster's head, but, sadly, sweat and the charred remains of his hair drips into his eyes at the worse moment, spoiling the attack.

 
 Spoiler: OOC 

Not feeling well, Adam is going to activate twilight sanctuary, step through the door to the far side of the corridor(So 2 tiles to the east), and cast spiritual weapon at 2nd level, and attack the caster with it.
 (1d20+8)[ 9 ]  Attack
 (1d8+5)[ 8 ]  Force Damage

 (1d6+5)[ 10 ]  Temp hp
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 52 (+3 Aid)  +6  /52 (+5 Aid) | PP: 15 PIv: 10 PIs: 12
Spell Points: 14/27 Sorcery Points: 4/5 Wand: 4/7 Wings 58/120
HD: 4 /5d6 Draconic Cry: 2/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek can't even see what's going on when the fire erupts all around him. He manages to drop to the floor to avoid the worst of it, but is still singed.

  "That wasn't very nice."  

He flies through the door, turns and moves up next to Honor. When he sees the warforged attacker above him, he points his wand at it and a thin green line shoots out at the creature. 
 
  
 
 Spoiler: OOC 
 Wand of paralysis DC15 CON save or paralyzed  (1d20)[ 8 ]  + mods

THP:  (1d6+5)[ 6 ] 

Move: next to Honor
 Bonus Action:  none
 Action:  wand of paralysis
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 30/38 THP:15 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 2/4 1st, 2/2 2nd
Misty Step 1/1 Bless 0/1 /LR
Cannon: 0/1 Fireball wand 6/7

 Witchling
AC13 HP: 0/18 THP:0
16PP 

Cannon
AC18, HP: 25/25 THP: 8
  
 
  

As a tiefling, fire burned her much less than many others - but it was far from a fun experience. She hissed, her armour growing warm around her and hat smouldering.
 "Have a taste of it yourself,"  she hissed, and let the turret pour fire down the ladder towards the climbing warforged.
Meanwhile the scorched tiefling pulled a gadget out, clicked in the button, and let the energies suffice her companions with a faint iron-tanged feeling of power. She let the exhausted device drop as she moved east, spreading out against another fireball.
 
 Spoiler: OOC 

Move: east, to where the first dead tiefling is
BA: turret fires its flamethrower down the ladder, doing 6 damage if they don't make their save
Action: Bless Adam, Honour and Aanash
 
Amnestic
Attached as he is to the ladder, the warforged finds evasion against flames difficult, but he presses through them regardless when Adam's spiritual weapon is somehow forced back from striking at all. When he ascends equal to the party's level and takes in the sights, he swings a short blade at Iron Witch, swiftly cutting twice, before continuing his climb. The follower beneath him does the same, though finds his slashes less effective in landing.

 
 Spoiler: Map 

 

They fail their save vs. the fire, but dodge the spiritual weapon.

One of the warforged climbs up, hits Iron Witch twice ( 8 , 7 ) and then moves on. Please reroll your temporary hp as d6+5 instead of d10+5 before calculating this damage. You also need to roll concentration twice on Bless.
The other warforged climbs up from below and also swings at Iron Witch, but misses.

You can no longer see the spellcaster who ascended first due to the other ones getting in the way and the narrow ladder shaft.
One of the warriors is 5ft above you up the shaft, visible to only those adjacent to the ladder.
One of them is on your level, and visible to everyone.

Svek doesn't get to take his turn outside of initiative order. While you can re-use the rolls, you may need to retarget now.

Svek, Aanash, and Honor are up.


 Initiative: 
Honor:(1d20)[17]

C:(1d20)[17]

 Iron Witch: (1d20)[11]
Adam: (1d20)[8] 

W: (1d20)[8]

Svek:(1d20)[4]
Aanash:(1d20)[2]
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 33/54  
 Temp HP 9  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 1 / 5 d10 HD 
 Spell Slots- 1/4 1st, 0/2 2nd 
 Lay on Hands- 0/25 

Aggravated that his foes are taking the fight into a third dimension, Honor swats at the nearest warforged with his hammer, trying to knock it off the ladder with brute force.
 
 
  
 
 Spoiler: OOC 
Two attacks. First attack-  (1d20+7)[ 19 ]  for  (2d6+4)[ 1 ][ 3 ](4)  (rerolled for a 5, so +4 damage) and  (2d6)[ 4 ][ 3 ](7) . Second attack-  (1d20+7)[ 8 ]  for  (2d6+4)[ 2 ][ 6 ](8)  and  (2d6)[ 4 ][ 3 ](7) . Rerolling 1's and 2's in Discord.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 29/57+10 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (0)
 
 "Oh they're here alread-"  Aanash tosses the chair aside and starts to complain about their timing ruining his mischief.  Then he's cut off as the room explodes. The blast washes over him, leaving charred marks on his skin but his magical coat relatively unharmed. Tossing aside his jokes as well, Aanash gives more serious chase to the enemy. He tosses a rune beneath Honor to help him give chase, and tries to grab the one in the way to shove him back down the shaft.

 
 Spoiler: Actions 
Bonus action Sigil of Alacrity under Honor to give him some nitros.
Move NE, beside Honor and Turret.
 (1d20+8)[ 22 ]  opposed Athletics vs  (1d20)[ 6 ]  Athletics or Acrobatics on the warforged, to try and shove/yank him off the ladder and knock him down the shaft
 

 
 
  
Amnestic
Svek's wandbeam slips out and wraps the warforged in its bindings, locking him to the ladder, at the same time as Aanash pushes the one below him off. A swiftly chanted Feather Fall spell stops the falling warforged from taking the full brunt of the blow, but the soft fall only results in a heavier slam from above. Locked in place, the paralyzed warforged is easy prey for Honor's maul, delivering crushing blows to its legs that resound up through its entire form. It dies, all too soon, and its grip is released, forcing it to plunge down and land atop its comrade, who fails to dodge it in time.

Seeing its ally so swiftly defeated, the spellcaster spends no more time on you, scrambling up the ladder to the mouth entryway, and making his escape out of sight.

 
 Spoiler: Map 

 

The upper-warforged fails its save vs paralysis.
Aanash successfully pushes the lower-warforged off the ladder, but a Feather Fall from the spellcaster saves it from taking fall damage. It still descends to the bottom of the shaft though, some 30ft down. You need to be on the ladder to see him.
Due to the paralysis, Honor's second attack hits, and both of them are crits, dealing a bunch of damage which I gave up counting because it was definitely overkill, but it was a lot. The body falls down the shaft, hitting the Feather Fallen, for  11  damage.

On his turn, the spellcaster  Dash es up the remaining ~15ft of climbing and disappears into the mouth area.

Iron Witch and Adam are up. Kind of awkward to do a new map here, since verticality is so notable, we're gonna kinda witch to TotM for the enemies, if only briefly. At the bottom of the 30ft ladder is one warforged, with a shortsword. Up 25ft is the mouth exit. Climbing a ladder doesn't require a check, but does half your speed (unless you've got a climb speed).


 Initiative: 
Honor:(1d20)[17]

C:(1d20)[17]

 Iron Witch: (1d20)[11]
Adam: (1d20)[8] 

W: (1d20)[8]

Svek:(1d20)[4]
Aanash:(1d20)[2]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 38/38  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Seeing the successfully fleeing warforged caster making a run for it, he looks to Honor, Anansh, and Svek as he approaches them.  " Think you can catch the runner? "  Shifting past, he looks down the shaft, and casts a spell, causing a ringing, gong like sound to echo around the fallen warforged, before he moves back, to give space.

 
 Spoiler: OOC 

Move forwards(Ends up sharing space with an ally, which is OK, so long as he doesn't end his turn there.  Cast Toll the Dead on the fallen warforged, before moving 5 feet back.
 (1d20)[ 12 ]  Wis save(DC 16)
 (2d12)[ 7 ]  Necrotic damage
 

 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 30/38 THP:15 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 2/4 1st, 2/2 2nd
Misty Step 1/1 Bless 0/1 /LR
Cannon: 0/1 Fireball wand 5/7

 Witchling
AC13 HP: 0/18 THP:0
16PP 
  
 
  

The Witch sighed as her turret was reduced to scrap. Stepping forward, if measured the distance up the ladder, and if she could do so without immolating her own team, launched a fireball up after the escapee.
 
 Spoiler: OOC 

Move: up to ladder, shoot, move back
BA: none
Action: fireball for  (8d6)[ 27 ] , DC 15 for half.
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 28   +0  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 14/27 Sorcery Points: 4/5 Wand: 3/7 Wings 58/120
HD: 4 /5d6 Draconic Cry: 2/3 Command: 1/1 Misty Step: 1/1
Conditions:  

After Anash throws a fireball up above the ladder, hopefully hitting the escaping spell caster, Svek flies up the vertical tunnel to try to catch the warforged.

   "You didn't need to attack us."   

If he sees the warforged, he tries to paralyze him like he did his ally.
 
 
  
 
 Spoiler: OOC 
 Wand of paralysis DC15 CON save or paralyzed  (1d20)[ 20 ]  + mods

THP:  (1d6+5)[ 8 ] 

Move: up th e tunnel
 Bonus Action:  none
 Action:  wand of paralysis
 Reaction:  shield if needed
 Object Interaction:  none
 Concentration:  none
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Amnestic
Iron Witch slips past her allies to launch a burst of flame up into the head of the colossus, but to what effect - if any - you don't know. It certainly did scorch some metal, but whether it caught the fleeing spellcaster or not, you have no idea. Adam slips in to unleash a blast of necrotic energy, hindering the fallen warrior at the bottom of the shaft, but not bringing him low. The warforged grabs up a shortbow and looses a pair of arrows vertically at the tiefling still lingering above, and one strikes - albeit only a glancing blow. He then vanishes, back into the belly of the artificial monstrosity, and out of sight of further assaults.

Svek's beam fails to land against the retreating spellcaster, who evidently was not in the fireball's range, having dedicated all of their efforts into retreat.

 
 Spoiler: Map 

 
 

Adam hits with Toll the Dead for 7, though the target is not yet bloodied.
Iron Witch fireballs blindly. Whether you hit anything or not is unknown. She lacks the movement to move away after casting due to being so far away from the ladder to start with.

The warrior grabs up a shortbow and shoots Iron Witch, hitting once for  3  damage. He then moves back out of sight, into that 'level' of the colossus.

There are no longer any targets in sight on the ladder shaft. You can either move down the ladder (30ft) to the level with the warrior, or climb up (25ft) to the mouth. Climbing down still costs double movement.

Svek flies up - out of turn - and fails to paralyze the target, who you can now see had also dashed out of fireball range. You also don't get to reroll temp HP, since you ended your turn outside of Twilight Sanctuary.

Aanash, and Honor are up.

 Initiative: 
 Honor:(1d20)[17] 

C:(1d20)[17]

Iron Witch: (1d20)[11]
Adam: (1d20)[8]

W: (1d20)[8]

Svek:(1d20)[4]
 Aanash:(1d20)[2] 
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 33/54  
 Temp HP 9  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 1 / 5 d10 HD 
 Spell Slots- 1/4 1st, 0/2 2nd 
 Lay on Hands- 0/25 

Honor swings onto the ladder and climbs after the retreating caster at full speed, trying to prevent him from getting away.
 
 
  
 
 Spoiler: OOC 
Dash up after the spelcaster moving towards the head. I'ma beat him up. EDIT- Apparently I'm hasted, so I run much faster to get into melee and beat this person up.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 29/57+10 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (6), Form of Dread (Fear immune, fear DC 13 on atk hit)
 

Seeing the crowd rushing up the ladder and flapping around, Aanash opts to instead climb down and pursue the other warforged. Charged with a red glow that gathers around him, he slides down the ladder in pursuit.  "Stop running and I promise you'll live!"  he shouts to the would-be escapee below.

 
 Spoiler: Actions 
Dash down the ladder chasing after the bottom warforged.
Bonus action Form of Dread for  6  thp.
 

 
 
  
Amnestic
As the party splits in both directions, Aanash emerges into a room lined with beds - and the foe, that seems utterly disinterested in surrendering. Here, it seems, is where the occupants were residing, as the beds don't seem quite as dusty or worn as the rest of the objects here. There's also a number of bags and other containers that seem out of place, and likely brought in by the warforged.

The caster, likewise, sees no such interest in remaining. Instead, it throws out another detonating ball of flame on Svek and Honor. The pair are prepared for it, though its fiery scorch is by no means minor. It then darts away, out into the ruined city.

 
 Spoiler: Map 

 
 

Honor and Aanash both dash.

The caster tosses out another fireball, though thankfully the party rolled high on their saves and make it in both cases. Svek and Honor both take  20  fire damage, before resistances.
It then moves 30ft south, off the map, provoking an OA, so moving a bit into TotM if you're chasing.

Iron Witch and Adam are up.

 Initiative: 
 Honor:(1d20)[17] 

C:(1d20)[17]

 Iron Witch: (1d20)[11]
Adam: (1d20)[8] 

W: (1d20)[8]

Svek:(1d20)[4]
Aanash:(1d20)[2]
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 22/54  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 1 / 5 d10 HD 
 Spell Slots- 0/4 1st, 0/2 2nd 
 Lay on Hands- 0/25 

Honor takes a swipe at the fleeing mage, faltering on the execution and compensating by swinging extra hard, extra fast. When the mage dashed out into the wastes, Honor gives a pained warcry and leaps after them, swinging his hammer in massive, arcing swings meant to crush the warforged before he could escape. One of the attacks flared with divine energy as the last of his Oath energy exploded into grey light.
 
 
  
 
 Spoiler: OOC 
Attack of O-  (1d20+7)[ 24 ] , for  (2d6+4)[ 3 ][ 3 ](6)  and  (2d6)[ 5 ][ 2 ](7)  fire damage. Chase 'em down and try to slap em down-  (1d20+7)[ 23 ] , for  (2d6+4)[ 3 ][ 6 ](9)  and  (2d6)[ 2 ][ 2 ](4)  fire damage. Second attack-  (1d20+7)[ 25 ] , for  (2d6+4)[ 5 ][ 4 ](9)  and  (2d6)[ 3 ][ 1 ](4)  fire damage. If either of the attacks hit, I level 1 smite for an addition  (2d8)[ 3 ][ 5 ](8)  radiant damage. Rerolling 1's and 2's for damage. If any attacks crit, that's where I'll use the smite damage. First reroll became a 1, second a 5, third a 3, fourth a 6. If all attacks hit I think it's for 55 damage total.
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 38/38  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Hearing the now familiar sound of another fireball going off above, Adam moves forwards, hoping to render aid, but as the Iron Witch freezes in place, all he can do is ready another Toll the Dead, in the event of the warforged tried to come back to the ladder.

 
 Spoiler: OOC 

Not enough movement to move past The Iron Witch, and up the ladder, so moving adjacent to her, and readying.
 

 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 30/38 THP:15 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 2/4 1st, 2/2 2nd
Misty Step 1/1 Bless 0/1 /LR
Cannon: 0/1 Fireball wand 5/7

 Witchling
AC13 HP: 0/18 THP:0
16PP 
  
 
  

The Witch simply moved back from the ladder, freeing any future passage for her allies, but not interested in pursuing further.
 
 Spoiler: OOC 

Move: back
BA: none
Action: ready ray of frost if an enemy shows themself
 
Amnestic
Adam and Iron Witch shift around one another, stuck in the tight quarters of the ladder. Honor's wild swipe manages to strike through the fleeing caster's hastily erected Shield spell, but he keeps running.

Down below in the belly of the beast, with nowhere to go, the warforged seems intent on fighting to the death, swiping again and again at Aanash, though its blows go wide on both strikes.

 
 Spoiler: Map 

 
 

Honor hits with their OA; the caster tries to  Shield , though it doesn't stop the hit.

Iron Witch moves aside.
Adam moves in and readies.

The warrior attacks Aanash twice with a shortsword, and misses both times.

Svek and Aanash are up, and then Honor's turn will resolve.

 Initiative: 
Honor:(1d20)[17]

C:(1d20)[17]

Iron Witch: (1d20)[11]
Adam: (1d20)[8]

W: (1d20)[8]
 
Svek:(1d20)[4]
Aanash:(1d20)[2] 
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 28   +0  /52 | PP: 15 PIv: 10 PIs: 12
Spell Points: 14/27 Sorcery Points: 3/5 Wand: 2/7 Wings 58/120
HD: 4 /5d6 Draconic Cry: 2/3 Command: 0/1 Misty Step: 1/1
Conditions:  

Svek again tries to paralyze the fleeing warforged. If that doesn’t work, he commands it to drop to the ground.

   "grovel."   
 
 
  
 
 Spoiler: OOC 
 Wand of paralysis DC15 CON save or paralyzed  (1d20)[ 16 ] ] + mods

If he passes that save, quicken command DC16 wisdom save or drop to the ground with his action.  (1d20)[ 4 ] ] + mods

 Action:  wand of paralysis
 Reaction:  shield if needed

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock 
 AC: 19 HP: 29/57+10 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Arcane Ward (0/5), Temp HP (6), Form of Dread (Fear immune, fear DC 13 on atk hit), Sigil of Alacrity underfoot
 

Rounding the corner, Aanash leans back as the warforged takes a swipe at him. He deflects a second blow with the head of his hammer, and kicks the warforged back to make room for himself to wind up. Intentionally or not, his foe had acquiesced to his request - after all, Aanash had never ordered him to surrender.

With a snap of a finger and a twist of the wrist, he tosses a sigil beneath his own feet. His other hand spins up his hammer for a thunderous blow. He aims for the extremities, trying his best not to render the mechanoid unrecoverable.  "Those swipes were pretty rushed,"  he advises his opponent,  "Focus! I want to see your best, not some panicked whimper." 
 
 Spoiler: Actions 
Bonus: Sigil of Alacrity below self
Booming Bash on Warforged, NL damage
 (1d20+8)[ 16 ]  to hit
 (1d8+5)[ 11 ]  damage on hit + (1d8)[ 6 ]  thunder damage
If it hits  (2d8)[ 7 ]  thunder on the enemy moving away and  (1d20)[ 20 ]  Wis vs DC 13 or become Frightened
 

 
 
  
Amnestic
Svek's paralyzing beam gets shrugged off by the fleeing spellcaster. His order not so much, as the warforged suddenly locks up in place. Honor gives chase, swinging has maul this way and that, dealing significant crushing blows to the enemy, though he doesn't quite 'fall' from the damage - he does from the order though, dropping to his knees.

Down in the belly of the beast, Aanash's thunderous blow cuts deel into the steel and wood, but the dread doesn't take hold on the fanatical warrior.

 
 Spoiler: Map 

 
 

Aanash hits for 17, though it makes its save vs. Frightened.
Svek's paralysis wand flubs, but they fail their save vs. Command.
Honor hits on all three attacks through the Shield - he's narrowly still alive, though he spends his turn Groveling, meaning that he does nothing.

Am I perhaps too lazy to make a new map? ...yes. Honor's off the map adjacent to the warforged, that's basically all the changes going on here.

Adam and Iron Witch are up. Taking fall damage instead of climbing down is always an option as well!

 Initiative: 
Honor:(1d20)[17]

C:(1d20)[17]

Iron Witch: (1d20)[11]
Adam: (1d20)[8]

W: (1d20)[8]
 
Svek:(1d20)[4]
Aanash:(1d20)[2] 
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 38/38  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Not knowing which enemy was proving to be more resilient, Adam looks at The Iron Witch, before he starts to ascend the ladder, intending to help Honor after the second fireball that he had heard.

 
 Spoiler: OOC 

Double move climbing.
 

 
 
  
Amnestic
While Adam heads up, Iron Witch swoops down on her wings and point blank blasts the warrior with her icy ray. The accumulated pain of the fall, Aanash, and now ice all prove too much for the warforged, and he collapses, his life extinguished.

An investigation of the bodies reveals they held no notes or information regarding their purpose here, though they did have a nest egg of coins and potions. From the way the internals of the structure have been taken apart in the lowest level, they may or may not have been attempting to salvage components from the Colossus, though most of them appear far beyond use due to being swallowed in the earth.

 
 Spoiler: OOC 

Iron Witch's ray of frost hits, despite disadvantage, and kills the remaining warrior. Combat concluded.

 Loot: 
178gp in coins, plus 40gp in gems (218gp total)

Scroll of Thunderwave
Potion of Climbing
Potion of Greater Healing (4d4+4)
Potion of Healing x2 (2d4+2)

The party also  Levels up .

...and we're switching to my simple exp going forwards.
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 38  +0  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 19/32 Sorcery Points: 4/6 Wand: 2/7 Wings 58/120
HD: 5 / 6d6 Draconic Cry: 2/3 Command: 0/1 Misty Step: 1/1
Conditions:  

Svek helps loot the bodies of the dead warforged attackers. He helps gather the remaining loot as best he can, but his small size precludes him from carrying or claiming too much.

   "Should we finish exploring the depths of this thing or have we had enough in here?"   
 
 
  
 
 Spoiler: OOC 

 Action:  none
 Reaction:  shield if needed

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 38/38  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Reaching the surface, Adam notes that Honor has already dealt with the spellcaster, and approaches him.  " It seems that the Host smiled upon us today.  That could have gone far worse, had they stood their ground, rather than fleeing.  If they'd only talked to us instead, they'd still be alive. "  Adam's voice grows morose towards the end of his short speech, and he shakes his head.  " But cults, it seems, are the same all over. "
With that said, Adam will drag the fallen warforged caster into the colossus, and regroup.
" While it seems that this is a perfect spot for a rest, it does have one flaw:  There is no second exit.  Is it worth looking for somewhere else to recover?  We should finish searching it, although I suspect these warforged were doing the same thing. "

 
 Spoiler: OOC 
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 39/63+10 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (0/5), Temp HP (6), Form of Dread (Fear immune, fear DC 13 on atk hit)
 

The warforged crumples to the ground, face covered in a chunk of ice and cracked open.  "Hey! I said I wasn't going to kill him,"  Aanash wheels around to chastise the witch, grin twisted into a scowl.  "I mean - I didn't, you did. But it is the  principle  of the thing! You will make me look sleazy!"  shrugging it off, Aanash deposits his hammer back in the bell loop and stretches, popping some joints.  "Aw well. Guess so much for asking questions, eh?" 

Regrouping with the others, he yawns.  "Not going to lie, even I could use a nap. Do we need to dig around in the colossus guts though? Maybe if we make it quick. We  are  on a  job , you know,"  he jokingly chastises, as if he were the epitome of professional focus. There's a sort of buzz in the air around Aanash. Those in metal gear, or made of metal, notice it more like a tingling in their armor - or their 'skin' - when he draws near. A sort of aura of clinging static, which occasionally makes tiny red sparks between metal objects close together in its radius.

 
 Spoiler: Actions 
Use his newly gained Second Wind to heal for  10 .
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 21/62  
 Temp HP 9  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 2 / 6 d10 HD 
 Spell Slots- 0/4 1st, 0/2 2nd 
 Lay on Hands- 0/30 

Honor watches Adam drag the body of the spellcaster, and a pulse of heat went through his hammer, visibly red and ready for more. But with a strange sigh that seems to reverberate from deep within him, the hammer fades, Honor slumps slightly, and he makes his way over to the other.  "We should finish scouting this... form... before resting. We could have missed one of the warforged, and I'd much rather find them wounded but aware than with you all sleeping. Then I think it would be best we camp nearby, somewhere with a better view and more fall back points. If another party of the Lord of Blade's minions come, we could be caught inside a trap here." 

Joints squealing from stress, armor singed and punctured, Honor realizes that he is radiating an aura of light grey energy. It feels... cold... but reassuring. He feels reinforced.  "We are growing stronger. This is good. We must, if we are to be prepared for what comes next." 
 
 
  
Amnestic
An investigation of the remainder of the Colossus finds it in a similar state of disrepair, if you can get to anything at all. The legs are entirely missing, leaving you with just one arm (that proves empty), the torso, and head, which you've now explored. The 'corpse' of the great beast has been secured, even as you nest within its belly. There seems very little time left for travel today before you start risking exhaustion, or yet another encounter, but whether you want to seclude yourselves within a place with no exit...well, that is the party's choice to make.

But you are safe.

For now.
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 39/63+10 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (0/5), Temp HP (6), Form of Dread (Fear immune, fear DC 13 on atk hit)
 
 "I think we should be fine to rest here, as long as we post a watch,"  Aanash voices his thoughts.  "If someone blockades the mouth, we can climb out through the eyes. Yes?" 
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 21/64  
 Temp HP 9  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 2 / 6 d10 HD 
 Spell Slots- 0/4 1st, 0/2 2nd 
 Lay on Hands- 5/30 

Honor nods to the others.  "I am not particularly perceptive, but I am willing to guard the entrance while you all rest. I can make repairs and maintain a vigil while you drink your wine and bandage your wounds."  He didn't wait for a response, heavily sitting near the mouth's entrance and getting out a tool kit to preform repairs. Each movement squealed, shrieked, or elicited a pained whine of metal from within him.
 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 19/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam takes another long look around the colossus, and looks over the surrounding town.  " It may not be the wisest spot to rest, but we won't find anything better quickly.  I will pray, for the souls of those that fell here, and for our safety. 
 
 
  
Amnestic
Having avoided any enemies from fleeing the scene, you're able to avoid any further attacks, and thought your rest might be  uneasy  it is nevertheless  peaceful .

In the morning, you emerge from the emptied shell of the Collossus, facing down the remainder of your journey. Though it has been a mere few days, the perils faced make it seem far longer. Your destination grows on the horizon as you step ever closer to it.

   Kalazart   

A dead city lies before you. Outside its walls are innumerable ruined homes, shattered by the Mourning and time, though ominously picked clean of corpses. You might see the occasional bodypart - a hand here, a foot there - but though people do not rot here all that does is turn them into an abundant and non-perishable food source, for those brave enough to consume flesh touched by the Mournland. Foggy trails that seem to glisten wet stream across the hard stone buildings, as if formed from ephemeral slugs. Wind howls and falls silent at random, at times deafening with noise, at times deafening with silence. The scent of ozone fills the air as if lightning were cracking mere inches from your face. The land is a barren face of cold sand and colder stone. Weapon emplacements, many of them beyond use, lie silent on the outer walls as eternal watchers. Kalazart was not a frontline city, and it's possible that what you see is all the true defenses that it held before it fell.

The trail of the Lighting Rail tracks still lead into the city proper, a hole in the walls granting unfettered access. The tracks appear to be clear - remarkably so, perhaps even suspiciously so - should you wish to follow them into the city, as Oargev suggested. Your destination is - assuming no shifts in terrain - in the centre of the city, and the lightning rail tracks would provide an adequate path to reach it, albeit one with little cover to speak of from the buildings and roads that flank it on either side.

Beyond the tracks, the massive stone walls are pockmarked by either original gates (some locked, some left open) or gaps due to the defenses falling. You are spoiled for choice on how to enter the city, and indeed which path to take towards the your destination. The fastest route is also the most obvious, but perhaps also the most risky, should the city prove more hostile to navigate than its outward appearance would suggest.
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +0  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 32/32 Sorcery Points: 6/6 Wand: 7/7 Wings 120/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek drinks a bottle of the goodberry wine and sleeps as best he can. He curls up next to Adam and enjoys listening to the breathing of his old friend. It helps him block out the strange noises of a night in the Mournland.

In the morning, when they approach Kalazart, Svek suggests a route just to the left of the train tracks.

   "Lets use the train tracks as a guide but stay a block to this side of them, walking through the city on the next street over from the tracks."   
 
 
  
 
 Spoiler: OOC 
 wand recharge  (1d6+1)[ 6 ] 
 Action:  none
 Reaction:  shield if needed

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 64/64  
 Temp HP 9  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

Honor keeps a silent vigil while the others sleep in the colossus below. His only companion is the ghost inside of him, and the two have conversations long into the rest.

The next day when the city becomes visible, Honor gazes over their target with military eyes, taking in choke points, areas of potential resistance, and searching for any enemies that might be in the rubble. Finding none, he turns to Svek and endorses his idea.  "This makes tactical sense. We may be slowed, but we won't be in the open and we won't be far from cover."  There is a squeal of steel as he extends a fist to the dragonkin, extending his thumb upward in approval.
 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Resting after a brief prayer for the fallen, Adam wakes in the morning, and starts the laborious process of re-donning his armor.  After he was properly armored, he mechanically ate his ration, before continuing towards Kalazart with the rest of his companions.

With Kalazart clearly in sight, Adam stops, and surveys it, assessing the chaotic nature of the wind, the damage done to the city, and the lack of another living being in sight.  After Svek and Honor discuss their plans, Adam shakes his head.  " Let's not jump in before we look.  The Rail's clear, too clean.  Someone or something has been keeping it that way, and the rails can be a bit exciting, even outside of the Mournlands.  The city was clearly attacked, and that means that there are almost certainly active defenses lying around, waiting to kill people like us. "  He pauses for a moment.  " We're not in a hurry.  Let's take a look at a few of the possible entrances, and get a better idea of what we are heading into. "

 
 Spoiler: OOC 

 (1d20+8)[ 27 ]  Perception, does there seem to be anything dangerous near any of the entrances in sight?
 

 
 
  
Amnestic
An especially keen eye from Adam notes that while many of the entrances to the city are unguarded and abandoned, one - as far east and south along the walls as you can see before it curves out of sight, and a good distance away from the lightning rail - appears guarded. Making out by who at this distance is impossible, but at the very least there are four individuals stood at one of the closed gates. Occasionally they pace back and forth, or seemingly stop to converse.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Having taken in the presence of guards, Adam points towards the gate to the far east, and south.  " It looks like that gate's guarded, so someone's organized.  It could be the scavenger team, but I'd guess not.  It's too far away for me to make it out.  At least four people. "  He pauses for a moment, and looks down at his heavy, noisy armor.  " I would suggest stealth, but I don't that's going to work out well for me.  I could act as bait, while others hide.  If the gods are kind, that will be enough. "

With that said, he starts to move forwards, approaching the lightning rail hole, keeping a wary eye out for any signs of danger. He does his best to minimize the clanking, but there was only so much he could do.

 
 Spoiler: OOC 

 (1d20+8)[ 28 ]  More perception?
 (1d20-1)[ 16 ]  Stealth
 (1d20-1)[ 4 ]  Stealth, but with armor.
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (5)
 
 "And let your somber face be the first thing they see?"  Aanash reaches over and taps Adam on the underside of the chin.  "They would think we're unfriendly! I will come along."  He rolls his shoulders and strides purposefully towards the occupied gate, hands up at his sides and away from his weapons.  "Let us come in peace, but bring the tools of war." 
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 64/64  
 Temp HP 9  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

Honor blinks at the suggestion of baiting out the possible foes at the occupied gate, thinks it over, and nods.  "I am not skilled in stealth, but with my mount I can approach from a great distance away very quickly. May peace prevail, for if it does not, we will."  Honor sets about summoning his stag, preparing for travel.
 
 
  
 
 Spoiler: OOC 
Summon steed.
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +0  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 32/32 Sorcery Points: 6/6 Wand: 7/7 Wings 120/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek thinks this is probably a bad idea, but as much as he wants to just burn these guards down with a giant ball of acid, he understands that as long as there is a chance they are friendly, we need to try to talk to them first.

   "OK. Let's all go then. Should we split up or all just walk right towards them?"   
 
 
  
 
 Spoiler: OOC 

 Action:  none
 Reaction:  shield or absorb elements if needed

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Seeing everyone start to scatter in different directions, Adam pauses, before quickly addressing the group.  " It seems that we're not quite in as much agreement as I thought.  I was thinking we approach the rail hub, and see if we can see any threats.  If we do, then we divert to one of the nearby breaches, or we deal with it.  I think not worrying about the group guarding the gate is a good idea:  Every other encounter we've had with the warforged here has not gone well. "

 
 Spoiler: OOC 
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (5)
 
 "Why look for threats?"  the tiefling asks, motioning towards the guarded gate.  "There are some right over there. We found them!"  he points out cheerily.  "They parley? All is well. They are an enemy? We ensure they cannot flank us."  Whatever rationale he provides, it doesn't take a genius to figure out he's just itching for another fight.
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 64/64  
 Temp HP 9  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 
 "We should keep things simple. There are entrances that are not guarded. We should investigate them to see if they are practical. Any fight we don't find means less unnecessary death. I will strike down any fool warforged who stands between me and our goals, but I don't relish it."  Honor gestures towards the rail.  "That should lead us to our goal. I can understand keeping some distance from the main rail path, but not trading a guarded path for a unguarded one." 
 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 30/38 THP:15 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 1/1 Fireball wand 5/7

Witchling
AC13 HP: 18/18 THP:0
16PP
  
 
  

The Witchling, resurrected, rode in pride of place on top of the Witch's hat once again.
  "Aye. Choosing a fight for no benefit when we don't have to is a waste of time and resources."  
She gave the other tiefling a glance.
  "You might enjoy being blasted by magic, cousin, but I don't."  

She regarded the lightning rails for a moment longer.

  "That said, I don't trust this path, either. It's too obvious a way to take, and ambushing would be child's play along the way. I could help us go over the walls at a good looking spot; that's less likely to have a trap set ready for travellers to fall prey to."  
 
 Spoiler: OOC 

To do: level up
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam shakes his head at The Iron Witch's suggestion.  " We don't know what defenses might still be active on the walls, but we know that those defenses must have failed for the breaches to form. "  He surveys the entrances again, then points to the hole to the left of the lightning rail passage.  " Let's take a look at that one.  It's close enough to the rails to minimize time spend making our way through the city, but also isn't so blatantly obvious.  If we see or hear something problematical, we reassess, and pick a different ingress point. "

 
 Spoiler: OOC 
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (5)
 
 "The benefit, sweet cousin, is us growing stronger and striking fear and respect into the hearts of the enemy,"  Aanash responds to the Iron Witch's refutation.  "But if it helps us get this moving, then sure, I'll vote to take Adam's path a little ways from the rail." 
 
 
  
Amnestic
The decision is reached after much deliberation, and the party proceeds down towards the city proper, slipping among the exterior buildings outside the walls like mice among an abandoned storehouse. No sooner do you pass through the empty, open gate then you start feeling eyes upon you. Buildings climb at your sides, and the massive city walls loom overhead, but no matter how you might twist and turn and look out, there's no sign of whatever may or may not be observing you. Perhaps it's a trick of the mind or of the Mournland?

Quiet air whistles through and past you. At times, the surroundings appear as intact as the day before Mourning, while at others they are little more than dusty grey rubble, bearing the full weight of time. Life appears absent here, with no plantlife - corrupted or otherwise - or animals (or warforged) to speak of.

As you round the end of a road a small featherless bird with flesh pink and saggy on full display flaps down on impossible wings, landing atop a small pole a short distance away. Clutched in its beak is a letter in a pristine envelope. It locks eyes with you, beats its wings to get your attention, then drops the letter and flies away.
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +0  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 32/32 Sorcery Points: 6/6 Wand: 7/7 Wings 120/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Happy to avoid the guards for now, Svek walks along with the others down the road parallel to the train tracks. When the bird drops the letter and flies away, Svek watches it go, not wanting to hurt the poor deformed creature since it didn't bother us. He's concerned that something would know we're here and want to leave us a letter.

   "Well, it looks like someone knows we're here. Let's see what it is."   

He flutters over to the letter, grabs it quickly and scampers back to his friends, opening the letter when he returns and letting everyone read it.
 
 
  
 
 Spoiler: OOC 

 Action:  none
 Reaction:  shield or absorb elements if needed

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Amnestic
The envelope is closed with a crimson wax seal in the shape of a clawed hand, though it is easily opened. The moment Svek does so, they hear a voice echoing inside their mind.

 
 Spoiler: Svek 

 "Greetings and welcome, armed travellers. Ecsimizt, Master of Flesh and Skin, cordially invites you to his gala to attend a showing of his creations and to entertain an offer of trade. Should you desire power, or merely wish to enrich your cultural palette, the enclosed map will direct you." 
 
 Spoiler: Int (Arcana) 

 
 Spoiler: DC1 

Master of Flesh and Skin? Sounds like a cheap brothel in the undercity of Sharn.
 

 
 Spoiler: DC10 

They're likely some sort of aberration - perhaps originating from the plane of madness, Xoriat.
 

 
 Spoiler: DC20 

Ecsimizt, Master of Flesh and Skin, is one of the Daelkyr lords supposedly defeated during the Daelkyr War some 9000 years ago. While many of the Daelkyr were locked back in the mad realm of Xoriat, some were instead sealed below in Khyber. Perhaps the Mourning opened a gateway and allowed this one to escape to the surface?

As their name implies, their area of focus in on reshaping of flesh, twisting creatures into new forms - some to radiant beauty, some blinding in their plainness, some so grotesque that they drive you mad to merely look, and some, yes, to empower them.
 

 

 


The paper itself is blank, save for a small - apparently recent - map with a few landmarks noted to help orient yourself, along with a circled destination, should you wish to visit. It's not on your path towards the bazaar, exactly, but neither is it especially out of your way.
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +0  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 32/32 Sorcery Points: 6/6 Wand: 7/7 Wings 120/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek repeats the voice to the others as he tries to determine its meaning.

  "Greetings and welcome, armed travellers. Ecsimizt, Master of Flesh and Skin, cordially invites you to his gala to attend a showing of his creations and to entertain an offer of trade. Should you desire power, or merely wish to enrich your cultural palette, the enclosed map will direct you."  

He shows the others the map and contemplates the words for a minute before giving his best guess.

   "Master of Flesh and Skin? They're likely some sort of aberration - perhaps originating from the plane of madness, Xoriat. Should we go and see what they want and whether or not they are a threat, or ignore this invitation and risk getting ambushed?"   
 
 
  
 
 Spoiler: OOC 
 Arcana  (1d20+3)[ 17 ] 
 Action:  none
 Reaction:  shield or absorb elements if needed

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam watches warily as Svek runs ahead to intercept the strange, distorted bird.  His hand never strays far from the loop of his warhammer, ready to spring into action if this was a trick.
But no such trick occurred, and Svek returned safely, and explains his findings.  " It sounds more like a fiend, and not a friendly one.  Beware the gifts of fiends, for they are cruel, and will damn you. "  Adam's voice starts off soft, but becomes firmer as he quotes some unknown text. " I think we should tend to our own affairs first, then, perhaps, we shall deal with this Xoriat. "  His tone leaves no doubt as to what Adam meant by "deal with."

 
 Spoiler: OOC 

 (1d20+8)[ 21 ]  Perception:  Is Adam able to make out any more information about the bird?
 (1d20-1)[ 9 ]  Does Adam know anything about this Master of Flesh and Skin(+3 to the roll if Religion applies)
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (5)
 

When the bird arrives, Aanash waves at it casually and continues walking, though his hand falls to rest near his hammer at his belt. He relaxes a little after Svek recites the contents of the letter.  "Eh, I confess I have more of a Lightning and Steel preference on the sightseeing. But,"  he slips his hammer from his belt and spins it, watching the motion blur contemplatively. It's not  impossible  this weird fleshcrafter is one of the nightmarekin's puppets. Certainly his little creation is a thing of nightmares.  "I will not vote against taking a look. Who knows, maybe I will get to squish some horrors." 
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 64/64  
 Temp HP 9  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

Honor watches the shadows, keeping his eyes searching for any threats or dangers as they enter the city. His damage tended to and healed, he no longer sounded like a lightning rail crash, but he was still bound in heavy armor and ready for trouble. What he wasn't ready for was a strange gangly bird delivering a cordial invitation.  "This... fleshionista... is secondary to our goals. I am also not opposed to investigating this and possibly driving it under my heel if it is as foul as it sounds, but we have more important objectives." 
 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 30/38 THP:15 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 5 / 5 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 1/1 Fireball wand 5/7

Witchling
AC13 HP: 18/18 THP:0
16PP
  
 
  

The Witchling made a face that suggested  ick.  Their master's face wasn't much more enthusiastic.

  "They sound... charming."   The Witch shook her head.   "I get the feeling we'll have trouble either way; but I'm increasingly remembrant of time passing, and if we're going to have trouble we might as well let it come to us while we do our job in other things."  
 
 Spoiler: OOC 

To do: level up
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam nods, as the group reaches a consensus.  " Then let's continue on our way, to the bazaar.  We should be able to find the House Kundarak facility from there.  If we find the salvage team there as well, excellent.  If not?  We have two potential leads for where they went. "
With that said, the young cleric sets forth, seeking to parallel the lightning rail lines to the bazaar.

 
 Spoiler: OOC 
 

 
 
  
Amnestic
Choosing to put the Master of Flesh and Skin on the backburner for now, you continue on down the ruined streets of the dead city, breathing in the quiet. In the distance, the sound of crunching rocks echoes through the quiet streets, though perhaps it's only your imagination - or another trick of the Mournland. You begin your approach towards another intersection nestled amongst the ruined buildings, and rain begins to fall in great big silvery droplets. They come down hard and sloppy, with the viscosity of mucus. At first they appear harmless, if unpleasant, but a magic quickly runs rampant across your body, shrinking some and growing others. It turns out this same magic affected a pair of others waiting for you. From behind the well at the centre of the intersection grows a massive skeleton that had been hiding there. Clad in Karrnathi armour, the sudden change appears entirely unexpected, but it neverthless readies its weapons. From the corner of another ruined building, you spot another one of their undead soldiers. Clad in half-plate and wielding both blade and bow, the pair do not seem ready to engage in diplomacy.

 
 Spoiler: Map 

 

The party is affected by the Enlarge/Reduce spell.

Aanash, Witchling, and Svek are  Reduced 
Honor, Adam, and Iron Witch got  Enlarged .

 
 Spoiler:  Enlarge/Reduce 

 Enlarge:  The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.

 Reduce.  The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
 


Adam, Honor, Aanash and Iron Witch are up first. BK's turn is secret.

 Initiative Order: 
Adam: (1d20)[20]

BK: (1d20)[13]

Honor:(1d20)[11]
Aanash:(1d20)[10]
Iron Witch: (1d20)[8]

S:(1d20)[8]

Svek:(1d20)[7]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions:  Fat 
 Concentrating: Twilight Sanctuary 
Hearing rain coming, Adam thinks nothing of it, until it falls.  The strange, silvery liquid appears to be merely disgusting, like silver pus, but it soon shows why it was so strange.  Tainted.  As he finds himself growing unexpectedly, even as the size change reveals the enemies hidden before them.  " The Host gives, and the Host takes, it seems. "  His voice would be almost a mutter, but amplified by his abrupt size change, it is clearly audible.
The shadows darken around him as he steps forwards, shield and warhammer at the ready.  " Stand down, Karnathi!  The war is over.  Everyone lost. "
He knows that they will not listen, but it did seem appropriate to try.
 
 Spoiler: OOC 

Using Twilight Sanctuary and moving three tiles to the north, to be slightly ahead of Honor.
 (1d6+6)[ 12 ]  Twilight Sanctuary HP
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 64/64  
 Temp HP 9  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

As he begins to grow, Honor looks down in disbelief at himself. Bigger. Heavier. More solid. He would use this.

When the enemies leapt from cover, also doubled in size, Honor stepped forward. It was going to be tough to maneuver in these small alleys with his size, but he could hold a line with ease. Stepping before Adam, Honor moved forward and assumed a defensive stance, presenting his most heavily armored side and preparing to dodge with what agility he could muster at this size.
 
 
  
 
 Spoiler: OOC 
Move north 30 ft, dodge action,  (1d6+6)[ 8 ]  temp HP.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (10), Form of Dread (fear immune, DC 13 vs fear on melee attacks), Mini
 

Looking on in awe as the world around grows larger, and some of his companions even larger, Aanash laughs to himself - more amused than concerned.  "Now that is not something everyday, is it?"  he asks, his voice comically squeaky.

The appearance of enemies only improves his mood further, and he charges ahead, conjuring wild power from within. Against undead, he has come to expect fearful magic and makes certain it will not rob him of a fight. Gathering a ball of crackling mourn-storm around his fist, he hurls it at the new undead behemoth looming over the well.  "I always wanted to fight a giant! Many thanks for the opportunity, Karrnathi!" 
 
 Spoiler: Actions 
Bonus action Form of Dread, gaining  (1d10+2)[ 10 ]  thp if higher than what he has.
Cast Chill Touch on well-skeleton.
 (1d20+5)[ 25 ]  to hit
 (2d8)[ 7 ]  necrotic on hit, heal negation and, if it is undead (as opposed to an illusion), it has Disadvantage on attacks against Aanash until the end of his next turn.
 

 
 
  
Awful
      
    The Iron Witch   
 Winged Tiefling 
 AC: 18 HP: 45/45 THP:15 
 PP: 14 PIv: 15 PIs: 11 
 Conditions:  
 Concentrating on: 
 6 / 6 d8 HD 
 Spell Slots- 4/4 1st, 2/2 2nd
Misty Step 1/1 Bless 1/1 /LR
Cannon: 1/1 Fireball wand 6/7

Witchling
AC13 HP: 21/21 THP:0
16PP
  
 
  

The Witch's eyes narrowed in shock as she found herself growing much taller than she'd ever expected. There wasn't time to marvel, however, for battle was upon them.

  "What- humph! No matter - return to death, skeletons."  

Carefully aiming, the Witch sent a fireball hurtling downstreet to detonate between the skeletons, avoid hitting any allies. The Witchling, now near microscopic, joined in, darting forward and firing off a blast of its own.

 
 Spoiler: OOC 

Fireball the skeletons for DC15.
Witchling shoots:  (1d20+8)[ 27 ]  for  (1d4+3)[ 4 ]  force damage
 
Amnestic
 "Our orders remain. Claim Kalazart for Karrnath. We shall not yield."  The rattling response of the undead soldier chills the body and soul. As intelligent as any soldier, but pledged to serve and obey in life, death, and beyond. What is four years of waiting in the Mournland to an undead after all? Good soldiers follow orders. It's not like you give them much choice - words of peace are followed by strikes of necrotic energy and balls of flame that break bones and bend armour, but do not halt their advance. Seeing the opportunity, one advances on Honor while another gives support from afar, but the warforged's focus on defense keeps him from being struck. They do not operate alone though.

From ruined buildings down alleyways to your left and right, more skeletons appear, loosing arrows at Adam and the Iron Witch. Adam's cloak saves him from the first two, though a third one hits him in the shoulder. The enlarging magic seems to have thrown off the other's aim as despite his best efforts all three of his shots fail to land on the tiefling.

 
 Spoiler: Map 

 

Adam activates Twilight Healthbubble
Aanash hits with Chill Touch
Honor moves forward and  Dodges 
Witchling's attack was reduced by 4 due to being reduced, dealing 1 damage.
Fireball hits for  16  on the right skeleton,  8  for the left.

The skeletons move and attack. One gets into melee with Honor, and misses three times. The other steps away and shoots Honor...missing three times.
Another skeleton appears from a building nearby, on your left, shooting Adam. The first two miss due to Cloak of Displacement, but the third one hits (barely) for  10  piercing damage.
A fourth appears on your right, shooting Iron Witch 3 times, and missing.

 At the END  of Svek's turn, when the round rolls over, sizes change again, and to avoid too much confusion the map already reflects the new sizes because most of the party will be operating under them. Everyone ended up Enlarged  except  for Svek, who is and remains Tiny. Lucky him.

The skeletons have likewise been resized - to either Small or Large, taking effect from the start of Adam's turn; until then they were all LARGE.

 
 Spoiler:  Enlarge/Reduce 

 Enlarge:  The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.

 Reduce.  The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
 


Svek, and indeed the rest of the party, is up.

 Initiative Order: 
Adam: (1d20)[20]

BK: (1d20)[13]

Honor:(1d20)[11]
Aanash:(1d20)[10]
Iron Witch: (1d20)[8]

S:(1d20)[8]

Svek:(1d20)[7]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (10), Form of Dread (fear immune, DC 13 vs fear on melee attacks), Biggened
 
 "Oh look, they brought friends!"  peering into the alleyway from which Adam was shot, Aanash stomps past the cleric as the space around the both of them shrinks down. Whipping his hammer around in one hand, he punches another crackling ball of mournlight at the new foe.

 
 Spoiler: Actions 
Forgot to post movement last time, whoops. Oh well.
Move 6 spaces down the alley to the left, past Adam. Large sized movement boggles my eyes a little bit to track, but he moves as far as he can.
Cast Chill Touch on left-skeleton-archer.
 (1d20+5)[ 20 ]  to hit
 (2d8)[ 7 ]  necrotic on hit, heal negation and, if it is undead (as opposed to an illusion), it has Disadvantage on attacks against Aanash until the end of his next turn.
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +10  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 32/32 Sorcery Points: 6/6 Wand: 6/7 Wings 120/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

The world suddenly gets much bigger than it was. Some of his companions are now 10x bigger than him. When the arrows fly in, Svek barks out, surprisingly in his usual, deep voice, despite only being 12 inches tall now.

  "There are more! Watch out for archers."  

He decides that Honor probably needs help most urgently, so he points his wand at the large skeleton in front of our warforged hero. A thin green ray of sickening light shoots out at the fallen Karnathi soldier.  
 
  
 
 Spoiler: OOC 

 Action:  Wand of Paralysis DC, DC15 CON save  (1d20)[ 14 ]  + mods
 Move:  2 north and 4 west to get in behind the tree.

 Reaction:  shield or absorb elements if needed

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Seeing his companions dive into the fight, Adam holds his position, despite the arrows pinging off of his armor, breaking his displacement and rebounding from the protection his faith offered, knowing that right now?  He needed to be exactly where he was, protecting everyone.  Instead of moving, he raises his hammer, and calls down the might of the holy bells upon the enlarged Karnathi soldier facing Honor, still singed from The Iron Witch's fireball.  " While we can yet dream, Cyre may be rebuilt! "

 
 Spoiler: OOC 

Holding position, so everyone gets twilight sanctuary.
Action:  Casting Toll the dead on the undead in front of Honor.
 (1d20)[ 4 ] (DC 16) Wis or take  (2d12)[ 8 ]  Necrotic damage

 (1d6+6)[ 9 ]  more temp hp.
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 64/64  
 Temp HP 9  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

Looking around and realizing that they have been drawn into an ambush, Honor does what he feels is both practical and tactical- he begins smashing the undead before him, attempting to crush it so he is free to go help his fellow allies with the archers flanking them. His hammer roars with flame, and the skeleton would feel the wrath of the warforged's vows.
 
 
  
 
 Spoiler: OOC 
Two attacks, rerolling 1's and 2's for damage.  (1d20+7)[ 23 ]  to hit,  (2d6+4)[ 1 ][ 4 ](5)  bludgeoning (+2 from rerolling the 1),  (2d6)[ 3 ][ 4 ](7)  fire,  (1d4)[ 3 ](3)  large size.  (1d20+7)[ 9 ]  to hit,  (2d6+4)[ 3 ][ 6 ](9)  bludgeoning,  (2d6)[ 2 ][ 6 ](8)  fire,  (1d4)[ 3 ](3)  large size. I'll dump a level 1 smite into an attack that hits, dealing an extra  (2d8)[ 6 ][ 5 ](11)  radiant, plus  (1d8)[ 8 ](8)  if they are undead.
 
Amnestic
Svek's beam of green pings off the skeleton's exterior, absorbing itself into the bones without any noticeable effect, but the undead's victory is shortlived. Honor's cleaving hammer slams down upon it already weakened by Adam's spell, and turns the soldier to a collection of scrap metal and bonedust in a single massive, radiant swing. Aanash and Iron Witch split their attentions between the flankers, both striking with their spells, and doing so sufficiently that when the soldier moves to close with Aanash its attacks all fail to land.

The undead are, as expected, relentless in their retaliation, closing in and striking back, though their attacks may be hindered by lack of maintenance on their equipment. They nevertheless still land two blows on Honor's hardened plating, and one arrow sneaks through to pierce the Iron Witch.

In the not-so-distance, you hear the sound of hoofbeats on stone. It sounds like they're getting closer.


 
 Spoiler: Map 

 

Svek's wand of paralysis unfortunately doesn't land.
Adam hits with TtD.
Honor hits once, his smite killing the skeleton from over half health to 0, without a chance to use its undead fortitude.
Aanash hits with Chill Touch.
Iron Witch casts Ray of Frost, it hits, but the damage is resisted down to  4 

Two more skeletons appear from the buildings to aid the ambush.
Despite attacking 3x each, only three attacks land in total.
Two hit Honor, for  3  and  5  after being small reduced them.
One hits Iron Witch for  6 .

 At the END  of Svek's turn, when the round rolls over, sizes change again, and to avoid too much confusion the map already reflects the new sizes because most of the party will be operating under them. Aanash and Honor got smalled. Everyone else is BIG(ger).

The skeletons have likewise been resized - to either Small or Large, taking effect from the start of Adam's turn. It won't affect much really, given their positions.

 
 Spoiler:  Enlarge/Reduce 

 Enlarge:  The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.

 Reduce.  The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
 


Party's up.

 Initiative Order: 
Adam: (1d20)[20]

BK: (1d20)[13]

Honor:(1d20)[11]
Aanash:(1d20)[10]
Iron Witch: (1d20)[8]

S:(1d20)[8]

Svek:(1d20)[7]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +10  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 32/32 Sorcery Points: 4/6 Wand: 5/7 Wings 120/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Still very tiny, Svek moves around the corner and spits acid at the Skeleton next Anaash, then shoots his wand at it, before returning to his current location.

  "Look out Anaash!"  
 
 
  
 
 Spoiler: OOC 
Quicken Acid Splash

 Bonus Action:  Acid Splash  (2d6+5)[ 10 ]  damage, DC16 Dex save  (1d20)[ 17 ]  + modifiers

 Action:  Wand of Paralysis DC, DC15 CON save  (2d6+5)[ 10 ]  + mods
 Move:  3 north, attack, and then 3 south to get in behind the tree.

 Reaction:  shield or absorb elements if needed

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
" Stand fast!  More are coming, but they'll fall, just as these will! "  Adam's deep voice bellows out through the battlefield, even as he calls the wrath of Cyre down upon the warrior fighting Honor.  He continues to hold his central position, to best protect everyone.

 
 Spoiler: OOC 

 (1d20)[ 4 ]  Dex save or  (2d8)[ 10 ]  Radiant damage on the skeleton facing Honor(Sacred Flame)
No bonus
No move.
 (1d6+6)[ 10 ]  Temp HP from twilight sanctuary.
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 64/64  
 Temp HP 9  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 3/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

Honor smashed the skeleton to a puff of dust and a shriek of broken armor, but as the enemy fell, he felt a strange sensation and started... shrinking. Cursing, he turned to a foe easily four times his size. But this did not daunt him. Leaping upward, carrying a maul the size of a regular warhammer, a squeaky metallic voice shouted out  "My life for Cyre!"  and brought the hammer down.
 
 
  
 
 Spoiler: OOC 
Two hammer blows, including one smite if either hit. To hit-  (1d20+7)[ 26 ]  for  (2d6+4)[ 2 ][ 5 ](7)  damage,  (2d6)[ 4 ][ 5 ](9)  fire damage, minus  (1d4)[ 4 ]  for being small. Second attack-  (1d20+7)[ 9 ]  for  (2d6+4)[ 6 ][ 5 ](11)  damage,  (2d6)[ 1 ][ 4 ](5)  fire damage, minus  (1d4)[ 1 ]  for being small. Rerolling 1's and 2's on the damage (but not the penalty I hope), and following up a hit with a level 1 smite-  (2d8)[ 1 ][ 5 ](6) , plus  (1d8)[ 1 ](1)  for undead. EDIT- Should be 23 damage with the rerolls from discord.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (10), Form of Dread (fear immune, DC 13 vs fear on melee attacks), Smalled
 

Shifting from side to side as the skeleton attacks, its weapon growing larger with each passing second, Aanash cackles wildly and leaps up at the wall. He kicks off and brings a booming hammer into the skeleton's kneecap.

 
 Spoiler: Actions 
Booming Bash on the skelly next to him.
 (1d20+8)[ 26 ]  to hit
 (1d10+5)[ 13 ]  hammer damage + (1d8)[ 1 ]  thunder - (1d4)[ 3 ]  size penalty
If hit,  (2d8)[ 3 ]  thunder should bones move away
 

 
 
  
Amnestic
Svek's dual-pronged assault of green magics against the skeleton proves ineffective against Karrnathi enchantments. Its aged metal is barely affected by the splashes of acid, and the paralysis likewise twists off away without locking it in place. Aanash follows through with a backup strike however, smashing his hammer into a knee with a resounding  boom  that seems to prompt the distant hoofbeats to approach faster. Honor and Adam combine their radiant damage into two devastating blows against the already injured skeleton, but it stays standing, surprisingly, and lashes back with three wicked fast slashes that each take a chunk of the warforged's exterior with it. The archers follow through, with one delivering a critical blow to Honor and another finding a narrow gap in Adam's defenses to land a shot. The last one takes aim at the Iron Witch, but no sooner does she incant her wand then she vanishes in a surge of wild magic, the Witchling with her. Bereft of a target and too large to fit through the narrow alley, the large skeleton archer holds his fire...for now.

 
 Spoiler: Map 

 

I rolled the paralysis save (since 2d6+5 is not the same as d20 :P) and got a 15 total, so they made their save against both acid splash and paralysis, unfortunately.
Adam hits with Sacred Flame, and Honor follows up. The skeleton is severely injured (cracked bones?) but not yet dead.
Aanash hits with booming blade, their target is still standing.
Iron Witch goes to cast fireball and another wild magic surge spirits them away to parts unknown. Terrible how that keeps happening.

Honor gets hit for  5 ,  5  and  9  from the very-injured skeleton after size adjustments. Being close to re-death clearly making him pull out all the stops.
He also gets  Crit  by the archer nearby, for... 6 . Not so impressive, the shrinkage really hurt.
The other attacks against the party miss, except for one arrow shot that hits Adam (despite disadvantage from cloak) for  5 . Don't forget concentration on Twilight Sanct.

Svek and Adam  only  are up, BK will be entering initiative proper on the next turn.

Honor was the only  smalled  one with this round, everyone else got BIG (and the skeletons have been adjusted).

 Initiative Order: 
Adam: (1d20)[20]

BK: (1d20)[13]

Honor:(1d20)[11]
Aanash:(1d20)[10]
Iron Witch: (1d20)[8]

S:(1d20)[8]

Svek:(1d20)[7]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Slightly annoyed as arrows continue to ping from his armor and be absorbed by his sanctuary, Adam continues to call down the wrath of the Soverign Host upon the skeletons, this time causing a bell like ringing sound to surround the injured skeleton facing Honor.  Unfortunantely, he also continues to be forced to sustain a central location, to ensure that all of his allies were protected.

 
 Spoiler: OOC 

 (2d12)[ 17 ]  Necrotic damage   (1d20)[ 2 ]  Save(DC 16 wis)
 (1d6+6)[ 8 ]  Twilight Sanctuary hp
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +10  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 32/32 Sorcery Points: 4/6 Wand: 5/7 Wings 120/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek moves across to the wall on the other side of the courtyard. As he does, he throws another blob of acid, this time at the skeletons around Honor.

  "Honor! We're almost the same size now!"  
 
 
  
 
 Spoiler: OOC 
Quicken Acid Splash

 Action:  Acid Splash  (2d6+5)[ 10 ]  damage, DC16 Dex save  (1d20)[ 8 ]  + modifiers
On most injured skeleton to the north. I don't think they qualify as "within 5' of each other" but they are 5' apart, so if they do, you'll need to add another save.

 Move:  6 east

 Reaction:  shield or absorb elements if needed

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Amnestic
Svek's globule of acid engulfs the already weakened skeleton, causing the joints to fall apart as the pile of bones collapses into a...pile of bones. With his target taken care of, Adam's necrotic spell slips to the next target near Honor, tearing at its essence with shadowy magic.

On massive hooves, the appearance of the mounted rider streams into sight. Their horse is massive, far larger than you would expect a horse to be, almost the size of a building itself - though you could deduce, given the rider's rather more diminutive size, that it is due to the odd magical rain beating down upon you. The steed is as skeletal as the rest, though with some skin still pulled taut over its undead form, and clad in full plate that matches its rider.

The rider's armour is adorned with bones that you could judge to be that of humans, or similarly sized creatures, and there is not a single piece of exposed skin in sight. Its helm bears the face of a skull, giving it a deadly and disturbing appearance. The mounted warrior, a greatsword slung across its back, surveys the battlefield from atop his mount, scrutinising you before calling out. It speaks with heavy voice of the grave.  "Stand down, soldiers of Karrnath, warriors of Cyre! I would exchange words instead of blows." 
 
 Spoiler: Int (History) 

 
 Spoiler: DC1 

Another skeleton soldier, the same as all the rest.
 

 
 Spoiler: DC5 

This is most likely a Bone Knight, a frontline commander of Karrnath's undead forces.
 

 
 Spoiler: DC10 

Often pulling from martial forces, the Bone Knights serve as squad and batallion commanders in the Karrnath armed forces specifically in direction of the undead. Their presence bolsters the undead soldiers against being Turned by divine magic, and helps direct them. A Bone Knight is fused into their special bonecraft armour, becoming one with it and sacrificing their chance at a 'normal' life in exchange for powers over the undead.

Though it may look metal, bonecraft armour's unique properties make it immune to effects which target metal items (such as the Heat Metal spell).
 

 
 Spoiler: DC15 

While Bone Knights are typically living individuals, those who ascend to the heights of a Bone Knights power lose their life and eventually slip closer and close to becoming undead, no longer requiring food, drink, sleep, or even breathing. A skilled Bone Knight is able to Command and raise the undead, helping to ensure that even in a desperate frontline struggle that the numbers of Karrnath never fall.
 

 
 Spoiler: DC20 

Rumour has it that following the end of the Last War many Bone Knights were 'removed' from the Karrnathi forces as part of a dispute over religious doctrines related to the crown, the Emerald Claw, and the Blood of Vol. There are some who say that Bone Knights are now banding together separately, intending on establishing themselves as a power to challenge Kaius, displeased with their being tossed aside.

You could safely assume that the Bone Knight before you isn't privy to any such goings on, given where they are.
 

 

 
 Spoiler: Map 

 

Svek's acid hits, finishing off the injured target, with them failing their undead fortitude save.
Adam's TtD gets moved to the next target near Honor, and hits for (rerolled 2d8)  10  necrotic.

The Bone Knight (small) enters atop his steed (HUGE) looking very silly. As he's requesting a ceasefire, he takes no other actions this turn.

Honor and Aanash are up, depending on if you want to continue combat or call it quits here.

 Initiative Order: 
Adam: (1d20)[20]

BK: (1d20)[13]

Honor:(1d20)[11]
Aanash:(1d20)[10]

S:(1d20)[8]

Svek:(1d20)[7]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +10  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 32/32 Sorcery Points: 4/6 Wand: 5/7 Wings 120/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Feeling brave at a full 4' of height, Svek moves forward to address the Bone Knight.

  "A Bone Knight from Karrnath! This is an honor. We wish no more harm to your soldiers, and apologize for this misunderstanding. The war has ended. We are on a mission for Cyre and for Karnnath, on behalf of Haydith ir'Wynarn."  
 
 
  
 
 Spoiler: OOC 

 Move:  30' towards the Bone Knight.

 Reaction:  shield or absorb elements if needed

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 60/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 3/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

When diplomacy becomes the name of the day, Honor stays his hand, planting his maul in the dust and calming it's fires.  "If Karnath would have peace, we will have peace for now." 
 
 
  
Amnestic
When the Bone Knight confirms you're not planning any double cross, the undead soldiers lower their weapons, and move to his side, with a few gathering up the scattered pieces of those that fell by your hand. From the way they carefully do so, it's hard to tell if its with a reverence for their fallen comrade or if they intend to reanimate them once more.

The Knight doesn't dismount from his steed, even as your sizes continue to fluctuate wildly back and forth beneath the rain. Telling emotion from the armour-encased knight is difficult, but there does seem a moment of relief with the mention of Haydith.  "The Princess still lives then. If she has sought out Cyran assistance then perhaps events beyond Kalazart are worse than I thought. I am Major Alarich Kessler, of the 201st Shock Troopers, dispatched to weaken and - if possible, capture - Kalazart as part of the war effort for King Kaius, may he reign in the glory of Galifar. My company was swept up in the strange fog some time ago, but without any change in our commands or relief sent to us we could do little beyond follow our orders as best we could." 
 
 Spoiler: Int (History) - Karrnath Company Size, DC12. Advantage for any former Cyran soldiers 

Typically a company of Undead soldiers lead by a Major amounts to over 100 troops, usually a combination of infantry, heavy cavalry, and necromancers. What you fought here is only a fraction of what Major Kessler  had  at his disposal, at one point. Whether he still does is another matter entirely.
 


He seems to lack any compunction about describing his orders to those who would be, ostensibly, the opposing force to his commanded task.  "I presume you are not here for no reason, we have significant local knowledge if what you seek is in the city. Perhaps we could exchange information - how fares the war effort? Has Karrnath struck an alliance with Cyre?" 

It is immediately clear that the Major, and indeed his forces, must know nothing of what has happened beyond the city since the Mourning, and have instead been following their orders to take the city for the last four years.
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (10), Form of Dread (fear immune, DC 13 vs fear on melee attacks), Smalled
 

When the call is made for parlay and the skeleton lowers its weapon, Aanash does the same with no reluctance, stepping back into the street with the others. He doesn't care much for fighting those who say uncle. Just feels cheap. He doesn't know a whole lot about the local politics either, and his care for them is tangential at best.

 "Peace it is. Do you happen to know anything about the 'flesh' person sending out invitations?"  he asks, standing casually even as red lightning continues to course through his limbs and occasionally cause his neck or fingers to twitch.
 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam frowns as the Major introduces himself, and his unit, and considers his options for a few moments, before speaking.  His deep voice is heavy with a barely hidden sorrow.  " The war's over, Major.  Everyone lost.  The strange fog you got caught up in?  Caught all of Cyre.  Most within the fog died, or vanished.  A few survived.  But it was enough to create a peace.  The going assumption has been that everyone who hasn't already left was dead.  Now, only the foolish and the desperate brave the Mournlands.  Such as ourselves. " 
 
  
Amnestic
 "Years of fighting against ghosts in a war that had already ended."  Alarich mutters. It's hard to tell if he finds the cruel joke funny or upsetting, but a soldier's professionalism demands he continue without letting such thoughts hold him back.

 "I know of the flesh-weaver you speak of. They represent one of the factions still active in the city. If you'd accompany us back to our headquarters, we can discuss matters further, and get out of this accursed rain." 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +10  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 32/32 Sorcery Points: 4/6 Wand: 5/7 Wings 120/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek continues the conversation, his size changing randomly in the rain.

  "Cyre was destroyed by this fog, as you call it. The rest of
Khorvaire calls the day this happened the Mourning, and these lands that were previously Cyre are now called the Mournlands. But Karrnath thrives. It was not caught in this accursed fog. They no longer exclusively follow Blood of Vol, but you and your soldiers could return there. Yes, let's get out of this rain to talk. While we used to be on opposite sides of the war, it is a relief to find an uncorrupted soldier's honor out here."   
 
  
 
 Spoiler: OOC 

 Reaction:  shield or absorb elements if needed

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 60/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 3/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

If Honor is put off by the undead soldiers then it does not show on his metallic features.  "Out of the rain would be best. The chaos of this rain only makes negotiations more difficult."  He watched the soldiers closely, however. Some people took bad news poorly, and he doubted that was a quality that passed with death.
 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (10), Form of Dread (fear immune, DC 13 vs fear on melee attacks), Smalled
 
 "Won't complain about being dry!"  Aanash chimes in, the other whimsical elements of the rain clearly less bothersome to him.
 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Before accepting or denying the offer of the Major, Adam carefully considers what he knows of Karnath, the attitudes of the skeletons, and the abrupt change in alignment, trying to assess whether this was an honest offer, or a prelude to ambush.

 
 Spoiler: OOC 

 (1d20+8)[ 15 ]  Insight
 

 
 
  
Amnestic
Reading the intentions of one clad entirely in armour, touched by undeath, isn't exactly easy, but at the very least there's no tension or hesitation in the way he sits, no held arm ready to reach for a blade. The Undead soldiers have obeyed entirely, acting in accordance with the Major's command, and though they shuffle around on shaking bones, their emptied eye socket are for the most part turned away from you, towards the other buildings around, watching for additional hostiles. There's no hard feelings held over the two dead undead on display, but perhaps that's because reanimation will fix them right as (non-magical) rain once more.

You're escorted, lead, or simply accompanied through the size-shifting rain eastwards, and it becomes clear quickly that you're heading closer towards the manned gate you spotted from outside of the city. The streets are for the most part empty, at least until you arrive at the named headquarters, which amounts to a small market square whose threaded roads have been blockaded and are manned by yet more undead soldiers. Without question or concern, they open the path for their commander, and you in turn.

Inside the square is the remnants of a war effort driven into the ground by years of waiting. There are no beds or other luxuries that the living require, just tools and equipment for fighting and spells, piled together beneath tarps to keep them from the worst of the weather. It only does so much.

Alarich leads you past them, and leaves his steed alongside some others - all equally skeletal - at a stable, before leading you inside what was probably once a Magistrate's office. Holes in the ceiling and walls have been patched crudely with salvaged wood and metal. It doesn't keep out the wind, but a chill doesn't matter to a corpse.

An old wooden table dominates the room you're lead to, scattered with some maps - old ones, drawn by professional hands and scribbled over, and newer ones drawn by less abled individuals, that are rougher.

 "To understand the flesh-weaver you should be appraised of the situation in the city."  He gestures to a map, one of the older ones, of Kalazart.  "Currently there are four major factions vying for the city, though we're in a somewhat even stalemate right now."  He gestures an armoured hand towards the southeast, where you are.  "First, my 201st have been here since the beginning, entering the city in secret shortly before this...Mourning you've spoken of." 
 "Second are the locals. What I assume were once Cyrans. They've been here as long as we have. Mutated and mad, utterly hostile to everyone. The only time they stop fighting each other is when another non-local shows up. I don't know if they're breeding but no matter how many come our way they don't seem to run out. They're all over the city, so nowhere's safe." 
 "Third is the flesh-weaver you mentioned - Ecsimizt. They're the smallest force, with a small enclave in the western side of the city based in an old Cathedral. I don't know what they are, exactly. Some sort of aberration from another realm who set up here recently. They started capturing locals and doing who-knows what to them. Since we don't have much in the way of skin, they generally leave us alone, so long as we stay out of each other's way." 
 "Last is the warforged. They came in from the north and wiped out a chunk of the local population, occupying it with military efficiency. I don't know which country they serve, whether they're leftover Cyrans or another nation, but they're hostile, and attempts to send messengers have been met with silence and another three of mine lost."  You note that, from the map scribbles, the warforged appear to control the central bazaar, where the bank of Kundarak - the salvage team's destination - is.

 "That about summarises the city as it stands. Now you know that, will you tell me why you're here?" 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (10)
 

Walking through the undead war camp, Aanash looks around with the casual boredom that accompanies gaps between fights. Or interesting things, like the magic rain and the other bizarre Mourning weather, that's always a  ton  of fun. Walking corpses lose their novelty rather quickly. He gnaws at his chew-wood.

In front of the map, Aanash moves to take his block of wood out and comment that maybe they could make peace with the Cyrans now - but the following explanation is faster than him getting his teeth free, and puts a damper on that.  "Well, that is a shame they did not keep their minds. I wager they look very interesting,"  he says, as solemnly as he typically manages.

Rolling his shoulders, he offers a basic summation of their goals:  "We have been hired to retrieve some boring documents lost to the Mournlands. Just as it happens, they are somewhere in the middle of that Warforged encampment,"  he leans on the table a little tracing around the region with a metal-tipped finger.  "Now the Warforged, that is much more interesting. You see, they are free men now. And as free men do, they started forming groups. It could be one of two groups in the Mournland. There are the Blades, who want to rule this paradise - who would not, when they can live here and be perfectly fine? And there are these other ones, who I think want to build an  ultimate  Warforged to be their god. Neither of them has been very friendly so far, so it has been a fun and exciting event every time." 
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +10  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 32/32 Sorcery Points: 4/6 Wand: 5/7 Wings 120/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek walks past the myriad undead with some trepidation. He'd hate to accidentally anger this group while we are in the middle of them. He agrees with Anaash's assessment of the situation.

  "Yes. The warforged groups here fight for no country. They'll kill Cyrans as likely as Karrnathians. They have been most unreasonable so far. Outside of the Mournland, warforged are like any other species. Some are kind, some are selfish. Do you think you could help us get past them to get to our documents?"   
 
  
 
 Spoiler: OOC 

 Reaction:  shield or absorb elements if needed

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam eyes the various Karnnathi soldiers with wariness, not entirely certain in their commander's ability to disregard their prior orders, even in the face of new information.  Still, he does follow along, making sure to leave sufficient space to not jostle people as the rain changes their sizes.    I prey Meridith, John, and Serene are amoung those who simply vanished, not one who died, or went mad.  That way, there is still hope, however slim.    He also listens as Anash and Svek explain, before he speaks up.  " We're not just here to find the documents, but also to rescue the previous group her Highness had sent in to retrieve the documents, if possible.  From the sounds of it, the warforged control the area we need to access, and they've historically been unwilling to not try and kill us. "
 
 
  
Amnestic
 "If another group entered the city they didn't cross our path. There was some noise around the central area recently but we put it down to a skirmish between the warforged - whatever faction they're part of - and the locals." 

Is it possible to 'hear' a frown? It certainly seems like it, since there's no visible way to understand it otherwise.  "The  Princess  sent the team to Kalazart? It's a Cyran city, what documents could she want from here?"  Doubt and suspicion seemed to edge his voice. The question of whether he'll offer help seems to be put on hold, pending your answer.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam frowns momentarily, mentally going back through the introductory meeting, seemingly occurring ages ago.  " I may have mispoken.  The first group was primarily sponsored by House Kundarak.  The Princess ir'Wynarn was involved in hiring us, but she never mentioned that she was involved with the first group.  I'm afraid I made an assumption there that may not have been accurate.  She didn't mention how she came to be involved. "  His tone is thoughtful, as he considers possible reasons why she became involved.  " Regardless, the other group left around three weeks ago, and were expected back long before now. "

 
 Spoiler: OOC 

I think it's been around 2 weeks in game(Between traveling to the town at the edge of the mourning, and then to Kalazart
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +10  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 32/32 Sorcery Points: 4/6 Wand: 5/7 Wings 120/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek ponders the question. It's something he never thought to ask before. But it wasn't really our place to ask too many questions about their motives. He hopes that just telling the truth will be enough to satisfy their host.

  "Hmm. The princess is working with Prince Oargev, the leader of the now displaced Cyran refugees. It was not our place to ask why they were interested in helping House Kundarak. We were hired to rescue the original salvage crew, and to bring back documents and any equipment we can salvage from the Kundarak vaults in Kalazart."   
 
  
 
 Spoiler: OOC 

 Reaction:  shield or absorb elements if needed

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 60/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 3/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

Honor looks at the military encampment of the dead, and though he is worried at first about being led into the center of what mere moments ago would be an enemy camp. However, he rapidly felt at ease- though this place was weathered, both by nature's forces and that of the Mourning, this would be approximately the encampment he would make for a unit of his own people given the circumstances. He felt... reassured. In an odd way... at home?

When the undead commander begins to question their mission, Honor, standing head and shoulders above most of his companions, speaks up.  "First Sergeant Honor, of Cyre. Glorified grunt to an officer, Major Kessler, we're being commanded to do a task just like during the war, though officially I think we've all been discharged. I can vouch for the intent of my people, even if our words slip. We're soldiers, not diplomats or scholars. I'm the highest rank in our unit, not that we follow military decorum, and I was told no more than any of the others. Our objective is the items from the vault in Kalazart, then the rescue of the missing first wave. Ours was not to question, but to do. Like a good First Sergeant does."  His voice carried, and with a measure of pride and dedication.

 
 Spoiler: OOC 
Persuasion- 14 . If anyone helps and Honor has advantage-  (1d20+5)[ 11 ] .
 

 
 
  
Amnestic
The clarifications seem to assuage the Major's concerns, at least for now.  "My forces aren't sufficient to take the warforged in a direct conflict - we're only still here because we're more trouble than is worth to remove us, but...I could stage a feint attack elsewhere to possibly draw some of them away.  If  you did something for us, in return." 
 "Given the situation with mist and fog, the orders to take Kalazart are likely voided and no support is coming. If what you've said is true then my forces would better serve our crown by returning home than failing to defeat the alien forces here. Promise to guide us to the Princess, so that she can arrange for our return to a frontline that could better use us, and I will aid you in your endeavour in the city." 
 
 Spoiler: Int (History) 

DC13. Honor has Advantage due to the Soldier background.
 
 Spoiler 
The symbolism of perhaps fifty or a hundred Karrnathi undead soldiers marching out of the Mournland onto Brelish soil  could  cause a diplomatic incident. While it's one that is almost certainly not going to restart the war, if it's done at your behest it might reflect poorly on your patron - Oargev.
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (10)
 

With a small barking, laugh, Aanash remarks,  "A legion of undead soldiers marching out of the fog... that would cause so much stir! Ahaha!"  he sounds more amused than worried about the idea. It's completely unrelated to why they were hired, so the political fallout could not matter less to him. Still, Oargev seemed like an alright fellow. It would be rude to screw him over.  "I suppose if we  want  to prevent a headache for Her Majesty and everyone else involved, we could ah... arrange a different meeting place?" 
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 60/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 3/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

There was a metallic grinding noise, and anyone who knew Honor through a tough decision knew the sound of him grinding his jaw. It helped him think, but it often had an unsettling effect on flesh beings.  "I claim not to be a diplomat, Major, and I don't want to be one. Please don't make me explain to nobles why we are escorting Kalazart troops through lands that know only the most tenuous of peace. I'll certainly try to set up a meeting that would be less likely to have the Brellish up in arms if you'd let me." 
 
 
  
Amnestic
 "Then I suggest you consider the options between yourselves,"  Alarich says, opening his arms in a wide gesture.  "If I am to move east, I will need all my men for the journey, and I can't commit them to any sort of attack on the warforged. If you won't guarantee a safe passage west to the Princess, then I'm afraid I don't see how I can help." 

He doesn't seem to hold any particular preference either way, nor any ill-will over whatever decision you choose to make, but perhaps that's just his monotone voice dispelling any emotion.
 "If you would like time to discuss it, I can step out of the room? There are other matters that require my attention - preparations to make, regardless of how you want to proceed." 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +10  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 32/32 Sorcery Points: 4/6 Wand: 5/7 Wings 120/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek speaks before the captain has the chance to leave. He thinks we should help these skeletons. He never fought on the lines against Karrnath, so he has no specific animosity towards them.

  "We should take them to their princess. Prince Oargev will forgive us once he knows they were integral to our success in the mission. We can talk our way out of any trouble that causes. Plus it's the right thing to do."   
 
  
 
 Spoiler: OOC 

 Reaction:  shield or absorb elements if needed

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (10)
 
 "The right thing to do, you say?"  Aanash claps his hands together.  "If we can do the right thing and create an incident at the  same time , well, you have me convinced,"  he voices support for Svek's stance. It didn't take much to swing him towards the option that will create the biggest lightning rail wreck to watch.
 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam shakes his head.  " This is a decision that should be made by Prince Oargev of Cyre and Princess Haydith ir'Wynarn, not by us.  I can contact them tomorrow, which should leave plenty of time for you "  He looks at Major Alarich " To plan an attack, and to potentially gather information about enemy positions and their preparations, while we investigate this flesh weaver. "

 
 Spoiler: OOC 

Why yes, Adam can cast Sending, if he had the spell prepared.  I, however, prepared revivify in an overly optimistic hope that it might come in handy instead.
 

 
 
  
Amnestic
Alarich seems to have no issues with waiting a day, even less so when you suggest you're going to deal with the fleshweaver in the meantime. Whether it's preparations for an attack or leaving, they amount to similar.

By the time your discussions conclude, the size-shifting rain has let up and you're able to step back out beneath the ever-present grey sky without falling foul of being grown or shrunk. Alarich's information didn't contain specifis as to where the fleshweaver was, just a general area, but between that and the crude map you were provided, there's every confidence you can make your way towards it without falling foul of getting lost among the clustered city streets.

Once you've exited the border perimeter of the Karrnathi troops and are back out of the 'safezone', a new tension sets in the air as you're now keenly aware of what specific dangers may come to find you as you stride over broken cobblestones and glance up at shattered brickwork. A gap in one of the buildings to your side reveals it to have been a small temple or church, once upon a time, now brought to ruin by the Mourning. The statue of a female figure - a Saint, perhaps - is broken and split, with its head discarded to one side. Pillars that once held the roof high have fallen, and scattered wooden pews are shattered around the dry fountainbed at its centre.

Before the statue, stood almost motionless, is a spectral knight at attention, clearly tranluscent and ghostly. Clad head to toe in armour their appearance is distinctly threatening, with a greatsword held point-down but at the ready. Yet, they do not move, despite you entering into their line of vision. At the foot of the statue is a large wooden and metal chest, its clasp shut, its interior protected from the outside. The spectral knight stands as a guardian to whatever lies within, eternally watchful.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Recognizing the statue, Adam starts to slowly approach the spectre.  " Looks like the statue is that of Kaine, a Saint of Olladra.  She died saving a gambling hall, and stopping a rebellion.  The spirit, however, I do not recognize.  Perhaps a protection put on the statue? "

Once he gets about twenty feet from the spectral knight(Assuming that the knight doesn't take any actions), Adam calls out to the knight.  " Hail, Sir Knight.  My name is Adam;  Might we know yours? " 
 
  
Amnestic
 "Greetings sir or madam, welcome to the shrine to Saint Kainé,  the Spectral Knight says in a decidedly inhuman manner, suggesting they are magical in nature, rather than intelligent.  "In memory of our honoured Saint, the chapel is happy to provide you the opportunity to engage in a challenge, the reward for victory of which is held in this chest beside me." 
 "If you wish the challenge to be a matter of intellect, respond with  MIND . If you wish for the challenge to be a matter of chance, respond with  LUCK . If you wish for the challenge to be a matter of martial strength, respond with  BODY . If you wish to hear more information about Saint Kainé, please say  INFORMATION.  To hear these options again, please say  REPEAT. " 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +10  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 32/32 Sorcery Points: 4/6 Wand: 5/7 Wings 120/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek isn't the smartest kobold, and as a kobold, definitely isn't the strongest, but he wants a chance to see what's in the chest. He's not always lucky, but he somehow survived the Mourning, so he'll take it as a sign that he's at least not  unlucky . He's also not patient or curious about this Saint Kaine, so he steps forward.

  "LUCK"   
 
  
 
 Spoiler: OOC 

 Reaction:  shield or absorb elements if needed

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Amnestic
 "You have chosen  LUCK. "  The spectral knight makes a gesture in the air, and with a flash of magic a hovering deck of ornate cared metal cards appears floating before the party.  "The one who has chosen  LUCK  shall draw a card and enjoy its effects. Then I shall draw a card. The higher card shall prove the victor in this game of chance." 
 
 Spoiler: Arcana (Int) 

 
 Spoiler: DC1 

Looks like a half deck of cards - weird, but nothing special.
 

 
 Spoiler: DC8 

You count 22 cards in total, and from their design this may in fact be the fabled Deck of Many Things, an artifact of immense power that can bring nations to ruin with the wrong draw by the wrong person at the wrong time.
 

 
 Spoiler: DC15 

You know better than that - though the design of the cards is similar, this is a Deck of Minor Things, not a Deck of Many Things. Though it has similarly chaotic magic, its boons and banes are of a lesser nature, and are probably no great threat to you. Just a minor threat.
 

 

 
 Spoiler: Svek 

Roll a  d22  to determine which card you draw.
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +10  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 32/32 Sorcery Points: 4/6 Wand: 5/7 Wings 120/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:  

Svek looks at the deck of cards, at first excited that it might be a Deck of Many Things, but he can sense that the effects will be more minor than the true Deck. However, that gives him a little more confidence to draw a card freely.

  "Well, let's see what we get."   
 
  
 
 Spoiler: OOC 
rolled for card #20 in discord.

 Reaction:  shield or absorb elements if needed

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Amnestic
Svek's card is drawn, and it appears to be...a fence. The image it holds is that of a serene, boring farmfield with an equally boring farmfence across its face.  "Result: A Fence. A low card,"  the spectral knight states as the magic takes hold of the kobold. There is no visible, physical impact of this magic or its card, and its effects remain a secret from all onlookers save for the one who it affected.

Following suit, the knight draws their own card from the deck, revealing it to you. It bears the imagery of a young man, dressed in garish garb, singing at the top of his voice.  "Result: The Knave. A higher card." 

No sooner does it finish speaking then a similarly spectral humanoid whose appearance is remarkably similar to that of the young man on the card appears beside the knight, shouting at the top of his lungs   "OH YEAH! THAT WAS SUCH A GOOD DRAW! YOU'RE SO GOOD AT THIS GAME! BUT WHAT COULD ANYONE ELSE EXPECT!? YOU LAMERS BETTER NOT TRY ANOTHER DRAW, BECAUSE MY GUY'S GOING TO WIN EVERY SINGLE TIME. HE'S THE BEST! WOOOOO!"  

The knight - being entirely forged of magic and lacking in any sort of personality - does not respond to the card's creation, though the enthusiastic magical construct continues its hype-attempts unperturbed.

 "The game is concluded. My draw was higher. The challenger has lost, and forfeits a portion of their strength in turn."  Svek feels their energies draining away, becoming just a bit more fatigued than they were before. In turn, the spectral knight appears to glow a little brighter, as if its long running magic has been refreshed.
 "Should you or another challenger wish to play again, they may provoke another draw again by saying  LUCK . Alternatively, they may choose  MIND  or  BODY  challenges instead. You may also forfeit at no penalty by saying  FORFEIT ." 
 
 Spoiler: Svek 

From the card's magic: Your alignment is shifted one step towards Neutral. Since you were NG before, this shifts you into True Neutral.
From losing the game: You suffer one level of exhaustion. This goes away after a short or long rest, or with a lesser restoration spell.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (10)
 

Whatever happened to Svek, Aanash cannot tell. But the appearance of the monotonously yelling cheer-spirit causes him to laugh and clap his hands.  "I like this place! Let me give it a try. Make it a challenge of  BODY , sir knight!"  he steps forward to test his might.
 
 
  
Amnestic
With a wave of its hand, the spectral knight dispels the deck, which vanishes into thin air.  "You have selected:  BODY ." 

In place of the floating Deck of Minor Things appears a construct that looks remarkably similar to the fully armoured knight, albeit with spectral straw poking out of every hole and gap in its plate armour.

 "You have 30 seconds to strike the target and deal maximum damage. Then I will do the same. Whoever strikes harder shall be declared victor." 
  "OH YOU'RE IN FOR IT NOW, THERE'S NO WAY WE LOSE THIS ONE! A TEST OF STRENGTH IS SOMETHING MY BRO IS NEVER GOING TO LOSE, YOU'RE DONE, MAY AS WELL GIVE UP RIGHT NOW! THIS ONE'S IN! THE! BAG!"   The Knave continues his hype, and the spectral knight continues to not respond, lacking the enchantment to properly recognise it.

 "Begin." 
 
 Spoiler: Aanash 

You have five turns against the target dummy, no prebuffing, nothing special, so just 5 rounds of however you choose to spend your action(s).

It has an AC of 18, and no special damage features.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (10)
 

Eagerly rushing the training dummy, Aanash whips out two handaxes and begins hacking wildly at it, trying to chop pieces off at the joints.

 
 Spoiler: Actions 
Drawing handaxes for some better odds of hitting.
 (1d20+8)[ 26 ]  Axe 1 Round 1
 (1d6+5)[ 6 ] 
 (1d20+8)[ 16 ]  Axe 2 Round 1
 (1d6)[ 1 ] 
 (1d20+8)[ 19 ]  Axe 1 Round 2
 (1d6+5)[ 6 ] 
 (1d20+8)[ 9 ]  Axe 2 Round 2
 (1d6)[ 3 ] 
 (1d20+8)[ 13 ]  Axe 1 Round 3
 (1d6+5)[ 8 ] 
 (1d20+8)[ 11 ]  Axe 2 Round 3
 (1d6)[ 6 ] 
 (1d20+8)[ 23 ]  Axe 1 Round 4
 (1d6+5)[ 6 ] 
 (1d20+8)[ 21 ]  Axe 2 Round 4
 (1d6)[ 3 ] 
 (1d20+8)[ 16 ]  Axe 1 Round 5
 (1d6+5)[ 9 ] 
 (1d20+8)[ 19 ]  Axe 2 Round 5
 (1d6)[ 3 ] 

Damage Total: 24
 

 
 
  
Amnestic
The spectral knight does not comment on Aanash's performance - perhaps it lacks the programming to do so. The knave certainly has no such compunctions however.   "THAT ALL YOU GOT? MY GUY'S GOT THIS!"  

Standing forward, the knights raises its greatsword and begins its assault, delivering a series of blows to the target dummy in turn - many seem ineffective, though those that do strike true seem to deal a wealth of damage, including a critical strike that bends the spectral metal in on itself.

By the time its own thirty seconds are up, none observing can deny that the knight was the more adept fighter, at least in this test of martial strength, though perhaps the next will not be so easy.

 "The game is concluded. I have inflicted more damage. The challenger has lost, and forfeits a portion of their strength in turn."  Aanash, like Svek before him, feels their energies draining away, becoming just a bit more fatigued than they were before. In turn, the spectral knight appears to glow a little brighter still.
 "Should you or another challenger wish to play again, they may provoke another contest again by saying  BODY . Alternatively, they may choose  MIND  or  LUCK  challenges instead. You may also forfeit at no penalty by saying  FORFEIT ." 
  "TRY ANYTHING YOU WANT! YOU'RE NEVER GONNA WIN!"   The eternal hypeman, irritating to the last, refuses to be silent.


 
 Spoiler: Aanash 

Ten attacks with its greatsword (relevant modifiers: d20+6 attack roll, 2d6+4 damage) it hit four times for:
13
11
[Crit] 26
10

Total: 60 damage

You suffer one level of Exhaustion. This goes away after a short or long rest, or with a lesser restoration spell.
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam sighs as Aanash's defeat, and approaches the knight.  " What does the mind challenge consist of? " 
 
  
Amnestic
Whether intended as just a request for more information or an acceptance of the game, by uttering the word 'Mind', the knight responds in turn.  "You have chosen  MIND . Answer the following riddle:-" 
 "A merchant, cart laid heavy with goods, is travelling along a busy, oft used road between cities, though it is new to him. The sun is high, and his belly empty. Along the roadside, leaning over a stone wall into the path, is a fruit tree with its branches full and fat of ripe fruit. However, the merchant does not pluck a delectable morsel despite how hungry he is, and instead rides past, leaving the tree untouched. Why?" 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam's frown grows deeper as the knight assumes that he was taking the mind challenge.  It seemed that it was rather more simpleminded than he had assumed.  Left with no other option, he contemplates the riddle, considering possible answers.    A shadow?  The merchant is too short?  The tree is poisonous, or dangerous in some way, as no one else has taken the fruit?  He's some sort of carnivorous monster?  He has a business dinner, and doesn't want to let it go to waste?  Because he felt it was not beneficial to eat them?  His cart is full of fruit, and his passage shakes more fruit into his wagon?  Some local reason?  It would seem that this riddle has many possible answers, if we take this at face value.  But this riddle was, presumably, created by the faithful of Olladra in recognition of Kaine, who, notably, died due to a noble.  Thus, the tree may be claimed by a noble.  But that would leave many pieces of the riddle to be unneeded.  Olladra is the goddess of merchants, and fortune, and most would claim it to be good fortune that the fruit is there, ripe, and untaken.  Perhaps he is unaware?  A blind merchant?  It is a often used road, so his horse knows the way?  And it ties in to Olladra's creed by pointing out that those who are blind to good fortune often miss it?  
Adam considers for several minutes, before looking to his companions, to see if they had any ideas.  " Perhaps the merchant is blind, and is thus unaware of his good fortune.  His horse would know the way, for the road is well traveled, and it has taken the route before. " 
 
  
Amnestic
The spectral knight 'listens' to Adam's answer, giving it due consideration.  "This answer is incorrect." 
 "The game is concluded. The challenger has lost, and forfeits a portion of their strength in turn."  Adam, like the others before him, feels their energies draining away, becoming just a bit more fatigued than they were before. In turn, the spectral knight appears to glow a little brighter still, shining with a newfound radiance.
 "Should you or another challenger wish to play again, they may provoke another contest again by saying  MIND . Alternatively, they may choose  BODY  or  LUCK  challenges instead. You may also forfeit at no penalty by saying  FORFEIT ." 
  "Heh, better luck next time."   The knave smirks, in perhaps the first time they have not YELLED AT THE TOP OF THEIR ENTIRELY MAGICAL LUNGS.


 
 Spoiler: Adam 


You suffer one level of Exhaustion. This goes away after a short or long rest, or with a lesser restoration spell.
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +10  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 32/32 Sorcery Points: 4/6 Wand: 5/7 Wings 120/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:   exhaustion 1

Svek realizes that luck ws not with him today, but it could have been worse. A bad card from a real Deck of Many Things could have ruined his life. This just made him tired. Very tired.

  "I need to lie down for a few minutes."  

He looks at Adam and Aanash and sees they too have had their energy sapped. He thinks back of places they passed recently and considers which might be a safe place to rest.  
 
  
 
 Spoiler: OOC 
look for a safe place for a short rest.

 Reaction:  shield or absorb elements if needed

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 60/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 3/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 
 "I will accept your challenge of Body, illusion. Perhaps my hammer will smash your target to flaming pieces."  Honor lines up with the target and starts swinging at it with massive blows, each one illuminated by a trail of fire as his hammer impacted like meteoric iron.
 
 
  
 
 Spoiler: OOC 
Five rounds.

First round-  (1d20+7)[ 15 ]  to hit,  (2d6+4)[ 6 ][ 3 ](9)  bludgeoning damage,  (2d6)[ 4 ][ 5 ](9)  fire damage.
Second attack-  (1d20+7)[ 20 ]  to hit,  (2d6+4)[ 6 ][ 6 ](12)  bludgeoning damage,  (2d6)[ 4 ][ 5 ](9)  fire damage.

Second round-  (1d20+7)[ 20 ]  to hit,  (2d6+4)[ 5 ][ 1 ](6)  bludgeoning damage,  (2d6)[ 5 ][ 5 ](10)  fire damage.
Second attack-  (1d20+7)[ 27 ]  to hit,  (2d6+4)[ 5 ][ 1 ](6)  bludgeoning damage,  (2d6)[ 6 ][ 5 ](11)  fire damage.

Third round-  (1d20+7)[ 16 ]  to hit,  (2d6+4)[ 6 ][ 4 ](10)  bludgeoning damage,  (2d6)[ 6 ][ 5 ](11)  fire damage.
Second attack-  (1d20+7)[ 18 ]  to hit,  (2d6+4)[ 3 ][ 4 ](7)  bludgeoning damage,  (2d6)[ 2 ][ 1 ](3)  fire damage.

Fourth Round-  (1d20+7)[ 23 ]  to hit,  (2d6+4)[ 5 ][ 6 ](11)  bludgeoning damage,  (2d6)[ 2 ][ 2 ](4)  fire damage.
Second attack-  (1d20+7)[ 24 ]  to hit,  (2d6+4)[ 5 ][ 2 ](7)  bludgeoning damage,  (2d6)[ 5 ][ 3 ](8)  fire damage.

Fifth round-  (1d20+7)[ 9 ]  to hit,  (2d6+4)[ 3 ][ 1 ](4)  bludgeoning damage,  (2d6)[ 1 ][ 1 ](2)  fire damage.
Second attack-  (1d20+7)[ 26 ]  to hit,  (2d6+4)[ 1 ][ 6 ](7)  bludgeoning damage,  (2d6)[ 1 ][ 1 ](2)  fire damage.

Rerolling 1's and 2's in the Discord.

EDIT- 161 damage by my math and my rerolls on Discord.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (10), Exhaustion 1
 

As he finishes his challenge, Aanash breathes out a deep sigh alongside the sudden wave of exhaustion.  "Well that was a workout!"  There's no sign of disappointment or frustration with his loss, and Aanash gladly steps aside for the others to have their turn. Though Adam fails to solve the riddle, he nods and pats the sour-faced cleric on the back.  "I thought it was a good answer. Much better than anything I thought of!" 
 
 
  
Amnestic
The booming, flaming hits of the hammer land again and again on the conjured target dummy, and when the knight follows up with their own performance, it is clear that Honor's attempt left it far more damaged.

 "The game is concluded. The challenger has won, and is thus rewarded with treasure in turn. Congratulations. Please visit again for further games when the chest is refilled."  The knight gestures to Honor, the victory, to open the chest, and then vanishes.

  "Wuh- Bro? BRO!? WHERE'D YOU GO!? BROOOOOOOOOOOOOOOOOOOOOOOOOOOO!"   The knave panics, and then sprints past you into the street, screaming for his absent object of praise and power.

When Honor opens the chest, his head is engulfed in a puff of white powder and smoke that bursts from the open container. It disperses quickly enough, but the rest of the party quickly sees that it has left a lingering imagery of a clown's painted face upon the metal exterior. Originally intended for humanoid faces, the imagery is additionally distorted and twisted on the visage of the warforged warrior. Initial attempts to wipe away the facepaint prove unsuccessful, and a faint echo of magic lingers around it. One last trick, it seems.

Inside the box, you see a small treasure trove of items ready for the taking - a hand crossbow that weirdly has no string, and its wood engraved with flames across its length, an amulet that appears to depict the symbol of Aureon - an open book, two rings - one inset with a sapphire, the other surprisingly plain, a clear prismatic gem, and at the very bottom a suit of half-plate armour that seems to be crafted from an unusual metal. Needless to say, it's not a small haul.

 
 Spoiler: Loot 

Magic Handcrossbow
Magic Medallion
Magic Ring - Sapphire
Magic Ring (Bland)
Magic Gem
Magic Half-plate
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +10  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 32/32 Sorcery Points: 4/6 Wand: 5/7 Wings 120/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions:   exhaustion 1

Svek looks at Honor and smiles. Not in a teasing way at the new make-up he's wearing, but in a respectful way for the treasure he uncovered when Svek was unable to.

  "Nice job. You are the best, Honor. And this gives us a great excuse to rest. Aanash looks as tired as I feel. Everyone grab something and let's sit somewhere and figure out what these are."  

The hand crossbow is still almost as big as he is, and the armor definitely won't fit him. So he reaches in and grabs the plain ring.
 
 
  
 
 Spoiler: OOC 
look for a safe place for a short rest.

 Reaction:  shield or absorb elements if needed

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam collects the medallion, before looking up at the sky, dubiously.  " Give me ten minutes, and I'll have a shelter for us. "  That said, he begins casting a spell.

 
 Spoiler: OOC 

Ritually casting Tiny Hut of awesomeness.
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (10), Exhaustion 1
 
 "I would not complain about a short breather,"  slumping down into one of the pews, Aanash watches Adam perform his ritual with mild interest. He holds up the hand crossbow and turns it over, examining it and then laying it in his lap to meditate upon it, letting his mind dream waking.
 
 
  
Amnestic
Safely ensconced behind Adam's tiny hut, you set about focusing on your haul, working out what each one does. Beyond the chapel, out of your line of sight, you hear scratching and scrabbling of claw on stone, but whatever is causing it doesn't approach any closer, nor investigate the chapel itself. You are left safe and sound - for now.

 
 Spoiler: Identified Loot 

 Blazing Hand 
 Weapon (Hand Crossbow), Uncommon (Requires attunement) 
This +1 handcrossbow does not require ammunition. Instead it fires bolts of pure magic sharpened by your mind. When you attune to this weapon, you choose a statistic - Intelligence, Wisdom, or Charisma. The weapon deals additional damage equal to the chosen statistic's modifier, and all of its damage is converted into psychic, radiant, or force respectively. You can change your chosen statistic when you complete a short or long rest.

 Medallion of Thoughts 
 Wondrous Item (Amulet), Uncommon (Requires attunement) 
The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.

 Ring of Force Resistance 
 Wondrous Item (Ring), Rare (Requires attunement) 
You have resistance to force damage while wearing this ring. The ring is set with sapphire.

 Ring of Mind Shielding 
 Wondrous Item (Ring), Uncommon (Requires attunement) 
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

 Gem of Brightness 
 Wondrous Item, Uncommon 
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

    The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
    The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.

When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

 Adamantine Half-Plate 
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
As he finishes reviewing the item he had selected to identify, Adam looks up, and swiftly sees that his companions were in a similar position.  After a quick discussion, sharing the information, Adam frowns in consideration, before looking to Honor.  " Honor, perhaps you would be best suited to taking the medallion, if you feel comfortable with it.  Being able to read the surface thoughts of those you are talking with should improve your ability to put people's minds at ease.  The other items seem to be of fairly low utility, although if no one else is interested, I would take the ring of Force Resistance, because it might be useful. "

After the discussion of who should use what, Adam looks to continue the journey, seeking the fleshshaper. 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 64/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 4 / 6 d10 HD 
 Spell Slots- 3/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

Underneath the magical shelter, Honor looked over the loot they'd managed to get from the trials of the trickster god. He also wiped at his features in annoyance, trying to rub off the face paint that he'd been cursed with for "solving" the challenge. While the others tended to their wounds and sorted through their belongings, Honor took the glimmering gem and the half-plate. He was too off balance to utilize it now, but if he was lucky and could find more adamantine either himself or purchase it from another smith, he should be able to make himself a set of full plate. Or at least commission another smith to, if it was beyond his skill.

Honor waited in almost perfect stillness through the break, eyes outward, watching for movement, danger, or opportunity. When Adam asked him about the medallion his eyelights furrowed slightly.  "I will take this. But I cannot promise I will use it often. For one, I often forget about the magic items I'm carrying. For another it seems terribly... rude... to intrude in another's thoughts. But if the mission requires it, I will use it. Perhaps it is best in my hands."  He took the medallion and put it over his head and around his neck.
 
 
  
Amnestic
You barely emerge from the chapel before you start hearing a new noise - one that isn't the scrabbling of claw on rock, but instead one that sounds almost like...music? Trumpets? From the mists ahead of you emerge first a pair of shuffling, scuttling humanoids, their skin green, their face covered in bulbous boils. The shift around on all fours, animalistic in their gait, and their mouths open to reveal razor teeth. More curiously, from their lower back they have tails - ones tipped with a dripping stinger. Though they may have been human at one point, their time in the Mournland has twisted them almost beyond recognition.

It's hard to say if they're more or less recognisable than what follows. Two creatures that appear to be fleshy amalgams of a number of people all joined together into a multiarmed, mutlilegged, multibodied and multiheaded creature. These monstrosities may have originally been musicians before they were corrupted, as both of the conglomerates wield instruments enough to form their own band, playing a discordant song that seeks to drive you mad.

Two more of the scuttling humans emerge from a nearby ruined building at the call of the music, and just as it seems the combat is upon you the winds pick up, a wind tinged by magic, buffeting and strong, urging the conflict to reach its heady heights and bring brutality and blood back to the streets of the city.

 
 Spoiler: Map 

 

The winds of time blow strong this round; everyone is affected by the  Haste  spell.

Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Honor is up.

 Initiative:- 
Honor:(1d20)[20]

PB:(1d20)[18]

Adam: (1d20)[17] (1d20)[3] 

ZR:(1d20)[17]
PR: (1d20)[16]
ZB:(1d20)[16]

Svek: (1d20)[10]
Aanash:(1d20)[4]
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 64/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 4 / 6 d10 HD 
 Spell Slots- 3/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

Honor looks up at the falling rain, feeling his body twitch and surge with magical energy.  "Aanash. I will meet you in the middle after sweeping north. I intend to use this... boon... to my advantage."  Without another word, Honor sprints north, hefting his hammer as he moves. Reaching a small set of stone stairs, he leaps up them and comes down like a lightning bolt of the mutated monster. His movements are faster than ever, and he fits another slamming, flaming blow into his normal flurry.
 
 
  
 
 Spoiler: OOC 
Moving northeast to get to the northmost... gribbly thing... Honor can get there in one movement and use the haste for a bonus attack.
Attack 1-  (1d20+7)[ 18 ]  to hit, for  (2d6+4)[ 4 ][ 5 ](9)  bludgeoning and  (2d6)[ 6 ][ 1 ](7)  fire damage.
Attack 2-  (1d20+7)[ 12 ]  to hit, for  (2d6+4)[ 6 ][ 4 ](10)  bludgeoning and  (2d6)[ 1 ][ 6 ](7)  fire damage.
Attack 3-  (1d20+7)[ 9 ]  to hit, for  (2d6+4)[ 2 ][ 1 ](3)  bludgeoning and  (2d6)[ 5 ][ 5 ](10)  fire damage.
 
Amnestic
Honor curves to the side, intercepting the closest of the corrupted locals. Though speed is at his back, he only manages to land one blow against the spindly creature, who seems equally as swift, and a little more evasive because of it.

One of the globular amalgamations waddles forward on its fat legs tooting a haunting tune on its trumpets that strike fear into the heart of you, though only on Aanash does it linger behind. It follows through with a speedy strike of one of its whistling weapons, but the mournling deftly dodges away from it before the thunderous instrument can land a blow.

 
 Spoiler: Map 

 

The first attack of Honor's hits, the rest do not.

One of the constructs moves forward, tooting its horn. Only Aanash fails the wis-save, and is therefore  Frightened . New save at the end of each turn to end the effect (DC13).
It does however miss with its Hasted attack.

Adam is up, still hasted.

 Initiative:- 
Honor:(1d20)[20]

PB:(1d20)[18]

Adam: (1d20)[17] (1d20)[3] 

ZR:(1d20)[17]
PR: (1d20)[16]
ZB:(1d20)[16]

Svek: (1d20)[10]
Aanash:(1d20)[4]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 22(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Spirit Guardians 
Shrugging off the fear inducing call of the horrifying amalgamation of flesh, Adam advances, his warhammer at the ready as he calls out to the all those present, his voice soft at first, then rising in tone to become a declaration.  " We have failed you, all of you.  May your tormented existence come to end, and your souls not be tainted by whatever did this to you!  For it is all we can do now. "
Finishing his movement, almost past the giant amalgamation, Adam slams his warhammer into the ground, and coruscating rings of light burst out from him in a flash, before they resolve into tiny figures, commoners, wearing Cyran garb, just walking in circles around him, their presence alone burning the amalgamations.  Then, he follows up with a hammer strike, slamming into the rear of the amalgamation.
 
 Spoiler: OOC 

Move four tiles west(Should put him directly south of Honor), cast Spirit Guardians.
 (3d8)[ 6 ]  Radiant damage.  (1d20)[ 6 ]  Wis DC 16 save for half.  Also, hostile movement is halved within the 15 foot radius.  And they take damage entering.  Or when they start their turn within it.

Haste attack
 (1d20+6)[ 8 ]  Attack
 (1d8+3)[ 5 ]  Damage
 

 
 
  
Amnestic
Adam's radiant conjuration does not deter the approaching monstrosities, nor truly hold them back. They rush forward, ignoring the magical pain that strips at that diseased and corrupted skin, to unleash a flurry of hasty bites, claws, and stinger-stabs at the man. Though many of them go avoided, not all do, and the cloak's protection doesn't hold them at bay for long, with a number of painful tears ripping through armour and skin. Honor fares little better, with the creature's maw and sting finding gaps in his armour, though his warforged constitution helps him to shrug off the poison that they tried to inject in.

The remaining amalgamated creature brings up the rear, staying away from the radiant magic and instead unleashing another fear-inducing tune on the party. Svek and Honor remain steadfast, but perhaps due to his injuries Adam finds his heart frozen, and Aanash's problems are only added to, already afflicted as he is.

 
 Spoiler: Map 

 

Adam casts Spirit Guardians. Three of the locals run into it, taking 14 damage each from failed saves across the board.
They then attack Adam, the first attack hits (even with Haste's AC boost), breaking Cloak of Displacement's effect, and over the next 11 attacks, four more of the bites land, for a total of five hits  8 ,  8 ,  7 ,  8 , and  9  piercing damage (two of those were Haste attacks).

The one facing Honor also attacks him, hitting with one bite, one stinger (poison save successful), and one haste bite for  9,   7,  and  9  damage.

I didn't roll concentration on spirit guardians, but you'll need to make five saves (DC10).

The other piper moves forward, though stays away from Spirit Guardians, and blows its dirge again. Honor and Svek make their saves, but Adam rolls a 2 and Aanash a 9 (before mods) leading to both failing, they are now Frightened of the Red Piper (DC13 to end early).

Sven, Aanash, and Honour are up.

After Aanash's turn, the winds of time shift because I rolled 2 on a d2.

Svek and Aanash retain the Haste buff (as do the enemies, during their turns) but for Honor and the rest of the next round, everyone -friend and foe alike - is affected by  Slow  instead.


 An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. 

There's no lethargy for this magic haste ending, in case anyone was wondering - not very interesting to just have the entire battlefield sit a turn out and do nothing.

 Initiative:- 
Honor:(1d20)[20]

PB:(1d20)[18]

Adam: (1d20)[17] (1d20)[3] 

ZR:(1d20)[17]
PR: (1d20)[16]
ZB:(1d20)[16]

Svek: (1d20)[10]
Aanash:(1d20)[4]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +10  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 29/32 Sorcery Points: 4/6 Wand: 5/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions: none  

Svek watches in horror as the monstrosities rip into his friends Adam and Honor. He knows if they can shred through their armor that easily, his measly scales stand no chance.

  "Look out!"  

He jumps in the air and flies as fast as his hasted wings can take him, avoiding any counterattacks that come his way. He flies over Adam and the attackers. Once he's past Adam, a cone of ice rains down upon the monsters, hopefully freezing them in place.
 
 
  
 
 Spoiler: OOC 
Haste Action to disengage
Moves to 3 squares west of Adam, 30' in the air.
Casts Rimes Binding Ice on the 3 small ones attacking Adam and the large one to the left.  (3d8)[ 15 ]  cold damage, DC16 CON save for half.  (4d20)[ 1 ][ 6 ][ 15 ][ 1 ](23)  (start with northern small one, big one last) On failed save, speed is 0 until they use action to break free.

 Reaction:  shield or absorb elements if needed

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12), Form of Dread (DC 13 Wis vs Fright on attack hit)
 

When the abominations first appear, Aanash stares at them in awe of their strangeness.  "What  kaale sapane  are these?"  stepping forward with a giggle in his chest, he is stopped for a moment when the trumpet strikes fear into his heart. His feet hesitate, then a jittering excitement overtakes the fear and red, warped lighting courses through his limbs, carrying him towards the fight.

Lunging forward at the crowd of clawing critters mauling Adam, he whips his hammer across the pavement, igniting it with green flame like a giant match. Following the upward swing, he arcs his hammer back down in the hyperbolic speed.

 
 Spoiler: Actions 
Bonus to pop Form of Dread, gaining  (1d10+2)[ 12 ]  thp.
Move between Adam and the Blue Piper.
 (1d20+8)[ 18 ]  to hit Blue Skitter with Green-Flame Blade
 (1d10+5)[ 14 ]  damage + (1d8)[ 5 ]  fire on hit, and  (1d8+2)[ 5 ]  fire to the middle red Skitter, and a save of  6  before mods vs Frightened
 (1d20+8)[ 11 ]  to hit Blue Skitter with a normal attack from Haste
 (1d10+5)[ 6 ]  damage
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
The sheer speed of the charge of the first of the monstrosities takes Adam offguard, and before he can react, they start biting him.  The first is met with a flash of pure force, trying to push it back, but it seemingly ignores the effect effortlessly, before they bury the armored man in bites.  He manages to avoid the stings of their stingers, but only at the cost of being bitten, repeatedly.

As he manages to collect himself, and raise his shield against the onslaught, it is clear that he is barely holding on, his reddish armor running red with his blood.  The Cyran citizenry surrounding him seem to pause for a moment, as though taking in the abrupt speed with which their would be protector was almost felled, before they scatter into the distance.

 
 Spoiler: OOC 

As mentioned in the discord, using Telekinetic Reprisal against the first attack.  Sadly, rolled a nat 20 for their save, so they take 7 force.
Also, Adam's Spirit guardians fade.
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 48/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 3/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

Honor grits his jaw in frustration after missing the foul inhabitant, but he doesn't let it stop him from throwing everything at the local he is locked with. Unfortunately the boon of speed is reversed, and only a single titanic swing came to bear.
 
 
  
 
 Spoiler: OOC 
One attack. If it downs the enemy Honor will move south to support Adam. Attack-  (1d20+7)[ 18 ]  for  (2d6+4)[ 3 ][ 3 ](6)  and  (2d6)[ 4 ][ 3 ](7) . He will release a level 1 smite to do an extra  (2d8)[ 3 ][ 3 ](6) . If these weird things qualify for extra damage I'll roll it in the discord.
 
Amnestic
Taking to the sky, the kobold sorcerer's spell catches the majority of the enemy force from above, ensconcing most of them in gripping shards of ice that lock them in place. They they twist and turn against it, it proves ill-effective, save for one, who manages to overpower the frozen cage laid down from on high.

By shattering the fear that held him, Aanash is able to sweep in with fiery weapon in hand, slashing two that scream in response. They are clearly injured, but are still standing. The piper Aanash chose to ignore punishes him for the offence given, smashing a screaming trumpet down on the mournling's back and near shattering bones with the force of the impact.

Even slowed, Honor's warhammer strikes fiercely, glowing with flame and radiance both, but the skittering monstrosity that lingers is only battered, not beaten.

 
 Spoiler: Map 

 

RBI from Svek causes 3 fails and one success, with the blue-local the only successful save, the other three hit are locked in place.
Aanash hits with his GFB but the follow up haste attack misses.
Honor hits, but doesn't down their enemy.

All four of the locals are now  Bloodied . Coincidentally, all red-marked creatures are also frozen in place with a speed of 0. The blue piper is undamaged, and the red piper is injured but not bloodied.

The piper swings its instrument at Aanash and crits for  30  bludgeoning damage and  6  thunder damage. Rolled double sixes on 2d6 and 3 on a d4. Nasty hit.

Everyone is  Slowed 
 An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.  

Adam is up. He's also still frightened of the red piper.

 Initiative:- 
Honor:(1d20)[20]

PB:(1d20)[18]

Adam: (1d20)[17] (1d20)[3] 

ZR:(1d20)[17]
PR: (1d20)[16]
ZB:(1d20)[16]

Svek: (1d20)[10]
Aanash:(1d20)[4]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 18(Cloak of Displacement) HP: 13/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Twilight Sanctuary 
Pushing through the fear and the pain, Adam focuses, calling upon the Host to preserve his allies, and himself, every movement so very slow.  But, after an age of waiting, the light seems to dim around him, forming a protective barrier around himself and his allies.

 
 Spoiler: OOC 

Now time to activate Twilight Sanctuary.
Now, everyone can roll for temp hp.  Except the enemies.  They don't get any.
 (1d6+6)[ 9 ]  Temp HP for Adam.
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 44/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (0/5), Temp HP (0), Form of Dread (DC 13 Wis vs Fright on attack hit)
 

A massive blow strikes Aanash from behind, with a resounding pop as the swirling arcane energy around him bursts. The burst throws him forward, rolling with the impact and dampening what remains, but still leaves the metal plating on his back dented.  "Not bad!"  he calls back to the overgrown amalgamation.

 
 Spoiler: Actions 
Damaged, hit points updated
 

 
 
  
Amnestic
Adam's twilight bubble erupts around him, drawing the enemies to strike at him over Aanash. One of their stinger's snakes through his defenses, piercing flesh, but he stands firm against their venomous injection, not letting it hold his limbs in place. Honor receives a similar dose of pain, from his chosen foe, but likewise finds their caustic liquid ineffective against his warforged constitution.

Slowed by the time magic at play, there's little else that they can bring to bear, save for the piper freeing itself from ice to lumber close to Aanash.

 
 Spoiler: Map 

 

Adam gets hit by a stinger for  8  piercing damage, but makes his consave against being paralyzed. I didn't roll concentration on TS.
Honor has exactly the same thing happen - hit for  8 , also makes his consave.

The red piper used their action to break the ice.
The other enemies attacks against Adam all whiff, even with cloak of displacement down.

Everyone is  Slowed 
 An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.  

Svek, Aanash, and Honor are up. I hit another d2, so everyone is still  Slow  next round as well.

 Initiative:- 
Honor:(1d20)[20]

PB:(1d20)[18]

Adam: (1d20)[17] (1d20)[3] 

ZR:(1d20)[17]
PR: (1d20)[16]
ZB:(1d20)[16]

Svek: (1d20)[10]
Aanash:(1d20)[4]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +10  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/32 Sorcery Points: 2/6 Wand: 5/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions: none  

Svek floats in the air, his wings beating just fast enough to keep him afloat, but unable to propel him forward. He feels like he's moving through glue, and when he looks down, it looks like the others feel that way too. His voice comes out slowly too.

  "Looooook oouuut, Aaaaadaaaam!"  

Without moving, he uses his magic to cast a spell more quickly, countering the slowness he's feeling. He drops a bead of light that explodes when it hits the ground, the flames engulfing 4 of the enemies and just barely missing Adam and Aanash.
 
 
  
 
 Spoiler: OOC 
BA Fireball from quicken (2SP), catching Piper red and all three stingers.
Fire Damage:  (8d6)[ 24 ] 
Dex saves  (4d20)[ 3 ][ 7 ][ 10 ][ 3 ](23)  starting at the top again.


 Reaction:  shield or absorb elements if needed (not if slowed)

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 48/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

Honor grits his jaw, eliciting a slow squeal of metal as his body refuses to move at normal speed. He swings his hammer with just as much force, but unfortunately it is affected by well, only managing one attack at the mutant.
 
 
  
 
 Spoiler: OOC 
Attack-  (1d20+7)[ 22 ]  for 14 bludgeoning and  (2d6)[ 5 ][ 4 ](9)  fire.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 44/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (0/5), Temp HP (0), Form of Dread (DC 13 Wis vs Fright on attack hit)
 

The pull of magic around him slowed down to a snail's pace, Aanash winds up his hammer in slow motion to swing it wildly into those nearby, trying to brute force extra speed out of the stretched time.

 
 Spoiler: Actions 
One basic attack on Blue Local. If Fireball kills it he'll retarget to the middle Red Local, and if that one dies too he'll smash the Blue Piper instead.
 (1d20+8)[ 13 ]  to hit
 (1d10+5)[ 6 ]  damage
 

 
 
  
Amnestic
Svek's fireball washes over the attackers all at once, scorching them to cinders and blasting them from their feet in a fiery inferno. Honor delivers similar death to his enemy, finally landing a crushing blow to its skull and driving it into the ground. With the enemies to his front gone, Aanash turns his weapon on the one remaining foe, cutting into its flabby body. It swings its trumpet again in return, but is unable to replicate the critical blow it first issued, instead streaming wide now that the Aanash is giving it his undivided attention.


 
 Spoiler: Map 

 

Svek's fireball finishes off four of them (only barely, in one case, but 24 was just enough) and Honor slams down another. Aanash's attack hits the remaining piper for 6.

It tries to swing back, but even with the slow it still misses, barely.

Everyone is  Slowed 
 An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.  

Adam, and everyone, is up, since you took down the second batch of enemies in initiative.

 Initiative:- 
Honor:(1d20)[20]

PB:(1d20)[18]

Adam: (1d20)[17] (1d20)[3] 

ZR:(1d20)[17]
PR: (1d20)[16]
ZB:(1d20)[16]

Svek: (1d20)[10]
Aanash:(1d20)[4]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +10  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/32 Sorcery Points: 2/6 Wand: 5/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions: none  

Svek install unable to move from his elevated perch. He's excited that the large trumpet wielding monster fell to his fireball. He thought it would likely only take out the little ones.

  "Llllettt's fiiiiiniiiish themmmm"  

He tries to throw a glob of acid at the remaining creature, and manages to get the spell off, splashing acid in its face.
 
 
  
 
 Spoiler: OOC 
Can I cast the spell?  (1d20)[ 6 ] 
If yes. Cast Acid Splash DC16 Dex save or  (2d6+5)[ 15 ]  acid damage, save  (1d20)[ 8 ] 
 Reaction:  shield or absorb elements if needed (not if slowed)

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 48/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 2/2 2nd 
 Lay on Hands- 0/30 

Satisfied that his opponent has been downed, Honor turns and runs as fast as he can towards Adam. Which isn't very fast, considering the nature of the magic effecting them. He extends his palm, which radiates with grey light, and presses it to his ally, whose wounds recover suddenly, healing at his touch.
 
 
  
 
 Spoiler: OOC 
Move 15 feet down and heal Adam for 30 with lay on hands.
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 18(Cloak of Displacement) HP: 43/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Still moving in slow motion, it takes Adam a few moments to realize that the fireball had gone off, and had cleared the threat before him, and he tilts his head in thanks to Svek, before starting to spin around, to face the second trumpeter.
Before he can complete the movement, he feats a touch on his back, and the abrupt torrent of healing from Honor.  " Tthhaannkk yyoouu.  II tthhoouugghhtt II wwaass ggooiinngg ttoo mmeeeett tthhee ggooddss tthheerree. " While the words slowly flowed from his mouth, he completed his spin, attempting to slam his hammer into the second of the trumpeters, to do some discouragement of his own.

 
 Spoiler: OOC 

 (1d20+6)[ 16 ]  Attack
 (1d8+3)[ 6 ]  Damage

 (1d6+6)[ 10 ]  Twilight sanctuary
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 44/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (0/5), Temp HP (8), Form of Dread (DC 13 Wis vs Fright on attack hit)
 

Still in the midst of rebounding from his previous strike against the flabby flesh of the mutant amalgamation, Aanash uses the momentum to swing down into an uppercut at seam of the creature's merged guts.

 
 Spoiler: Actions 
A basic swing at the last Piper.
 (1d20+8)[ 21 ]  to hit
 (1d10+5)[ 13 ]  damage on a hit
 

 
 
  
Amnestic
With merely one foe left standing, you are able to turn your attentions to it proper, combining spell and steel as one to sizzle and bash and tear at its fleshy exterior. Arms are seared from their sockets and great globules of fat are torn from its distended belly, and you are able to swiftly reduce your last enemy to a pile of gore that can no longer threaten you. Just as quickly as they arrived to the fight, the moment clears, and you are left in the now quiet street.

 
 Spoiler: OOC 

That was a  Deadly  encounter so you stack up 15 experience for winning.
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 43/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Twilight Sanctuary. 
As the last twisted monstrosity falls, Adam takes another long look around himself, looking for any other threats, before lowering his hammer.  " That was far too close for comfort. "  His deep voice is a little shaken by the rather abrupt, overwhelming assault, and he looks to Honor next, reaching out in thanks.  " Thank you, Honor.  For a few moments there, I was sure I was going to be meeting the gods in person. "  Then, he looks around once more, correcting his slightly battered armor, before speaking again, more softly this time.  " I hope these things were territorial enough to prevent more of them from living nearby, whatever they were.  If they were the work of this fleshcrafter... "  His voice trails off, the rest of his message clearly conveyed by the menace in his voice.

 
 Spoiler: OOC 

 (1d20+8)[ 14 ]  Perception
Twilight Sanctuary rolls, looking for that 12 temp hp.
 (1d6+6)[ 11 ] 
 (1d6+6)[ 12 ] 
 (1d6+6)[ 7 ] 
 (1d6+6)[ 11 ] 
 (1d6+6)[ 7 ] 
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +11  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/32 Sorcery Points: 2/6 Wand: 5/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions: none  

Seeing th battle conclude, Svek flies down to join the others.

  "Let's keep going then. Is everyone ok?"  

He enjoys the now familiar glow of Adam's healing light.
 
 
  
 
 Spoiler: OOC 
[roll]5m1d6[/roll] + 6 to best  Edit: wrong code. 11 in discord.  
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 48/64  
 Temp HP 8  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 2/2 2nd 
 Lay on Hands- 0/30 

Honor takes Adam's hand when it is offered and gives it a firm but awkward shake with his three fingered hand.  "I agree. This fleshcraft cannot be allowed if these lands are to be reclaimed. The locals are hostile enough without being given stingers. We should eliminate the source."  Honor nods to Svek when he suggests moving on, starting to lead the way away from these bloated corpses of former Cyre citizens.
 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 44/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (8), Form of Dread (DC 13 Wis vs Fright on attack hit)
 
 "Flesh beasts or mutated locals, either way it was a thrill of a fight!"  rolling his shoulders, Aanash has a pleased look plastered across his face. Crackling energy pulsates over his body, rebuilding the bubble of arcane force.  "Who would have thought a trumpet could sting so much? Ahaha! I am glad you emerged alive, Adam,"  glancing over the bodies, Aanash squats next to one of the sting-beasts and prods at the tail.  "We could try extracting the venom for our own use. Does anyone know how to do that? It was more Surge's thing, I think." 
 "Do you think the fleshcrafter could give me one of these?"  he adds, poking the tail again.  "They are very neat!" 
 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam takes another deep breath, before nodding to Svek's question.  " Yes, best we be on our way, but first, perhaps these creatures had something of use? "  With that, he takes a quick look around, trying to see if these creatures had any sort of treasure.

Adam frowns at Anash's words, thinking for a moment.  " It may be a part of a complete package. "  To emphasize his point, he gestures towards the dead creatures.  " If this were some sort of deal, I doubt they would have agreed to that. "

 
 Spoiler: OOC 

 (1d20+8)[ 19 ]  Perception?
 

 
 
  
Amnestic
Adam finds nothing of value among the amalgamated monsters that attacked you - their instruments were deadly weapons in their hands, but to you they appear to be rusted trinkets long past use even to sell as scrap.

Once you've patched yourselves up as best you can, given the Mournland's ever present perversion of healing, you continue on down the streets, wending this way and that towards where the crude map indicated you would find the fleshweaver. As you round a bend, you have only a moment to react. Above you, leaning out from the window of a building, a ghostly figure tosses and empties the contents of a chamber pot into the street...and right onto your heads, unless you can dart away in time.

 
 Spoiler: OOC 

Each party member must succeed on a DC10 dexterity save or be covered in ghostly poop.
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +11  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/32 Sorcery Points: 2/6 Wand: 5/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions: none  

Svek jumps back out of the way of the ghost excrement. He looks up and sees the ghost, instinctively yelling up at the perpetrator.

  "Hey! Watch where you throw that stuff. We're walking down here."  
 
 
  
 
 Spoiler: OOC 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Caught unawares by the abrupt deluge from on high, Adam attempts to dodge, but his foot gets caught in a rut in the road, staggering him for a moment... just long enough to get coated in ethereal effluvia.

 
 Spoiler: OOC 

Rolled a nat 1, for a total of 0.
Yes, Adam is amazing at making those dex saves.
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 52/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (8) 

The ghostly slop splashes onto Aanash's head and he freezes in place in shock. It oozes off of his shoulders and hair, and for once the tiefling closes his mouth into a tight-lipped frown. This was not fun, not at all. He immediately steps away from the balcony and begins prestidigitating away the filth on his clothes, but his hair will take more effort.

 
 Spoiler: OOC 
On the side, but used Second Wind for  8  healing during travel.
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 48/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 2/2 2nd 
 Lay on Hands- 0/30 

Honor doesn't break stride, avoiding the rain of slop not with reflexes, but with luck. It splashes behind him.
 
 
  
Amnestic
Those drenched in the ghostly excretions find that it stinks just as badly as if it were that of the living, and just as clingy, seeping into gaps in clothes and armour such that even the most vigorous of cantrips proves ill-effective on removing the stench. While your clothes may be cleaned, your body is not, and you're forced to accomodate the stench until the opportunity to cleanse yourselves arrives.

At the very least the Karrnathis won't mind.

The ghost seems to ill-care about Svek's objections. Indeed, they don't seem to notice you at all, instead returning inside, and not returning. It may not even be a ghost at all, but rather some distant echo of a maid long since dead.

Pressing on regardless of the stink, you eventually follow the map and find yourself on the approach of a grand circular theatre. Stood outside are two creatures. On the left, an elf - the most beautiful elf you ever have seen, so beautiful in fact that they cause even Honor's warforged heart to skip a figurative beat. Ephemeral and graceful, it is difficult to pull your eyes away from them, your minds suddenly awash with images and thoughts of a night spent in their arms, quite unbidden and unwanted, yet pervasive. They are dressed in finery ill befitting the Mournland, and carry no visible weapons.

The creature on the right is near the exact opposite - a grotesque and grey-skinned 'humanoid' lacking in a typical head. Instead, their bare chest reveals two separate faces, each with enlarged mouths and eyes atop one another, on an engorged torso that twists into a large hunch. Four arms - one with a shield, one with a morningstar, and two cradling a crossbow - protrude from its sides, and it stands on four legs, each with a shoe on, though only two of the legs have any actual trousers to cover itself. It is a twisted creature, whose mouths are gibbering to itself.

The building at their back seems in remarkably good condition, and even shows some signs of repair, though its grand double doors at the backs of those outside of it are currently shut.

 
 Spoiler: Int (Arcana) - Twoface 

 
 Spoiler: DC1 
Yet another mutated local of the Mournland, no doubt.
 

 
 Spoiler: DC10 

It is reminiscent of dolgrims - daelkyr creations that fused two goblins together into a single form - though these appear to have been formed from humans instead of goblins, and are a bit taller to match. Probably because there weren't all that many goblins in Kalazart.
 

 
 Spoiler: DC15 

Dolgrims, at least those you know of, are intelligent, but sadistic and bloodthirsty, dedicated only to serving themselves and their daelkyr masters. Despite their brutish appearance they are perfectly capable of holding a conversation.
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 43/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Covered abruptly in ghostly excrement, Adam mutters a long series of words that won't be repeated here under his breath.  " The gods are warning us to be wary of this Fleshcrafter.  The ambush by clearly fleshcrafted creatures, the surprise **** from on high... they're signs.  Expect an unpleasant surprise. "

With his warning given, Adam does his best to use his hammer to scrape off the goop, but it doesn't seem to have much effect.  Reaching the theater, Adam takes in the view of the most beautiful elf he had ever seen, but even she paled beside the memory of Meridith, and the ongoing, distracting scent of the ghost's gift.  Taking in the second figure, however, he draws his warhammer.  " More of those monstrosities! "

 
 Spoiler: OOC 

Adam did not do well on the arcana check, guys.
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +11  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/32 Sorcery Points: 2/6 Wand: 5/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions: none  

Svek looks first to the hideous one on the right before turning his gaze to the beautiful one on the left. He is drawn to her, but manages to shake off the feeling. He speaks first to his friends.

  "The one on the right seems to be yet another mutated local of the Mournland, no doubt. But the one on the left seems more dangerous to me. She doesn't even have scales and yet I find myself wanting to curl up at her feet."  

He then addresses the creatures,

  "Are you guarding these doors? What is behind them?"  
 
 
  
 
 Spoiler: OOC 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 48/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 2/2 2nd 
 Lay on Hands- 0/30 

Honor stopped in his tracks when he saw the two guardians of the door. The monster was one thing, he could slay that well enough with his companion's help, but the other being...

  "Corporal Teyas, what is that thing?"  
 "I don't know, First Sargent. But it's beautiful." 
  "It is like a colored mirror dipped in running water. A symphony in flesh. I've seen priceless paintings with less grace and style in old Cyre. This is... wonderous..."  

Realizing he spoke aloud, Honor tilts his head down and lets his companions negotiate with the monster and the... sublime THING.  
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 52/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (8) 

Still reeking of excrement, Aanash has an uncharacteristic frown on his face. It's hard to say if his rictus grin or the deep scowl now painting new lines across his face is more unsettling. Even the promise of violence from Adam drawing steel is not enough to lighten his mood - though perhaps the smell of blood and burning  would  be more pleasant.

Seeing the strangely beautiful creature makes him self-conscious about their condition.  "Would this happen to be a bathhouse?"  he asks, voice droning and low.
 
 
  
Amnestic
The two 'guards', such as they are, are called to attention by your words. There's a glimmer of magic at the elf's hand, but it vanishes just as quickly when the two-faced one puts one of its four-arms in its path.  "None o' tha' now, these're the invited ones ain't they?"  One of its mouth babbles.  "Yeah think you're right,"  the other responds. In deference, the beauty takes a step back.

 "This 'ere's the demesne of our master, patron, lord, and benefactor, the great Ecsimizt, Master of Flesh'n'Skin. Ye got 'is letter din't ya? We was told ye'd be coming. Bit late, but better than never ey?"  He raps his free hand's knuckles on the grand door.  "Our master took this theatre as his home, loves the arts 'e does, paints 'is canvas with people stead of oil. Might even paint you too, if you're lucky."  The two mouths let out simultaneous low, and yet discordant, chuckles.  "Can go in if ye want, like I says you're invited."  As if to prove the point, he steps aside, gesturing for the party to approach.
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +11  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/32 Sorcery Points: 2/6 Wand: 5/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions: none  

Svek isn't excited about possibly being turned into either of these creatures. He's a little afraid of what we're going to find inside. But he takes a deep breath and steadies his resolve.

  "OK. Let's go in then."  

He leads the way into the old theater.
 
 
  
 
 Spoiler: OOC 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Seeing his allies finding themselves much less suspicious than he was, Adam slowly puts his hammer away, although his hand remains near the heavy weapon as he gingerly follows Svek inside.
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 48/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 2/2 2nd 
 Lay on Hands- 0/30 

Honor follows the others inside, trying and failing not to look at the elf creature while he passes by.
 
 
  
Amnestic
The pair of guards allow you to pass, though you're left with the echoing chuckle of the two-faced creature in your ears as the doors shut behind you and leaves you in the dim light of a thin tunnel, one you emerge from in no time at all.

The room you emerge into is immense, a vast circular theatre whose stands border the entire room, all facing into the central platform. The forms of people, stood and sat, fill the seats, though more than a cursory glance shows them to be frozen in place like statues; looking closer still shows their forms to be twisted and muddled, with facial features in the wrong place, or both arms on one side, or a head on their foot and a foot for a head. They are all recognisably  humanoid , and yet clearly  not .

The central platform is moated by water, save for a single path forwards in front of you that leads to it. Smaller platforms orbit it, and great banners of cloth in a rainbow of colours stream off the platform across the water. Beneath the still liquid, you spot the shadows of things moving about here and there, though none surface even at your approach.

In the centre, lit by two beams of light that seem to track its every move, is the creature you might guess is Ecsimizt. Others stand on the stage too, though they are as frozen as those in the stands - these have their bodies twisted into unnatural poses and shapes, as faced outwards towards the crowd as if putting on a show. Describing the otherworldly Master of Flesh and Skin proves taxing, for their form seems to shift with a shimmer whenever they move. They are beautiful, of that you know, but that beauty seems to be ever changing. At once they seem almost human, at others bearing fur or scales. The creature's only permanent feature is the long clawed nails that stretch from their fingers into needle points - sharp points that even now are knitting and weaving the body of one of their 'subjects' who sits silently in a chair. Their right eyestalk appears to have been elongated, and now stretches roughly a foot from their head, shifting under the "tailor's" ministrations like a snake searching for its prey.

When Ecsimizt speaks, their words seem to echo seven times, and seven times more, boring into your minds with an otherworldly resonance.  "Y̸o̷u̴ ̷h̵a̵v̵e̷ ̷f̷i̵n̶a̸l̸l̸y̷ ̸a̸r̴r̸i̸v̵e̴d̴.̴ ̵A̶ ̸b̸i̵t̷ ̶s̴m̶e̸l̷l̴i̴e̴r̵ ̸t̷h̵a̷n̸ ̶a̸n̶t̵i̵c̷i̵p̷a̶t̸e̵d̵.̸ ̷H̷a̶v̵e̴ ̷y̸o̸u̸ ̷b̸r̶o̷u̸g̵h̸t̴ ̷a̶ ̷g̸i̶f̷t̶?̸.̴̞̮͆̆" 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 52/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (8) 

If he'd been in a better mood, Aanash may have jumped at the chance to simply attack the guards and begin dismantling the building. Instead he simply trods along behind the others with his grim expression. Coming out into the macabre and unsettling theater, he narrows his eyes watching the strange shifting form of the sculptor himself. He'd not exactly been the best student, but he tries to figure out what it could be.

 
 Spoiler: Rolls 
 (1d20+1)[ 17 ]  Arcana to try and identify what this creature is
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +11  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/32 Sorcery Points: 2/6 Wand: 5/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions: none  

Svek walks warily past the guards and into the theater. What he finds there is even worse than he imagined. All of these corrupted and disfigured monstrosities must be in pain. But trying to free them would almost certainly cause them and this Ecsimizt to attack us and make us into his slaves as well.

The voice echoes through his head, but he can hardly make out the words. Something about a gift?

  "Were we supposed to bring a gift?"  

He stays back and keeps his distance from the demon.
 
 
  
 
 Spoiler: OOC 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 43/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Remaining wary within the lair of this diabolical foe, Adam carefully looks around, content to let his allies talk while he assesses the situation.

 
 Spoiler: OOC 

 (1d20+8)[ 12 ]  Perception:  Looking for hidden guards, whether the creatures on the stage are alive or not, alternate routes...  Basically, if we start a fight here, how is it going to go.

 (1d20+8)[ 20 ]  Insight:  Can Adam pick up anything about Ecsimizt?
 

 
 
  
Amnestic
 "I̸t̸ ̷i̸s̸ ̵c̴u̸s̵t̴o̸m̴a̶r̸y̶ ̴t̶o̴ ̶b̴r̴i̶n̵g̶ ̶a̶ ̷g̸i̶f̶t̶ ̴w̶h̵e̵n̷ ̵i̸n̷v̵i̵t̸e̸d̷. T̷h̶a̵t̴'̷s̴ ̴h̴o̷w̷ ̴y̶o̸u̵ ̷m̸a̸k̸e̸ ̵f̷r̷i̷e̸n̸d̵s̶,"  the creature intimates, though it's hard to tell what emotion they convey through the echoing voices.  "S̸o̶?̶ ̸W̷h̸a̶t̷ ̵h̷a̶v̷e̶ ̸y̴o̷u̶ ̸b̸r̵o̶u̶g̴h̷t̷ ̸f̴o̴r̵ ̵m̶e̴?̷" 
 
 Spoiler: Aanash 

This is a creature of madness - of Xoriat. You have heard whispers, rumours in taverns, of the Daelkyr lords whose visages shifted and morphed like water running through a river. That seems a remarkably close descriptor for Ecsimizt. If indeed they are such a lord, they are almost certainly a threat beyond your group's means.
 

 
 Spoiler: Adam 

Perception: If the creatures on stage are alive, they're doing a remarkably good job of playing at statues, but then perhaps there is some sort of stasis magic involved, locking them in place until the Master has use for them.
Given your position, you could probably beat a hasty retreat should conflict occur, but between Ecsimizt and the underwater shadows you do appear to be outnumbered, if not certainly outgunned.

Insight: They seem utterly at ease, and bear no indication of hostility.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 52/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (8) 

Enough whispers under the drunken breaths of adventurers and in the shadowed corners of rumor mills had corroborated to tell Aanash that this creature is a little out of their league right now. And causing offense would be bad for their health. Holding up his hands and moving slowly to indicate no harm intended, Aanash reaches down and takes a handaxe from his belt, doing his best to put on a friendly face in spite of his state of being.  "Well, as I understand it the most heartfelt gift is one you made yourself." 

Pulling aside his coat, Aanash uses the axe to peel away one of the bio-metal plates on his torso. He uses his block of wood to grit his razor sharp teeth into, digging deep gouges into the wood. When it comes to pain, Aanash is no stranger. Some can be fun - the burn of exertion, the coursing of electricity, the thrilling crackle of wild magic. Carving off a chunk of himself does  not  rank among these. His actions are certainly not within the normal range of his concerning behavior, which should clue in the party that this creature is not something to be trifled with.

After finishing his bloody work, Aanash takes out his worrying block and gives a grimacing grin, taking a step forward to hold up the organic plate in offering. Red runs down that half of his chest, staining his right pant leg.

 
 Spoiler: Rolls 
 (1d20+8)[ 12 ]  Athletics to peel off the piece with steady hands and avoid prolonging the experience
 (1d20+2)[ 8 ]  Diplomacy for the offering of a madman's gift, if needed
 (1d20+2)[ 19 ]  if somebody wants to offer Help

In his character description, the plates molt and shed naturally over time, but this is probably still about as much fun as prying off a fingernail attached to his torso. However much self-damage the GM feels that is worth, and whether he can shave it off without popping his barriers or not.
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 48/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 2/2 2nd 
 Lay on Hands- 0/30 

Honor could not decide what was more disgusting- the flesh knitting and sewing going on, the demonic creature whose body flows and changes like water, or the imagery of seeing Aanash peel part of himself off for the foul thing. His initial response was to leap into battle, but if Aanash was doing this much to placate the demon then either it was beyond their abilities or he was ensorcelled somehow, and either way it would not be a good time to start a fight.

So instead he held his ground. He had the distinct feeling that if he possessed biology his stomach would be turning and his skin would be crawling. That was the indication he got from the Corporal, anyway. Another advantage to his iron body.
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +11  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/32 Sorcery Points: 2/6 Wand: 5/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions: none  

Svek desperately wants us all to turn and run, but he's not going to leave his friends here to die and be turned into these grotesque creatures. He stays in the back, but tries to figure out what this demon wants from us and what it is trying to accomplish.

  "These are interesting creations you've made. How does the process work?"  
 
 
  
 
 Spoiler: OOC 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam stands warily, continuing to keep his eyes darting around the chamber as he represses his horror at Aanash's immediate decision to mutilate himself for this demon.
 
 
  
Amnestic
Your host watches as Aanash peels off the chestplate, and offers it up to them. Even ever-shifting as they are, you see a certain amusement in the strange creature's eyes.

 
 Spoiler: OOC 

You take  10  damage (is affected by temp HP, not affected by arcane ward, ignores resistance/immunity) for the process of peeling off your own skin.
 

 "D̵e̴l̸e̷c̶t̸a̸b̵l̶e̸.̸ ̵I̷ ̸s̷h̵a̵l̴l̸ ̶f̴e̵a̴s̴t̵ ̴o̵n̸ ̶i̶t̶.̴ ̴O̵r̶ ̷p̶e̸r̶h̵a̷p̸s̶ ̵a̸d̶d̶ ̸i̵t̸ ̵t̶o̵ ̷a̷n̵o̶t̵h̶e̶r̸.̶ ̷W̷o̷u̸l̵d̶ ̶y̵o̸u̵ ̸l̶i̴k̴e̴ ̶t̴h̷a̸t̷?̴ ̴T̵o̸ ̵b̸e̵c̶o̷m̵e̴ ̸p̶a̴r̴t̶ ̷o̷f̴ ̴s̵o̵m̷e̴o̷n̶e̸ ̵e̶l̴s̷e̸?̷"  The question is rhetorical. Ecsimizt continues unabated, and without waiting for a reply.

 "G̶r̶a̶c̷e̶ ̷g̵o̷e̸s̶ ̶b̶o̶t̴h̴ ̴w̴a̸y̶s̶,̷ ̴a̵n̸d̶ ̸y̷o̸u̷ ̴a̸r̶e̷ ̷w̶o̵n̸d̷e̸r̵i̸n̸g̴ ̷w̷h̸y̶ ̴I̶ ̸i̸n̸v̸i̷t̵e̷d̶ ̵y̷o̸u̷ ̵n̴o̶ ̸d̷o̴u̷b̷t̷?̵ ̸B̴o̸r̴e̷d̴o̶m̸.̸ ̴S̷o̶ ̴r̶a̷r̵e̴l̵y̶ ̷d̷o̷ ̵I̷ ̶s̶e̶e̴ ̴a̷ ̵n̴e̵w̸ ̸f̵a̴c̷e̵ ̷i̶n̵ ̸t̵h̴i̷s̷ ̴c̷i̵t̷y̴ ̶t̶h̵a̶t̵ ̸i̴s̷n̵'̴t̶ ̸a̴ ̵b̸o̵o̸r̴i̸s̸h̴ ̸m̶e̸t̶a̴l̷m̸a̴n̶ ̸o̶r̸ ̵a̴ ̸c̸l̴a̴t̶t̴e̴r̵i̴n̸g̷ ̵b̸o̶n̴e̷b̵a̶g̸.̶ ̵B̵o̸r̷i̸n̷g̵!̸ ̶B̵o̶r̷i̸n̸g̶!̵ ̵B̵o̵r̷i̸n̵g̸!̶ ̸"  The sudden outburst of emotion is punctuated by the creature slashing the head from one of the statues with a single swipe of its talons. The severed bodypart tumbles in a bloody mess, before falling into the water. It falls for just a moment, before being swallowed by a shadow, and disappearing for good. Ecsimizt sighs, composing themself.  "̸T̸h̶e̵r̵e̸ ̵w̸e̷r̷e̴ ̸o̵t̸h̶e̸r̴s̸ ̶o̴f̴ ̷c̴o̸u̷r̸s̴e̴,̶ ̷r̷e̴c̶e̵n̸t̵l̴y̷ ̷e̷v̵e̶n̸,̶ ̸I̷ ̸g̴a̵v̷e̶ ̸t̵h̸e̷m̶ ̵a̸ ̷g̶i̴f̴t̸,̵ ̷a̵n̷d̶ ̷t̷h̶e̷y̶ ̴s̶a̶i̷d̵ ̶t̷h̶e̶y̶ ̷l̸i̵k̵e̶d̷ ̸i̷t̸,̷ ̶s̴o̵ ̶I̵ ̸t̶h̶o̸u̵g̵h̶t̵ ̸t̷o̶ ̷m̷y̷s̸e̶l̵f̷,̴ ̵w̴h̸y̴ ̴n̷o̸t̸ ̷o̶f̴f̸e̵r̸ ̵t̸h̵e̶ ̸s̸a̸m̶e̵ ̴g̷i̷f̴t̷?̴ ̵I̴ ̷c̵o̵u̶l̷d̸ ̷k̵n̸i̶t̴ ̸y̶o̸u̵ ̵a̴ ̵n̶e̸w̷ ̶e̴y̸e̵,̷ ̸l̴i̸k̵e̶ ̴S̶t̸e̴v̷e̸n̴ ̷h̷e̷r̸e̸.̶ ̶A̷n̷ ̵a̶r̵m̸ ̴t̶h̷a̷t̸ ̸c̴a̷n̸ ̶c̵a̴s̸t̸ ̸s̶p̵e̵l̵l̷s̵ ̷o̴f̴ ̴i̷t̷s̵ ̶o̸w̸n̸ ̶v̴o̸l̵i̸t̷i̸o̸n̵?̸ E̸v̸e̶r̵y̶o̸n̴e̵ ̷c̶a̴n̴ ̶b̶e̶ ̶i̷m̴p̸r̶o̸v̴e̸d̴.̵ ̵M̴a̴d̵e̵ ̵b̵e̶t̶t̴e̸r̷.̶ ̵E̵v̵e̶n̸ ̶t̵h̶o̷s̷e̴ ̷w̶i̷t̸h̸ ̸s̶c̷a̵l̵e̶s̵ ̷o̸r̴ ̷s̸t̶e̸e̷l̶ ̸f̵o̶r̶ ̶s̴k̵i̶n̵.̶" 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 43/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam frowns at the creature's words.    Either we fight, or this is going to go poorly.  Remotely controlled limbs casting spells does not sound like a good thing.  And I suspect that all of this creature's "gifts" carry similar risks.    After a few moments of consideration, Adam speaks up.  " And what of the costs, and the downsides to those improvements? " 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +11  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/32 Sorcery Points: 2/6 Wand: 5/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions: none  

Svek is not interested in any upgrades from a demon. Fortunately, it does not seem as interested in his scaled body as it does the flesh ones of Adam and Aanash. Let's hope they are both smart enough to decline. He speaks quietly to Adam.

  "I don't think this is a good idea. How do we get out of this?"  
 
 
  
 
 Spoiler: OOC 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 48/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 2/2 2nd 
 Lay on Hands- 0/30 

Honor doesn't move, but his allies who know him would chalk this up to him being unsure what to do. If he was the superior officer he would order them to retreat and break out of this place, hauling ass until they were away from this place of perversion and corruption.

 "I firmly but politely decline." 

This finally comes out after several seconds pause. Honor looks to his allies, eyelights bright, and jerks his head in a firm motion towards the door, or, hopefully, some other exit.
 
 
  
Amnestic
 "C̶o̶s̵t̴s̷?̵ ̵N̶e̵e̴d̴ ̸y̶o̶u̵r̵ ̸e̴a̸r̶s̶ ̴r̷e̵p̴l̵a̶c̸i̸n̶g̴ ̷m̸a̵y̶b̷e̸.̵ ̴I̸ ̸s̸a̶i̶d̶ ̷i̵t̵ ̸w̶a̷s̶ ̶a̴ ̷g̵i̸f̴t̷.̷ ̶T̴h̷e̸r̶e̴'̸s̴ ̸n̶o̸ ̷c̴o̵s̶t̵.̴ ̸H̸o̸w̷ ̸c̷o̶u̶l̶d̶ ̴t̵h̵e̵r̷e̵ ̸b̵e̷ ̸a̴ ̵d̷o̸w̶n̷s̸i̵d̵e̷ ̷t̴o̷ ̸a̵ ̸g̷i̸f̸t̷?̸ ̸I̴s̵ ̵t̴h̵e̸r̸e̵ ̴a̶ ̸d̵o̸w̸n̸s̵i̸d̸e̸ ̵t̸o̸  y̷o̸u̶r̶  ̸g̷i̷f̷t̴?̷ ̵Y̷o̸u̷'̶r̸e̵ ̵s̶p̶e̴a̷k̶i̶n̵g̶ ̸n̷o̷n̵s̶e̶n̵s̶e̸.̶"  The creature sounds perplexed, waving a hand as if the concept itself is ridiculous, with full sincerity.
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 52/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (8) 

Thinking back to the strange creatures they encountered before, Aanash thinks it over. If sating this creature's boredom gets them out of here in one piece (and maybe a few more sewn on), it could be worth the risk. And it could be neat.  "Oh, well, those creatures outside had some interesting looking stingers,"  he says, still a little reluctant.  "Is it something like that?" 
 
 
  
Amnestic
 "M̵m̸m̵,̸ ̸p̶e̴r̷h̵a̷p̶s̷.̴ ̸A̶r̴t̴ ̶i̶s̷ ̵a̴n̸ ̷e̶v̴o̸l̴v̸i̵n̸g̴ ̸p̴r̴o̸c̷e̷s̶s̴,̴ ̴a̶n̷d̷ ̷i̷n̷s̸p̵i̵r̸a̸t̶i̶o̵n̸ ̸m̴a̴y̷ ̶s̵t̷r̶i̷k̶e̶ ̶a̷t̴ ̷a̵n̷y̶ ̴m̶o̵m̴e̶n̶t̸.̴ ̵W̵a̵s̸ ̵i̸t̸ ̶t̵h̴e̴ ̶p̸o̸i̶s̵o̷n̸ ̵o̵r̵ ̵t̵h̵e̶ ̶t̵a̶i̶l̸ ̸t̶h̸a̷t̶ ̵s̶o̴ ̴e̴n̴t̵i̵c̷e̵d̶ ̶y̴o̶u̴?̶ ̶"  There a hint of interest, but it's also seems that while you can make suggestions...the Master of Flesh and Skin may just do what they feel like.
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 52/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (8) 
 "Oh, most definitely the tail part,"  cracking a smile again and rubbing his hands together, Aanash starts to forget his earlier misfortune just a little. Clawing at the air to pump his arms back to his sides, he chuckles,  "It has that element of  unpredictability . They see you coming at them and think you will use a sword or a hammer, but then you twist and,"  he turns and does an angled jab with his hand for emphasis,  " Hacha ! It was tail stab all along! Gotcha suckers, heehee! Or,"  he turns and points backwards,  "They come at you from behind, oh no! But then you whip out your secret tail stinger and  kashing , surprise! Not so defenseless after all, foolish fools!" 
 
 
  
Amnestic
With your acceptance, the Master of Flesh and Skin whisks Aanash forward, into the spotlight. A bed, seemingly grown up from the ground at his will, appears - it's hard, and uncomfortable, and only made moreso when they bodily force the Mournling onto their front to begin their work.

It is long, and it is excruciating, and the party is forced to watch as flesh is drawn up from who knows where, threaded together into purple strands of skin, tied back in on itself a thousand thousand times, and then joined to the lower back.

 
 Spoiler: OOC 

Aanash gaves a level of exhaustion and takes  (2d8+6)[ 14 ]  psychic damage from being forcibly bonded with their new tail.

The tail serves as a Whip with the following differences:-
* It deals 2d4 damage.
* It has a bonus to attack and damage rolls equal to 1/2 proficiency bonus, rounded down (and is magical).
* On a hit, you can use your bonus action to either attempt a trip-prone or disarm with a str(athletics) check vs. their athletics/acrobatics. If your disarm roll beats theirs by 5 or more, you can immediately take hold of the item you took from them, so long as you have a free hand, otherwise it falls in an adjacent space.

That's all.
For now.
 


By the time they finish, the tail is fully functional, and feels like an extension of your own body, yet looks distinctly alien. Neither its texture nor its tone match your own, as if they had grafted a whole other organ from another creature. Perhaps they did, calling it up from some extradimensional space.
 "A̵l̸l̸ ̸d̷o̷n̵e̴.̶ ̸A̸h̸,̶ ̷t̶h̵e̸ ̴d̴i̵c̶h̷o̸t̸o̷m̴y̷ ̶o̷f̵ ̶t̶h̴e̷ ̵n̷o̵r̵m̶a̸l̶ ̶a̴n̴d̵ ̴t̵h̷e̴ ̸a̸l̵i̸e̶n̶.̴ ̷I̸t̷ ̸s̵i̶n̴g̴s̴ ̴a̸ ̶s̸i̷r̶e̵n̶ ̵s̵o̶n̷g̸.̸ 
 " ̸A̸n̷y̵ ̸o̸t̴h̷e̷r̴s̴ ̶w̵h̸o̵ ̸w̸i̶s̸h̸ ̵t̷o̷ ̴b̵e̵c̵o̴m̵e̵ ̴m̷o̵r̶e̷ ̵b̶e̵a̴u̸t̵i̴f̷u̷l̷?̵ ̶T̵o̵ ̷a̴s̵c̷e̷n̷d̵ ̷b̶e̷y̸o̶n̵d̸ ̷t̶h̵e̵i̴r̷ ̷b̵a̴s̵e̶ ̵f̷o̶r̶m̴s̸?̴"  They turn back to the rest of the party, extended needle-nails eager and at the ready, but it is the gesture of an artist, not a threat.
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 16 | HP: 62  +11  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/32 Sorcery Points: 2/6 Wand: 5/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Conditions: none  

Svek watches in horror as Aanash lets himself be disfigured by the demon. He's not sure a tail is worth it. He starts to slink away, thinking we should all run. But something in him stirs. Perhaps this thing could help him? He steps forward and asks, hesitantly,

  "Could. Could you make me more of a real dragon?"  
 
 
  
 
 Spoiler: OOC 
Stronger scales, faster wings, blindsight, frightful presence? Maybe a breath weapon but I'm not sure how much he'd use it since he can already hit 2 targets with acid splash for 2d6+5 and I fluff that as his breath weapon. Maybe a once per day acid lightning bolt. 60' line, 8d6. He'd want to be larger size, but that's not something I want. I like that he's 2' tall. Or maybe something goes hideously wrong.

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Amnestic
 "A̸ ̷d̵r̵a̴g̸o̶n̵?̶ ̴W̵h̸a̶t̸'̷s̴ ̵a̴ ̸d̴r̸a̷g̷o̵n̵?̷"  Ecsimizt asks, seemingly legitimately unaware of them. An explanation provided illuminates a little, but it might leave you a little more concerned about just what the mad creature will unleash upon you.

The result is as long as brutal as that which affected Aanash, if not worse. Scales are torn from flesh with reckless abandon, sometimes simply to be licked and stuck right back where they came from. Holes are drilled into the skull that seem perilously close to your brain, and an entire foot is removed. The Master of Flesh and Skin cares not for your pain - indeed one of his first acts is sewing your mouth shut, forcing every scream and wail to come strained and muted, morphing the song.

 
 Spoiler: Svek 

Results:-
You take  (2d12+10)[ 22 ]  psychic damage and gain a level of exhaustion from the more invasive procedure.
You have two curved horns far closer to that of black dragons.
One of your eyes and feet have been replaced. These have no mechanical impacts, but they are markedly out of place and  glimmer unnaturally under light, appearing as if they hold the energies of the Mournland itself.
Your dragon sorc AC calculation is changed to 14+Dex
You gain the Gift of the Chromatic Dragon feat.
 


On the other end of the  procedure, Svek's mouth is released from its bindings, and he is undoubtedly  closer  to that of a real dragon, but it is a lopsided appearance, almost mutated in parts. There is no majesty in this sight, at least none that anyone sane would recognise.

 "N̶o̴w̶ ̶t̸h̵a̸t̴ ̵y̵o̸u̴ ̵h̵a̷v̶e̶ ̵s̷e̴e̵n̵ ̸t̷h̷e̴ ̵b̸e̸a̷u̴t̴y̶ ̴o̷f̷ ̶m̵y̴ ̴w̵o̶r̶k̸,̴ ̵I̸'̷m̴ ̵s̸u̸r̴e̷ ̵y̸o̶u̵ ̵c̷a̴n̷n̵o̴t̷ ̸c̴o̴n̴t̵a̷i̴n̴ ̴y̶o̶u̶r̵s̸e̵l̵v̴e̶s̷,̶ ̵n̶o̶?̶ " 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 40  +11  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/32 Sorcery Points: 2/6 Wand: 5/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage: 3/3 LR
Conditions: none  

Svek asks his question, explains what a dragon is, even describing the horns of the black dragon. But before he even has a chance to hear what Escemizt has in mind, the demon grabs him and forces him onto the table. His eye is gouged out and his foot cut off. Why my foot? All of his scales are individually and excruciatingly removed. Svek passes out for most of the procedure, still screaming in his sleep. When he wakes up, though, he is very excited. Not for the scales or the new power, but mostly for the horns. He looks in a mirror or pool of water and smiles.

  "I love them!"  

He doesn't even mind the shimmering eye or foot. He thinks they're cool.
 
 
  
 
 Spoiler: OOC 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam takes in the changes to his two less wise companions, inwardly grimacing.  And outwardly frowning.  " I hope I'm wrong about consequences.  And I believe it is time we were departing. "
 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 38/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (0), Exhaustion (1) 

The process is excruciating. And not in many of the ways that Aanash finds fun - though the sudden influx of sensation as the new nerve endings are connected inside of the alien tail is certainly  interesting . It wriggles and twitches a little with its newfound motility.

Once the procedure is done, Aanash hobbles off of the ringmaster's stage pulling his pants back on, in which his enterprising tail slices itself a new exit hole. The lavender appendage stretches and seems almost to 'look' back at Aanash when he grins back at it, his past misfortune now forgotten in the flood of stimulation.  "Hahaha! Oh, you look very dashing and deadly, yes,"  he compliments it, to which the tail nods as he ventriloquises out of the corner of his mouth,   "Why thank you, Aanash. We will make a deadly pair I am sure."  

His little soliloquy done, he struts with a slight limp and a tired expression over to the others.  "A fantastic tail, my thanks!"  he announces.

The process that Svek undergoes is much less tame than his own - and even Aanash flinches at some of the noises coming out of the tortured kobold. But he shows no signs of disgust at the the lopsided creature that emerges, patting Svek on the crown of his head instead.  "What a...  trooper , they say? I hope you are as pleased as I am." 
 "I suppose we have plenty of things out there that still need fighting,"  he agrees passively with Adam, stretching his fingers and looking over his shoulder at an eager bladed tail tip jabbing at the air.  "Thank you again for your hospitality and artistic talents, Master." 
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 48/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 2/2 2nd 
 Lay on Hands- 0/30 

Honor watches horrified as his allies are grafted with flesh from godsknowhere to their bodies. It may be hypocritical for someone as easily modified as him to question their decision, but if he were flesh... then the warforged shook that thought out of his head.  "We have much to do. We should leave. Now." 
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 40  +11  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/32 Sorcery Points: 2/6 Wand: 5/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage: 3/3 LR
Conditions: exhaustion 1  

Svek walks out, tired but surprised that the surgery no longer hurts. In fact, his foot and eye have a barely noticeable, but pleasant, rippling sensation. It's not something he is willing to ever do again, but he's glad that he did it. But before he goes, he gives Escemizt a small ruby.

  "Here, Master Escemizt. A small gift of thanks for you. Farewell, and good luck with your future artwork."  
 
 
  
 
 Spoiler: OOC 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Amnestic
 "A̸ ̸s̵h̵a̸m̴e̸,̸ ̶b̵u̷t̴ ̵f̸e̵e̴l̴ ̷f̸r̶e̸e̴ ̴t̵o̶ ̷c̴o̵m̸e̵ ̷b̴a̶c̵k̸ ̷a̷n̷y̵t̴i̴m̷e̵.̷ ̸T̸h̸e̷r̴e̴'̶s̷ ̴a̸l̶w̴a̶y̸s̷ ̵m̷o̴r̴e̷ ̴t̶o̵ ̸f̴i̶x̷.̴" 

Though the ever present threat of the artist's boredom remains, they nevertheless allow you to freely step away and leave uncontested. The beautiful elf and the two-faced creature give you only passing nods of acknowledgement, watching you closely as you leave.

You put some distance between yourselves and the macabre theatre, perhaps for peace of mind just as much as anything else. There's still plenty of the day remaining though, and so you opt to seek out additional treasures, trinkets and tribulations among the ruined buildings of the city.

And one desolate street proves as good as another when you're staying away from the warforged-occupied areas. Of the north side of the street, you spot a tavern (the Bard's Bar), a blacksmith, what looks like an artists exhibition, a shipping/courier warehouse, what may be a scribe's office, a furniture store, and a gambling hall.
On the south side, two homes, a florists packed with dessiated and dead flowers, another tavern (Greyest of Geese), "Gerald's Adventuring Guild", Sunflower Books, and a pawn shop. Collapsed buildings are interspersed between these, but there doesn't seem much point in investigating piles of rubble - at least, not when there's standing buildings to look at instead.

 
 Spoiler: OOC 

The party has only so much time in the day, especially if they want to head back to the undead camp for some safe resting.

Each building takes 60 minutes to to clear and requires either a Perception or Investigation check.

You can have multiple people search the same building to cut down on time, by splitting what you're looking at, but if one roll is bad then you may end up missing stuff.
Two people in a building: 40 minutes
Three people: 30 minutes
Four people: 20 minutes.

If you're Helping, you're not cutting down on time either, so it'd be one person searching+one person helping=60 minutes for a building still, though you do get Advantage on the search roll.

Further, there may be dangers in one or more of the buildings, and splitting up could mean a delayed response from the rest of the party reaching you. Covering the maximum ground will require splitting up, but there's no guarantee it's safe.

If you want to get back to the undead camp without risking exhaustion from forced marching, you've got 2 hours of searching, though you could stay longer and either camp out here  or  risk the Consaves.

There's fourteen buildings listed, you'll have to pick and choose which ones to go for.

N1: Bard's Bar
N2: Blacksmith
N3: Artist's Exhibition(?)
N4: Warehouse
N5: Scribe's Office(?)
N6: Furniture Store
N7: Gambling Hall

S1: Home 1
S2: Home 2
S3: Florist
S4: Greyest of Geese
S5: "Gerald's Adventuring Guild
S7: Sunflower Books
S7: Pawn Shop
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 38/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (5), Exhaustion (1) 
 "We should be certain to visit the book store,"  as they stand among the streets examining their options, Aanash voices his opinion. Perhaps not the one expected of him. The tiefling stretches his back, grimacing. The base of his spine is still a bit stiff.  "Keep the prince happy, yes? He would want to recover Cyre's lost knowledge." 
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 51  +0  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/32 Sorcery Points: 2/6 Wand: 5/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage: 3/3 LR
Conditions: exhaustion 1  

Svek nods along to Aanash's suggestion. He doesn't have much interest in books and he's getting tired and wants to sleep for the night.

  "OK. We can go there first. Then maybe this warehouse and the pawn shop over there."  

He keeps looking at his reflection in the broken window glass, admiring his new eye and horns.
 
 
  
 
 Spoiler: OOC 
Just giving help actions.

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam frowns at Aanash's and Svek's suggestions.  " The bookstore is likely to not contain opposition, but anything found there is likely to be available outside of Cyre, thanks to printing presses.  It would also be fairly bulky, and difficult to transport through the weather of the Mournlands.  I would recommend that we split up into two teams of two, and search four locations in total.  Aanash and I can search the Adventuring Guild, as it is the most likely to have hostile entities present, but between us, I am confident we will be able to prevail.  I would suggest we follow up by checking the Warehouse, as it may well contain useful goods.  Honor, I would suggest that you and Svek check the Scribe's Office and the Pawn Shop, as it is likely that the Scribe would have more records of interest than the bookstore.  I could also call upon the gods to make a suggestion on one location, via an Augury. "

 
 Spoiler: OOC 

Don't Split the Party meets the ultimate challenge:  Time limited looting!
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 51  +0  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/32 Sorcery Points: 2/6 Wand: 5/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage: 3/3 LR
Conditions: exhaustion 1  

Svek looks a little apprehensive at the suggestion of splitting up. He trusts Honor, but he doesn't want to lose track of the other two.

  "I'd rather we stick together and skip the Adventuring Guild. But I'll do what everyone else wants."  

He has a lot of respect for Adam, and will do what everyone agrees to.
 
 
  
 
 Spoiler: OOC 
My vote is to stick together, but I'm ok with Adam's plan too.

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 38/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (5), Exhaustion (1) 

Tapping the underside of his chin with a curl of his new tail, Aanash looks thoughtfully at the Scribe's office. He wags a finger,  "You make a fair point, Adam. The scribe is more likely to have unique or recent works. So,"  he sets his hands on his hips,  "I agree, scribe is one. Warehouse we all seem in agreement on. But I also agree with Svek,"  he pats the hammer at his waist,  "The foes here have been no walk through the cake, and more than one of our fellows has been separated by wild Mournland magic and we do not know where they are. We must remain together. Whether the third site we visit is the guild or the resale shop... I will defer to you, or your gods' opinion." 
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 48/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 2/2 2nd 
 Lay on Hands- 0/30 

Honor is completely silent until they are sufficient distance away from the theater of the flesh. Then he continues to be silent, but with much less intensity. When the subject of searching comes up, Honor points a thumb at Adam.  "A well orchestrated search should be planned, and Adam's plan is as thorough as any. I saw we ask the gods for a tip, then start moving in in teams." 
 
 
  
Amnestic
You have sufficient time to hash out a plan, and after casing the exteriors for a moment you opt to move as one group, aiming for maximum safety. Your first destination: the pawn shop.

It is, put simply, a mess. You doubt that it was exactly neat before the Mourning but the chaos has only made it worse. Items and knick-knacks and thingymajigs are scattered over everything and everywhere. Precious trinkets that were once pawned for just-as-precious gold, child's toys no longer needed, furniture from homes they were forced from and more. At a glance it's impossible to tell what's trash and what is treasure, and a glance is all you have time for.

Moments after stepping into the front of the shop, a sharp wind, picked up by scattered pieces of parchment swirls around you. The bits and pieces that fill the storefloor coalesce together, forming legs, a torso, arms, and a hunched amalgamation that  might  have counted as a head. It's a pile of junk, but a pile of junk on two legs that stomps forward and swings an arm made up of mostly dusty and cracked musical instruments (thankfully a lot less thunderous than the Piper's were) and slams it into Honor. The second arm swing (this one mostly being made up of small bookcases and flower pots) only finds the ground, instead of the warforged warrior it targeted.


 
 Spoiler: Map 

 

Our Junk Golem rolled highest on initiative (and the exhaustion disadvantage didn't actually end up mattering). It moves in and attacks Honor twice; first attack hits for  16  bludgeoning, second misses.

 Initiative Order:- 
JG: (1d20)[17]

Svek: (1d20)[15] (1d20)[16] 
Adam: (1d20)[13] (1d20)[2] 
Honor:(1d20)[12]
Aanash:(1d20)[3] (1d20)[20] 
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 43/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
After the debate of what to search, and when came to an end, and they finally reached the first building chosen, Adam's initial impression is disappointment.  Yes, many of the items here are things that he would have loved as a child, but it had been a long, long time since he was a child.  As the musical instruments coalesced into a monstrous golem, he couldn't help but think that perhaps this was his punishment for his lack of interest in the musical arts.

Despite that, Adam steeled his heart, raised his warhammer, and called upon the protection that the gods offered, even while he called upon them for offense as well, with a half-moon appearing behind the junk golem, and bludgeoning it over the head.

 
 Spoiler: OOC 

Action:  Cast Twilight Sanctuary.  Everyone gets those lovely 1d6+6 temp HP, which seems like a plan, since three of you lost them.
Bonus Action:  Cast Spiritual Weapon, and try to hit the Golem with it.
 (1d20+8)[ 24 ]  Attack  (1d8+5)[ 6 ]  Force Damage
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 38/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12), Exhaustion (1) 
 "Oh,"  as the trash starts to coalesce into a single entity, Aanash claps ecstatically.  "The trash is alive. How amusing! Oh - it's not friendly,"  without bothering to reach for his hammer, intent on giving his new 'toy' a try, he steps up beside Honor to share in its ire and stretches his bladed tail across the table to slice part of the animated junk drawer up. A snap of the tiefling's fingers and a flick of the wrist conjures a glowing red sigil beneath himself.

 
 Spoiler: Actions 
Move 1 SE, next to Honor.
 (1d20+9)[ 26 ]  tail whip on Junk Golem
 (2d4+6)[ 12 ]  slashy damage
And a bonus action to cast Sigil of Alacrity beneath himself
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 51  +11  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/32 Sorcery Points: 2/6 Wand: 4/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 2/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage: 3/3 LR
Conditions: exhaustion 1  

Svek fumbles a little pulling out his wand, but manages to get his act together. He points the wand at the swirling detritus and a thin, green line shoots out at the golem. Then he screams at the golem, hoping to inspire his friends.

  "AAAHHHHHH!"  
 
 
  
 
 Spoiler: OOC 
Action: Wand of Paralysis, DC15 CON save  (1d20)[ 8 ] 
BA Draconic Cry: Everyone gets advantage until the start of my next turn
Twilight Sanctuary  (1d6+6)[ 11 ] 
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 45/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 2/2 2nd 
 Lay on Hands- 0/30 

Honor's plating and armor absorbs most of the blow, alongside a barrier of shimmering twilight that he'd begun associating with Adam. He gave the cleric a firm nod before turning to his work.

He drew his hammer and tried to bring it down like a burning brand on the junk golem, then followed up with a resounding upward slam.
 
 
  
 
 Spoiler: OOC 
Attack twice. If I crit I'll roll a smite. Rolling with Advantage thanks to Svek.  (1d20+7)[ 21 ]  or  (1d20+7)[ 20 ]  to hit,  (2d6)[ 6 ][ 4 ](10)  plus 4 bludgeoning,  (2d6)[ 4 ][ 3 ](7)  fire damage. Second attack  (1d20+7)[ 13 ]  or  (1d20+7)[ 27 ]  for  (2d6)[ 6 ][ 2 ](8)  plus 4 bludgeoning,  (2d6)[ 5 ][ 3 ](8)  fire damage. Rerolling 1's and 2's for damage. EDIT- Added a level 2 smite to the crit for an additional 13 radiant damage. And all the damage get's doubled on the crit, right? Rerolled the 2 on the second hit and got 5, so +3 bludgeoning to the crit. By my math is both attacks hit I whomped the golem for 21 damage then... 72 damage for the second? I think?
 
Amnestic
Svek's crazed yelling heralds the start of the battle. The wand used proves ineffective though, the golem's animating magic ignoring it entirely. What it can't ignore is directed damage however - Adam's spiritual weapon cuts into its side, and when Honor swings his hammer it proves a brutal and radiant end to the creature before any true defense can be mustered. A critical blow slams up into the creature's 'gut' and sees it break apart into a shower of toy and trinkets that rain around you. For a moment it seems it might have you trapped among its disparate body parts, but no, it died as quickly as it appeared. Aanash didn't even get a chance to strike with his new tail.

 
 Spoiler: OOC 

Combat concluded! Big paladin crits will do that. Twilight Sanctuary will expire before you get to the next one, so roll out your temp HP first.

Aanash's turn also didn't end up taking place since the enemy died too quickly, so the Sigil spell slot is recovered/retained!

That was an  Easy  encounter so you receive  5  experience points.
 


Choosing to delay your investigations further to first make sure your destinations are cleared of threats while the going is good, you move on immediately to the warehouse, to strike while the iron is still hot. The warehouse is long, stretching a good one hundred or so feet in total length, and when you crack the door there's an odd smell of ozone that fills the air. The containers inside look in remarkably well kept condition, albeit dusty. Certainly it appears no one - no locals, no warforged, and no Karrnathi - have yet looted the place for all it's worth.

Neat and tidy though it is, it is  not  unoccupied. At the far end, surrounded by three chained collars much too small for its large necks, is a three headed, eighteen eyed hound. Its fur is stretched smooth, a mottled purple and red colour, its fangs long and eager. It dwarfs any of you in size, and though it might not be able to consume most of you whole, its maw is probably large enough to swallow Svek without chewing too much. A slick liquid seems to have pooled around it, black and slippery, almost as if the beast is excreting it, but it seems unconcerned by it - if anything it seems quite well at home within it.

Though initially at rest, it perks up immediately when you enter, and stands to attack with an ear-splitting bark.


 
 Spoiler: Map 

 

Adam is up.

 Initiative Order:- 
Adam:  (1d20)[15]  (1d20)[16]

C: (1d20)[8]

Aanash: (1d20)[5]  (1d20)[12] 
Svek:  (1d20)[5]  (1d20)[4]
Honor: (1d20)[3]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 43/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
With the junk golem rapidly dispatched, Adam leads the way into the warehouse, his divinely enhanced eyes easily take in the abomination before him.  But he refuses to quail in the face of such a monstrosity, pointing his warhammer at the creature as he steps forwards, firing a bolt of light towards is even as he braces himself to receive a charge.  " The Host is with us this day! "

 
 Spoiler: OOC 

Move:  Step five feet forwards
Action:  Cast Guiding Bolt
 (1d20+8)[ 10 ]  Attack.
 (4d6)[ 8 ]  Radiant Damage + the next attack against the target has advantage.

Reaction?  If hit, Use Telekinetic Reprisal.
Strength save DC 16  (1d20)[ 10 ] 
On fail,  (2d8)[ 7 ]  Force damage and pushed back 10 feet.
On success, half the damage.
 

 
 
  
Amnestic
Adam's radiant spell impacts on the three headed hound's hide, and dissipates as if it did nothing at all. Indeed the creature barely even seems to notice as it crosses the entire warehouse in a single bound, looming over the party with dripping maws eager to feed. The oily liquid it gives off spreads in its wake, scattering over the warehouse and sloughing beneath your feet. It's viscous but slippery, and already it looks like it might be something that takes your feet out from under you and leaves your soft underbellies exposed to the rows of teeth on display.

 
 Spoiler: Map 

 

Adam's spell misses.

Cerberus  Dashes  to close the gap.

When you start your turn within, or move to within, 15ft of Cerberus while on the ground you are subject to its slippery oil.

You must make a DC10 acrobatics check to avoid having your speed set to 0 until the end of the turn. If you fail by 5 or more, you additionally fall Prone (and since your speed is 0, you can't then stand up). You may choose to set your speed to 0 to avoid making the check, and thus avoid the risk of falling prone.
Creatures with a flight speed who start their turn on the ground have advantage on the check, but they still need to make it, and they still risk speed 0/falling for a failure.

This also applies to moving into the oily slick that was left in its wake.

Everyone is up. Don't forget about exhaustion disadvantage on ability checks.

 Initiative Order:- 
Adam:  (1d20)[15]  (1d20)[16]

C: (1d20)[8]

Aanash: (1d20)[5]  (1d20)[12] 
Svek:  (1d20)[5]  (1d20)[4]
Honor: (1d20)[3]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 51  +11  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/32 Sorcery Points: 2/6 Wand: 3/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 2/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage: 3/3 LR
Conditions: exhaustion 1  

Svek tries the same routine as last time. Hopefully his wand works this time. He points it at the giant three headed dog and hopes for the best, a thin green ray shooting at the creature.

Svek's wings then spread out and he flies up to the ceiling, just before the oil can coat his feet.
 
 
  
 
 Spoiler: OOC 
Acrobatics check:  (1d20+6)[ 20 ] , disadvantage  (1d20+6)[ 18 ] 
Action: Wand of Paralysis, DC15 CON save  (1d20)[ 7 ] 
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 38/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12), Exhaustion (1) 
 "Oh, my guiding lights!"  when he sees the looming creature occupying the warehouse, Aanash erupts into a squealing smile as it bounds towards them.  "It is  adorable ! Ooh, who is the vastest, menacingest boy? It is you!"  Taking a wide stance to avoid slipping on the oil that splatters around them, he flicks his tail in preparation and then lashes out.  "You want to play? Me too! Let us play!  Nobody better kill the puppy !" 
 
 Spoiler: Actions 
Taking Speed 0 to avoid the check, and making a Non-lethal tail whip.
 (1d20+9)[ 23 ]  to hit
 (2d4+6)[ 11 ]  NL damage

Bonus action to cast Sigil of Alacrity beneath himself, but for real this time.
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
As the gigantic creature rushes towards him, Adam braces himself behind his shield, preparing to try match it's brutal power.  But yet, despite the ferocious speed with which it approaches, he found himself able to think, to react, before things got bad.  Although, that strange slippery goop it was leaking did not help, but his feet were set, and he wasn't moving.  Instead, he prepared, the light hardening beneath his feet, ready to let him take off once he was sure he wasn't going to fall.  And as it reaches him, mouth preparing to bite down, it reaches his magic instead.  " This is not your place, foul thing! "

 
 Spoiler: OOC 

Move:  Set to 0
Bonus action:  Activate Steps of Night, getting a fly speed.
Action:  Cast Bestow Curse, DC 16 wisdom save  (1d20)[ 1 ]  Targeting Wisdom.
This gives it...
A need to make a wisdom saving throw at the start of each of it's turns, or do nothing.
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 45/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

Honor leaps forward, using a large jump and momentum to close the gap with the devil dog. He comes to a skidding stop in the oil and brings his hammer down.
 
 
  
 
 Spoiler: OOC 
Rolled a 15 to go over the oil to get close to the dog. Honor will leap to the rear of the beast and get behind it.  (1d20+7)[ 23 ]  to hit,  (2d6)[ 2 ][ 5 ](7)  Plus 4 Bludgeoning,  (2d6)[ 4 ][ 5 ](9)  fire. Second attack-  (1d20+7)[ 8 ]  to hit,  (2d6)[ 6 ][ 3 ](9)  Plus 4 Bludgeoning,  (2d6)[ 6 ][ 5 ](11)  fire.
 
Amnestic
Aanash's please for mercy fall on deaf ears - including that of the hound itself. Though his new whiptail proves adequate at landing a blow against its thick hide. Svek's wandbeam locks its limbs in place, forcing it still, allowing Honor to slam a maul blow into its hind, but the second attack doesn't manage to do more than glance against it. It pushes back against Adam's curse as well - though its body might be restricted, its mind is not, and the magic fizzles before it can take effect.

The paralysis lasts only for a moment, and the creature quickly regains itself, maw dripping with eagerness once more.


 
 Spoiler: Map 

 

Aanash hits.
Svek paralyzes it, despite magic resistance.
Honor crits with the first attack due to paralysis, second still misses even with the advantage.
Magic Resistance roll negates Bestow Curse (roll: 18+2) from landing.

On its turn, it shakes off Paralysis (13+5 vs 15) but loses its turn as a result.

Party's up.

 Initiative Order:- 
Adam:  (1d20)[15]  (1d20)[16]

C: (1d20)[8]

Aanash: (1d20)[5]  (1d20)[12] 
Svek:  (1d20)[5]  (1d20)[4]
Honor: (1d20)[3]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 43/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Stepping into the air to avoid the grease, Adam raises his warhammer, catching a beam of light descending from above, and it flashes, as he speaks, his voice low, but clearly audible, even over the slavering of the beast before him.  " Strike true, for the memory of what was lost. "

 
 Spoiler: OOC 

Move:  Five feet into the air.
Action:  Casting Bless on Adam, Honor, and Aanash.
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 38/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12), Exhaustion (1) 
 "Yes! Fight, get up and fight!"  smiling as the beast shakes off the spell shackling it, Aanash encourages it.  "I would hate to see you lose so embarrassingly!"  Feeling divine inspiration flow through him, he gives the beast another lashing across the face with his tail.

 
 Spoiler: Actions 
Taking Speed 0 again to avoid the check, and making another two Non-lethal tail whips with his turn of Haste.
 (1d20+9)[ 13 ]  to hit + (1d4)[ 1 ]  Bless
 (2d4+6)[ 11 ]  NL damage
of Haste.
 (1d20+9)[ 10 ]  to hit + (1d4)[ 2 ]  Bless
 (2d4+6)[ 10 ]  NL damage
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 51  +11  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/32 Sorcery Points: 1/6 Wand: 3/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 2/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage: 3/3 LR
Conditions: exhaustion 1  

Svek spit a glob of acid at the three headed hound. Staying up and back to make sure he's not a target.
 
 
  
 
 Spoiler: OOC 
Firebolt of acid  (1d20+8)[ 20 ] ,  (2d10+5)[ 19 ] 
1 SP for Transmute

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 45/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

Honor continued swinging his hammer into the devil dog's flank, trying to cause it's rear leg to buckle.
 
 
  
 
 Spoiler: OOC 
Hammer 1-  (1d20+7)[ 27 ]  to hit,  (2d6)[ 2 ][ 2 ](4)  (reroll to 9) +4 bludgeoning,  (2d6)[ 2 ][ 3 ](5)  (reroll to 1, so -1 damage) fire damage. Crit, so level 2 smite on top, which turned into 13 damage. Doubled this is 60 damage. Hammer 2-  (1d20+7)[ 21 ]  to hit,  (2d6)[ 2 ][ 6 ](8)  (rerolled to a 6, so 12) +4 bludgeoning,  (2d6)[ 4 ][ 3 ](7)  fire damage. Rerolling 1's and 2's in discord for damage.
 
Amnestic
Aided by Adam's enchantment, one of Aanash's tailwhips manages to cut at the creature's hide. Svek's aerial acid proves just as debiliating, but it's Honor's maul strikes that deal critical damage to the creature and push it towards its last legs. A wounded animal is at its most dangerous though. Its jaws descend on Honor, foul limb-locking magic seeping into his metallic components and paralyzing him in place. The feast continues, massive maws tearing wood and metal apart until the warforged collapses at its feet. It doesn't cease its assault, stretching its neck unnaturally long, past Adam, past Aanash, to grab the kobold from the sky. Its paralyzing bite serves just as well against a kobold as it does against a warforged, and the flying dragonkin drops from the sky, splattering down into the oily liquid once more.

 
 Spoiler: Map 

 

Aanash's second attack misses, barely, even with bless. Svek and Honor hit.

Creature's not looking very healthy at all from back to back crits, but still alive.

It bites Honor, critting with its first hit, dealing  26  damage. Honor fails its save vs. paralysis (DC15. roll 1+9+4(bless)=14). It attacks twice more, critting due to paralysis for  22  and then again for  26 .

Having reduced one target to 0HP, it then uses its bonus action to attack again, stretching its neck to hit Svek, for  20  damage. Svek also gets paralyzed by the bite (DC15, roll 3+5) and falls to the ground, taking  (2d6)[ 7 ]  fall damage in the process.

The paralysis will wear off at the end of your next turn, no additional save required.

 Initiative Order:- 
Adam:  (1d20)[15]  (1d20)[16]

C: (1d20)[8]

Aanash: (1d20)[5]  (1d20)[12] 
Svek:  (1d20)[5]  (1d20)[4]
Honor: (1d20)[3]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Faced with an abruptly changed battlefield, Adam roars his defiance as he brings his hammer down on the central head with all his might, just as a glowing pike attacks the creature from behind.

 
 Spoiler: OOC 

Action:  Casting Divine Mark.
 (1d20+6)[ 15 ]  +  (1d4)[ 2 ]  Attack!
 (1d8+3)[ 10 ]  +  (1d6)[ 6 ]  Radiant
Bonus:  Casting Spiritual Weapon
 (1d20+8)[ 14 ]  +  (1d4)[ 1 ]  Attack!
 (1d8+5)[ 6 ]  Damage +  (2d6)[ 9 ]  Radiant(If you will allow Spiritual Weapon to trigger Divine Mark)
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 38/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12), Exhaustion (1), Rage (+2 str-melee damage, Adv on Str checks and saves, resist Phys) 

Things have taken a turn. Maintaining his footing, Aanash sets his face in a more serious expression now that his companions are in peril, poising his tail to strike and jab when he sees an opening. Crackling red energy travels in arcs along the new appendage. Unfortunately, his foot slides at the wrong moment and his strike goes swerving off, catching him by surprise.

 
 Spoiler: Actions 
Bonus action to Rage
Taking Speed 0 again to avoid the check.
 (1d20+9)[ 10 ]  to hit +1 Bless but there was no saving that roll
 (2d4+6)[ 10 ]  NL damage
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 42  +0  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/32 Sorcery Points: 1/6 Wand: 3/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 2/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage: 3/3 LR
Conditions: exhaustion 1  

Svek thought he was far enough away and up in the air to avoid the creature's attacks, but its neck can stretch farther than he calculated. The bite rips into his side, his new scales still not enough to protect him. Then everything goes black.

He wakes up, lying on the ground, in a puddle ina puddle of the black liquid.
 
 
  
 
 Spoiler: OOC 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Amnestic
Aanash's swing goes far wide, slamming into a puddle of the oily liquid. Adam is better luck, his dual strike from both sides finishing off the overgrown puppy before it can bring another trio or quartet of bites to bear against you. Thankfully, it seems to have been the only guard dog remaining in the warehouse, and you're left to watch as the sickening blood pools into the black liquid that seemed to seep from every pore.

 
 Spoiler: OOC 

Deadly Encounter complete - +15 Experience points.

Though for the record Spiritual Weapon doesn't activate Divine Mark.

I'll leave a brief gap for any healing you want to do, since Honor is a little uhhhh unconscious. May need a goodberry wine infusion to get back on his feet?
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 45/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

A faint winding down noise begins in Honor's chest, like cogs warming up for their final run, like a spring coming unsprung.
 
 
  
 
 Spoiler: OOC 
 Death Save-  (1d20)[ 6 ] 
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Bless 
As the creature falls silent due to his attacks, Adam walks through the air to the side of the fallen body of Honor, reaching into his pouch for one of his remaining bottles of Goodberry wine, and pops the cork, before pouring it down Honor's throat.

 
 Spoiler: OOC 

Feeding Honor a bottle of goodberry wine.  Heals 20 points.
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 38/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12), Exhaustion (1) 

It takes a moment for Aanash to calm his breathing and let the battle-thrill fade, then he takes a step over to help Adam help Honor up - between his mass and the oil, it is something of a two-person job. Hands covered in the black grease, Aanash flicks them off and cracks wise,  "Your joints should be far less squeaky now!"  Playful smile settling into a neutral expression, he clucks in disappointment at the dead puppy.  "Such a shame. But I am glad you live, Honor. Can you imagine some of us wanted to split up?" 

The irreverent demeanor returns with his subtly smug I-told-you-so, making it somewhat cathartic when he slips and slides into some boxes while trying to scoot back around the dead hellhound. Picking himself back up again, he huffs.  "We have another location to secure before we begin looting, yes?" 
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 42  +0  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 24/32 Sorcery Points: 1/6 Wand: 3/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 2/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage: 3/3 LR
Conditions: exhaustion 1  

Svek sits up and crawls over to a place on the floor not covered in blood or the black liquid. He stands up, shakes himself off, and takes a deep breath.

  "Yes. Let's keep going and then we can come back here."  
 
 
  
 
 Spoiler: OOC 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 20/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

In a cacophony that sounds more like a bag of junk being tossed down stairs than anything else Honor rises to his feet.  "Thank you, Adam. I was nearly disassembled. And thank you, Aanash. What fool would believe the Mournlands so safe as to split up? I presume you slew the beast, because if this is my afterlife I politely decline."   He groaned, checking out the worst of the damage to his frame. Metal was screeching, wood regrowing, and damage was slowly beginning to knit back together in a grim mockery of the natural healing process.

 "Svek is right. We should move on. Though I hope we've finally conquered this sector. I don't know how many more greasy dog fights I am capable of winning." 
 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 43/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam shrugs at Honor's comment.  " There was no reason to believe that the threat was as significant as it proved to be.  And we should have been able to support each other, but you're right, it would have been a much more dangerous course of action.  Assuming we follow the original plan, we've one more spot to check, before we start searching. "

After a moment's thought, Adam double checks that the dog was well and truly out of it's misery.
Via warhammer to the head.
 
 
  
Amnestic
What does one expect to find in an adventuring guild in the Mournland? Treasures, to be sure, and hopefully not danger. You enter through the front doors, ready for battle, and find yourself transported, seemingly, back in time. The guild appears almost untouched by time, as if the Mourning had never happened. Tables and chairs are still laid out with ale and cards, a board of (re)quests is filled to the brim with papers that look fresh despite being years old, and candles still burn in sconces, apparently unmelting. Trophies of kills and weapons retired due to long use hang on the walls. The only thing that indicates the wrongness is the absence of a bustling company of fellow conflict-brings and conflict-solvers.

Instead, there are four. Four spirits of what you can only assume is a party that now echoes through time to defend their "place" against "invaders". Atop raised balconies are a gnome dressed in spellcaster's robes, and a human archer with her bow at the ready. Stood behind the bars are an orc and an elf decked out in full plate mail, each wielding a shield. The orc's axe glimmers with a keen edge, while the elf holds a tome brimming with holy power.

Beyond the hostile adventuring spirits are a pair of staircases that rise up higher, further back, but you can't see beyond them

 
 Spoiler: Map 

 

Despite my best efforts, the enemy adventuring team proved too cohesive and all rolled close together with each other for initiative, so we're going to end up in basically side-mode after the first batch.

Honor, Aaanash, and Adam are up.

Initiative Order:-
Honor: (1d20)[10]
Aanash:  (1d20)[16] (1d20)[9]
Adam: (1d20)[2] (1d20)[9]

P: (1d20)[8]
W:(1d20)[8]
R: (1d20)[7]
F:(1d20)[6]

Svek:  (1d20)[11] (1d20)[1]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 43/45+12  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Twilight Sanctuary 
Adam frowns as he takes in the scene before him, the homey, well prepared guild hall sparking distant memories of happier times, but soon the party of adventurers makes themselves known.  With the battered state of his companions, this was not going to be an easy fight, but at least he had a way to help.  Almost without thought, the darkness spreads from him, sheltering himself and his allies in the dark as he raises his shield and advances forwards.
Almost silently, a mystical hammer appears behind the gnome, seeking to discourage the use of spells in the fight.
 
 Spoiler: OOC 

Action:  Casting Twilight Sanctuary(Everyone gets 1d6+6 temp HP at the end of their turns if they are within 30 feet of him.)
Move:  Advancing 25 feet, as Fireballs are not fun.
Bonus:  Casting Spiritual Weapon, and attacking the gnome.
 (1d20+8)[ 14 ]  Attack!
 (1d8+5)[ 11 ]  Damage
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 20/64  
 Temp HP 10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

Cutting to the right and moving to intercept the full plated bruiser on that side, Honor spread the group out more. As he advanced a stern wind rose up behind him, breathing frost across his plating in a layer of defensive ice.
 
 
  
 
 Spoiler: OOC 
25 ft diagonal to the right, followed by an upcast armor of agathys for 10 temp hp and 10 cold damage to anyone who smacks Honor. I'm hoping that Adam's temp HP can supplement the ice THP and keep this going for a minute.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 38/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12), Exhaustion (1), Dodging, on Sigil of Alacrity 

Spinning his hammer out of its holster, Aanash kicks off into the room, advancing to the left flank. The enemies too far to reach just yet, he takes a defensive stance and flicks his wrist, conjuring a gleaming red sigil beneath himself in preparation for his advance.

 
 Spoiler: Actions 
Move 5 spaces NW, next to the table and chairs.
Bonus action to cast Sigil of Alacrity beneath himself, and action to Dodge.
 

 
 
  
Amnestic
As the party makes their advance, the adventurers split off, shifting back, save for the orc who charges in. Both axe and bow strike at Adam, looking to put an end to his sanctuary, but they find his displaced form not something they're able to bypass, and all attacks go wide, impacting only wood. The armoured elf chooses a different target, blasting a bolt of pure radiant energy past you all to slam into Svek's chest before he can act.

The gnomish spirit slides away from Adam's spell, the force colliding only with the gnome's own magical defences. He circles around the edge of the balcony, directing a finger to Honor and uttering an incantation. Though the Warforged's spirit challenges the attempt, he finds it insufficient as the spellcaster unravels the magical frost, robbing the energy and taking it for himself. In but a moment, the icy shield appears around the robed figure instead.


 
 Spoiler: Map 

 

Spiritual Weapon misses, barely.

The Elf blasts Svek with Holy Shock for  14  radiant damage.
The Gnome successfully Spellsteals (24 vs DC13) Honor's Armour of Agathys, removing the spell from him and taking it for himself.
Cloak of Displacement saves Adam from four separate attacks (two fighter, two ranger).
The party, all of them, succeeds on the saving throw against Demoralising Shout.

Party's up.

Initiative Order:-
Honor: (1d20)[10]
Aanash:  (1d20)[16] (1d20)[9]
Adam: (1d20)[2] (1d20)[9]

P: (1d20)[8]
W:(1d20)[8]
R: (1d20)[7]
F:(1d20)[6]

Svek:  (1d20)[11] (1d20)[1]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Moving around the volley of arrows and the axe swings even as his cloak projected alternate locations, encouraging the misses, Adam swings his hammer around, trying to slam it into the ghostly orc standing before him, the head shining with light as it impacts.

The mystical hammer, however, simply pursues it's gnomish victim, striking once more.

 
 Spoiler: OOC 

Action:  Casting Divine Mark on the orc.
 (1d20+6)[ 17 ]  Attack
 (1d8+3)[ 4 ]  Damage +  (1d6)[ 1 ]  Radiant, the next attack that hits the orc does a bonus  (2d6)[ 5 ]  radiant damage.

Bonus:  Spiritual weapon continues to attack
 (1d20+8)[ 14 ]  Attack
 (1d8+5)[ 12 ]  Damage
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 38/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12), Exhaustion (1), on Sigil of Alacrity 

Red lightning pulses up Aanash's legs, and he surges forward at high speeds, scaling the stairs and drifting on his feet to slide into place behind the holy-mage elf spirit up above. Poising his tail to strike, he unleashes a pair of blows while leaving his hand free to perform another spell and call up a second burst of crackling warped magic beneath himself.

 
 Spoiler: Actions 
Hasted for 1 turn, Speed doubled
Move 1 N, 5 NE, 3 N, 2 E; end point is 1 NE of the Elf Cleric
Normal attack on Elf
 (1d20+9)[ 14 ]  to hit
 (2d4+6)[ 13 ]  damage
And a second from Haste
 (1d20+9)[ 29 ]  to hit
 (2d4+6)[ 13 ]  damage,  +13  from critical hit
Bonus action to cast another Sigil of Alacrity under himself
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 28  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 19/32 Sorcery Points: 1/6 Wand: 3/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 2/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 3/3 LR
Conditions: exhaustion 1  

Svek catches the bolt of radiant light in the chest, almost falling over backward. But he holds his ground and throws a fireball at the top of the stairs, catching both the gnome and the elf. He then moves to his right to use the wall as cover from the archer. He shakes his head as these ghost adventurers seem like they are in no mood to converse.

  "Why does everything here just attack us?"  
 
 
  
 
 Spoiler: OOC 
Fireball  (8d6)[ 21 ] 
Dex save Gnome  (1d20)[ 17 ] , Advantage  (1d20)[ 2 ] 
Dex save elf  (1d20)[ 11 ] 

Move two squares right
THP  (1d6+6)[ 12 ] 
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 20/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

Dashing diagonally to the north east, Honor makes his way over to a pile of boxes before the balcony the archer is firing from. With a surge of exertion, he leaps upwards onto the box, hoping to scale them, climb onto the balcony, and get within melee range of the enemy. He often found that ranged fighters lost their bravery when they had a hammer withing swinging distance.
 
 
  
 
 Spoiler: OOC 
Looking to move, climb, and dash to get to the upper right balcony and menace the mage.  (1d20+7)[ 13 ]  for athletics.
 
Amnestic
The fireball loosed from Svek's fingertips soars through the air but never lands. Quick as can be the archer snaps an arrow that pierces through the in-flight projectile, and disperses its magic entirely into little more than a few warm embers. When Honor climbs up and over the railing to get closer to her, she shifts away, again joining her plate-clad warrior in laying into Adam, perhaps recognising him as the healer of the group. Though Adam's cloak fails to hold up to scrutiny against this volley of strikes, his armour and skills do. He takes only a single axe blow and a single arrow. He's not able to return them in kind though - the warrior's armour is as thick as his, and the mage's spectral armour safeguards him against the spiritual weapon.

Aanash's mad dash to the stairs has his first blow knock the elf off balance, opening him up to a brutal critical hit that has him panic and throw up a golden shield of protective light around himself. The damage was already done though, and the mage doesn't seem to want a repeat of it - he incants another spell, this one around Aanash, who finds himself and his body shrunk down in a flash. Gone is the Mournling. In its place, a squirrel - not even a Mournland squirrel, but an entirely mundane one.

 
 Spoiler: Map 

 

Svek's Fireball gets Counter Shotted by the Ranger. (DC14, rolled 4+5=9) so it doesn't take effect, spell slot still expended.
Honor climbs up and gets close to the ranger.
Aanash misses once, and crits once in return for  26 
Adam misses twice.

The Paladin covers themself in a golden shield.

The Warrior attacks Adam twice, hitting once for  6  slashing damage with their axe. He's affected by  Mocking Blow . He has disadvantage on any attack roll that isn't against the warrior, and if Adam hits a creature other than her with an attack, that creature has resistance to the damage of the target’s attacks. This lasts until the start of the warrior's next turn.

The Ranger moves away from Honor, provoking an OA if he wants to take it. It won't change her turn though - she shoots Adam four times (using her  Rapid Shot  feature), missing all but one, which hits for  7  piercing.

The Mage casts  Brief Polymorph  on Aanash (DC14, rolled 10+1=11) and he is turned into a Squirrel (rat statistics) as if by the Polymorph spell. This lasts until the end of the Mage's next turn unless broken by someone damaging Aanash sooner.

Initiative Order:-
Honor: (1d20)[10]
Aanash:  (1d20)[16] (1d20)[9]
Adam: (1d20)[2] (1d20)[9]

P: (1d20)[8]
W:(1d20)[8]
R: (1d20)[7]
F:(1d20)[6]

Svek:  (1d20)[11] (1d20)[1]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 42/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Taking the impacts of axe and arrow on his armor and shield, Adam barely feels any pain through the protective barrier of his sanctuary.  " The Host is with me this day! "  With his cry, a surge of energy blasts the warrior back, away from Adam, although he recovers and charges back before Adam can take advantage of his departure.  Instead, he calls down the wrath of the Sovereign Host on his foe, seeking to smite him with a hammer.

The Spiritual weapon, deprived of any victims, heads 20 feet to the east, getting closer to the hostile enemies.

 
 Spoiler: OOC 

Reaction:  Telekinetic Reprisal.   (2d8)[ 7 ]  Force damage.
Concentration checks rolled, and passed.

Action:  Divine Mark
 (1d20+6)[ 19 ]  Attack!
 (1d8+3)[ 11 ]  +  (1d6)[ 1 ]  Radiant.  If another hits the warrior before Adam's next turn,  (2d6)[ 4 ]  Bonus radiant damage.

Bonus:  Direct the spiritual weapon 20 feet east.

 (1d6+6)[ 11 ]  Temp hp.
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 28  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 14/32 Sorcery Points: 1/6 Wand: 3/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 2/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 3/3 LR
Conditions: exhaustion 1  

Svek backs up and casts another spell, targeting the gnome, the elf, and the archer, trying to slow down the enemies. He then tries to step around the corner if he can in order to get out of the range of any counterattack.
 
 
  
 
 Spoiler: OOC 
Move 10' back

Cast  Slow 
Wis save Gnome  (1d20)[ 1 ] , Advantage  (1d20)[ 19 ] 
Wis save elf  (1d20)[ 4 ] 
Wis save archer  (1d20)[ 17 ] 

Move 5' east if he can

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 20/64  
 Temp HP 10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

Honor swipes at the ranger with his hammer when it dashes away, but he is quickly after it, bringing his hammer around in a wide arc and attempting to crush the archer into incinerated paste.
 
 
  
 
 Spoiler: OOC 
Attack 1-  (1d20+7)[ 14 ]  to hit, for  (2d6)[ 3 ][ 3 ](6)  +4 bludgeoning,  (2d6)[ 5 ][ 6 ](11)  fire. Attack two-   (1d20+7)[ 21 ]  to hit, for  (2d6)[ 4 ][ 6 ](10)  +4 bludgeoning,  (2d6)[ 3 ][ 3 ](6)  fire. If I crit or roll low on damage rerolls will be done in the discord.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 38/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12), Exhaustion (1), Squirreled, Rage (+2 str-based damage, Adv Str Check/Save, Resist Phys) 

Trapped as a squirrel, Aanash is undeterred. He lunges at the robed feet of the gnome-wizard and gnaws at his ankles, crackling with angry magic.

 
 Spoiler: Actions 
Hasted for 1 turn, Speed doubled
Bonus action to Rage
And biting the gnome mage's feet twice with squirrel rage.
 (1d20)[ 2 ]  to hit
 3  damage on a hit
 (1d20)[ 14 ]  to hit
 3  damage on a hit
 

 
 
  
Amnestic
Svek's slowing magic may work well against the living, but these dead spirits seem more resilient, shrugging off the effects. The golden-shielded paladin simply ignores it entirely, as if the spell doesn't affect him at all, though the light  does  vanish again when he begins to move. He takes a moment to press a hand to the chest, mending some of the ephemeral wounds he's taken. The squirrel's assault proves to not matter at all to him, as he moves away down the stairs back towards Adam, trading places with the warrior whose axe continues to find nothing. Frustrated, she unleashes another roar. Though Aanash-Squirrel and Honor resist it, Adam and the out-out-line-of-sight Svek find themselves shaken by the bloodcurdling cry.

Adam's hammer finds the Ranger, but she continues her retreat, moving away once more and trading places with the mage. They combine their shots once more, forcing Honor to dodge a beam of icy magic and leave himself open to an arrow that strikes him in the temple, then curves to pin the squirrel to the ground. The polymorph breaks, though the arrow remains stuck in Aanash's ankle.

 
 Spoiler: Map 

 

Svek's Slow gets saved against by Ranger and Mage, the Paladin's  Divine Shield  makes him immune to it. His movement places him off the map.
Honor misses once, hits once.
Aanash misses twice.
Adam misses.

The Paladin moves away, and heals themself. Aanash can make a squirrel-based OA if he really wants to.

The Warrior attacks Adam twice, misses both times. Frustrated, they move away back towards Aanash, though not before unleashing another Demoralising Roar - Adam and Svek fail their saves, and deal half damage on all effects until the end of the warrior's next turn. Adam gets an OA if he wants it.

The Ranger moves away from Honor, provoking another OA if he wants it. She shoots him twice, hitting once for  9 . She ricochets the shot to Aanash, dealing  4  to him in turn. This breaks the polymorph, with  3  damage carrying over.

The mage also moves around him, firing a frostbeam which misses.


Initiative Order:-
Honor: (1d20)[10]
Aanash:  (1d20)[16] (1d20)[9]
Adam: (1d20)[2] (1d20)[9]

P: (1d20)[8]
W:(1d20)[8]
R: (1d20)[7]
F:(1d20)[6]

Svek:  (1d20)[11] (1d20)[1]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 49/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (11), Exhaustion (1), Rage (+2 str-based damage, Adv Str Check/Save, Resist Phys) 

As he poises himself to attack again, Aanash finds himself suddenly growing back to normal size and nearly stumbling over. He lashes out at the fleeing mage with his tail and pursues the tiny spellcaster up the stairs, crawling up two steps at a time like a monster himself until lunging into the air and jabbing with his tail like a soaring wasp.

 
 Spoiler: Actions 
Damage applied assuming total is before resistance (unless ghost weapons do force damage).
No OA against the Paladin, but if their actions are in order the Ranger unsquirrels him before the mage moves away. He takes an OA against the mage.
 (1d20+9)[ 22 ]  to hit OA on gnome mage
 (2d4+8)[ 13 ]  damage on a hit
Then on his turn move 5 NE to threaten the gnome again
 (1d20+9)[ 16 ]  to hit gnome mage
 (2d4+8)[ 11 ]  damage on a hit
Bonus action Second Wind for  (1d10+1)[ 11 ]  self heal
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 42/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
His heart taken out of fighting by the roar of the warrior, Adam doesn't swing his hammer at the retreating warrior, instead choosing to call down the wrath of the gods on the man.  Taking advantage of the extra space granted to him, Adam summons a second burst of light around the warrior, before advancing, to restore the sanctuary to hiss allies, as best he could even while the spiritual weapon goes after the paladin right next to it.

Despite his fears, he continues to do his best to make sure his allies have the best chance of survival.

 
 Spoiler: OOC 

AoO:
Using warcaster to cast Sacred Flame.
 (2d8)[ 15 ] /2 Radiant, if  (1d20)[ 8 ]  WIS ends up below a 16.

Action:  Casting Sacred Flame.
 (2d8)[ 7 ] /2 Radiant, if  (1d20)[ 19 ]  WIS ends up below a 16.

Move:  Advance Northeast 1 tile, then north five tiles to avoid any AoO from the warrior to end up adjacent to the Paladin.

Bonus: Move the spiritual weapon east one tile and attack the paladin
 (1d20+8)[ 22 ] 
 (1d8+5)[ 8 ] /2 Damage

Twilight Sanctuary roll:   (1d6+6)[ 10 ] 
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 28  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 14/32 Sorcery Points: 1/6 Wand: 3/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 2/3 Command: 0/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 3/3 LR
Conditions: exhaustion 1  

Svek reenters the room, slinking along the southern wall to his east. He looks at the paladin, the lone enemy that seems to be coming for him, and decides this is not a one-on-one fight he wants to participate in.

He looks at the paladin and tries to get him to run out the front door.   "Flee!"  
 
 
  
 
 Spoiler: OOC 
Move 15' to get back to map, then one north and 2 east.

Cast command on paladin
Wis save  (1d20)[ 15 ] 
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 20/64  
 Temp HP 1  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

Honor chases after this ranger, hoping to pin them down and smash them to mush. Or ecto-mush, as it were.
 
 
  
 
 Spoiler: OOC 
AoO-  (1d20+7)[ 19 ]  for  (2d6)[ 5 ][ 1 ](6)  +4 Bludgeoning (reroll +1 damage), and  (2d6)[ 3 ][ 4 ](7)  fire damage. Chase after this bastard and try to hammer him to death. First attack-   (1d20+7)[ 20 ]  for  (2d6)[ 2 ][ 1 ](3)  +4 Bludgeoning (reroll +3 damage), and  (2d6)[ 6 ][ 6 ](12)  fire damage. Second attack-   (1d20+7)[ 15 ]  for  (2d6)[ 5 ][ 3 ](8)  +4 Bludgeoning, and  (2d6)[ 2 ][ 4 ](6)  fire damage (rerolled to -1 damage). Rerolling 1's and 2's on damage in the Discord.
 
Amnestic
Re-entering the fray Svek's barked command comes too quick for the paladin to heed it, and though narrowly he does manage to shrug it off, choosing instead to follow behind Adam and throw another bolt of healing magic at the ranger, who finds herself harried by Honor's strikes, two of which land. She lashes back, alongside the orc warrior, but only one axe-blow lands across his back, cutting deep.

Aanash follows behind the mage, who briefly blinks out of time when the first blow hits, and re-appears unharmed when he returns. The second attack issued has no such attempt however, and cuts at the gnome's ghostly skin. In response he...ignores Aanash and instead focuses on the silver-flame-flinging Adam, wresting control of his Spiritual Weapon (that had just moments ago cut the warrior) just as he had done with Honor's ice-armour. The weapon turns upon its former master, but finds itself no more effective for doing so.


 
 Spoiler: Map 

 

Svek's Command gets saved against (15+2)
Honor's OA and one attack hits. The other misses.
Aanash's OA hits, but the Mage uses their reaction to Alter Time and heals the damage. His attack also hits, no reversion that time.
Adam's warcaster sacred flame hits. His follow up doesn't. Spiritual Weapon does.

The Paladin heals the ranger for 7.

The Warrior attacks Honor twice, hitting once for  11 . He too is affected by Mocking Blow, and his disdavantage on any attacks not against the warrior, and non-warrior enemies have resistance against his damage.

The Ranger stabs at Honor twice, and of course misses both times. They're looking quite low on health, even with the heal.

The mage Spellsteals Spiritual Weapon from Adam (rolled a 2) and misses with its attack.

Party's up.

 Initiative Order:- 
Honor: (1d20)[10]
Aanash:  (1d20)[16] (1d20)[9]
Adam: (1d20)[2] (1d20)[9]

P: (1d20)[8]
W:(1d20)[8]
R: (1d20)[7]
F:(1d20)[6]

Svek:  (1d20)[11] (1d20)[1]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 28  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 8/32 Sorcery Points: 1/6 Wand: 3/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 2/3 Command: 0/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 3/3 LR
Conditions: exhaustion 1  

Svek flings another fireball this time changing it to his favorite substance, acid, catching the paladin and the warrior, but making sure to avoid Honor and Adam. He then continues to move to the northeast, trying to get to the cover of the wall.
 
 
  
 
 Spoiler: OOC 


Cast fireball (of acid for 1 SP) to catch paladin and warrior  (8d6)[ 31 ]  +5 damage for acid =  36 
DC16 Dex Saves Paladin  (1d20)[ 10 ] , Warrior  (1d20)[ 3 ] 
Move 4 squares NE, then 2N
BA change 1 spell point to 1 sorcery point

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 20/64  
 Temp HP 4  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

Feeling the tug of supernatural attraction towards the warrior at his flank, Honor decides he must give it his all to destroy this ranger before he gets out of the warforged's reach. His hammer, already flaming, begins to glow with an iron colored light, as do the paladin's eyes, as he invokes his Oath to drive the ghostly ranger to the ground with a flurry of attacks.
 
 
  
 
 Spoiler: OOC 
So first attack is definitely at the ranger, but I'm invoking my Channel Divinity for a +10 to hit on this attack.  (1d20+17)[ 34 ]  or  (1d20+17)[ 28 ] , whichever is lower. Damage for first attack is  (2d6)[ 2 ][ 3 ](5)  +4 (+2 damage on reroll) Bludgeoning, plus  (2d6)[ 5 ][ 3 ](8)  fire damage. Second attack will be at the ranger unless it dies to the first attack. If this is the case negate disadvantage and target the warrior.  (1d20+7)[ 9 ]  or  (1d20+7)[ 22 ]  to hit, whichever is lower, followed by  (2d6)[ 5 ][ 4 ](9)  +4 Bludgeoning, plus  (2d6)[ 2 ][ 1 ](3)  fire. If by some miracle I crit, or more likely need to reroll 1's and 2's I will do it in the discord and add them in.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 49/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (11), Exhaustion (1), Rage (+2 str-based damage, Adv Str Check/Save, Resist Phys) 

Snarling in frustration at the mage's time-trickery, Aanash lashes out again with his tail, suffering from some tunnel vision in his attempts.  "Stand and fight me!" 
 
 Spoiler: Actions 
Tail attack on gnome mage.
 (1d20+9)[ 12 ]  to hit
 (2d4+8)[ 11 ]  damage on a hit
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 42/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Twilight Sanctuary 
Muttering a curse under his breath as control of his spiritual weapon was wrested from him by the gnomeish arcanist, Adam sees the plight Honor found himself in, and advances, hoping to support the man, despite the risk of the barbarian taking advantage of his distraction.
Along the way, he quickly mutters another spell under his breath, and another blast of divine energy seeks to sweep over the warrior.

 
 Spoiler: OOC 

Move:  Advance six squares forwards.  This does provoke from the barbarian.
Action:  Cast Sacred Flame on the warrior.   (2d8)[ 14 ]  Damage  (1d20)[ 19 ]  Wisdom
Bonus:  Feel sad about the loss of his sacred weapon.

 (1d6+6)[ 12 ]  Twilight Sanctuary temp hp
 

 
 
  
Amnestic
The acid ball from Svek washes over two of the spectral foes, and the injured paladin finds it too much for their essence, vanishing into a whiff of ectoplasm. The fighter stays strong, despite their injuries. The ranger can't though - guided by their oath Honor manages to down them with a furious blow, though the follow up against the plated foe fails to land. Aanash and the mage exchange attacks that both go wide, striking at nothing but air, and likewise the fighter proves themself slightly more dextrous against Adam's spell. The fighter does at least retaliate against Honor for destroying their comrade, cutting with an axe hit.

 
 Spoiler: Map 

 

Svek's acidball finishes off the paladin. Bloodies the warrior.
Honor hits on the first attack, finishing off the ranger, barely. Misses on the second.
Aanash misses.
Adam's sacred flame whiffs - also its a dex save, not wisdom.

The warrior hits Honor for  7 . Mocking Blow etc. etc.
The mage steps back 5ft and fails to hit Aanash with its icebeam. They also fail to hit Adam with spiritual weapon.

Party's up.

 Initiative Order:- 
Honor: (1d20)[10]
Aanash:  (1d20)[16] (1d20)[9]
Adam: (1d20)[2] (1d20)[9]

P: (1d20)[8]
W:(1d20)[8]
R: (1d20)[7]
F:(1d20)[6]

Svek:  (1d20)[11] (1d20)[1]
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 20/64  
 Temp HP 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

Honor watches the last of Adam's defensive veil absorb the warrior's blow, inciting the warforged to go in for the kill. Worn down from a day of violence and disturbing choices, Honor does what he knows- he tries to smash the enemy with all his might, with the force of his Oaths adding weight to the blow.
 
 
  
 
 Spoiler: OOC 
If hit, second level smite. First attack-  (1d20+7)[ 8 ]  to hit, for  (2d6)[ 5 ][ 4 ](9)  +4 bludgeoning damage, plus  (2d6)[ 2 ][ 1 ](3)  fire. Second attack-  (1d20+7)[ 24 ]  to hit, for  (2d6)[ 3 ][ 6 ](9)  +4 bludgeoning damage, plus  (2d6)[ 5 ][ 3 ](8)  fire. Smite damage-  (3d8)[ 5 ][ 2 ][ 7 ](14)  radiant, plus  (1d8)[ 8 ](8)  if undead.
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 28  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 8/32 Sorcery Points: 1/6 Wand: 3/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 2/3 Command: 0/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 3/3 LR
Conditions: exhaustion 1  

Svek debates who to help. Honor and Adam both look pretty banged up, but there are two of them and Anash is all by himself against a wizard. He decides the wizard is the bigger threat.

He shoots a bolt of fire at the gnome. He then moves north up the stairs.
 
 
  
 
 Spoiler: OOC 

Firebolt at gnome  (1d20+8)[ 21 ] , damage  (2d10)[ 8 ] 
Then move 30' north

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
With all his companions inside his protective aura, Adam finds himself unable to move(Apart from dodging the best efforts of the mage), but that doesn't stop him from chanting, causing yet another column of light to form around the warrior, seeking to end it's foul existence.

 
 Spoiler: OOC 

Action:  Casting Sacred Flame on the warrior once more.
 (1d20)[ 4 ]  Dex save   (2d8)[ 10 ]  Radiant damage.
No move, and no bonus this time.
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 49/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (11), Exhaustion (1), Rage (+2 str-based damage, Adv Str Check/Save, Resist Phys) 

Jabbing again at the mage as he backs away, Aanash jerks to the side to evade the ray of frost, which ices over the railing behind him instead. Assessing the enemies only for as long as it takes to figure out who is nearest to strike, he gives chase.

 
 Spoiler: Actions 
AoO on gnome mage with tail.
 (1d20+9)[ 15 ]  to hit
 (2d4+8)[ 10 ]  damage on a hit

If still up after this attack and Svek's Firebolt, he will attack the gnome again. Otherwise he moves 1 SW, 4 W, 1 NW and tail attacks the Fighter instead.
 (1d20+9)[ 15 ]  to hit
 (2d4+8)[ 11 ]  damage on a hit
 

 
 
  
Amnestic
Honor's first swing goes wildly wide, but all that means is that when he pulls it back up against the fighter they don't see it coming. Gleaming with radiance, the weapon slams into the fighter's arm, forcing it to drop its shield with an ethereal clatter. It goes to swing its own axe but sacred fire burns it from the inside out, and it vanishes into nothing, just as the others.

Svek and Aanash instead focus on the mage, who finds himself unable to muster any sort of offense, either with beam of ice or weapon of spirit.

 
 Spoiler: Map 

 

Firebolt hits.
Honor misses, second hit goes through with smite.
No OA on tail - he didn't leave your reach with the tail; any other weapons would've missed with that attack roll though.
Sacred Flame hits, killing the warrior.

The mage flubs both their attack rolls.

Party's up. Chances are they're dead this next turn.

 Initiative Order:- 
Honor: (1d20)[10]
Aanash:  (1d20)[16] (1d20)[9]
Adam: (1d20)[2] (1d20)[9]

P: (1d20)[8]
W:(1d20)[8]
R: (1d20)[7]
F:(1d20)[6]

Svek:  (1d20)[11] (1d20)[1]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 28  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 8/32 Sorcery Points: 1/6 Wand: 3/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 2/3 Command: 0/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 3/3 LR
Conditions: exhaustion 1  

Svek stays where he is and shoots another bolt of fire at the gnome. He hopes this is enough to protect Aanash.
 
 
  
 
 Spoiler: OOC 

Firebolt at gnome  (1d20+8)[ 17 ] , damage  (2d10)[ 16 ] 
Then move 30' north

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
With three of the four ghosts dispersed, and the pressure of the threat to his allies greatly weakened, Adam approaches the mage, before he calls down another burst of holy fire on it.

 
 Spoiler: OOC 

Move one tile north, and three tiles east, to make sure that everyone who goes for the mage are sanctuaried.
Cast Sacred Flambe once more.
 (1d20)[ 20 ]  dex save(DC 16) or  (2d8)[ 14 ]  radiant damage.

 (1d6+6)[ 10 ]  temp hp
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 49/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (11), Exhaustion (1), Rage (+2 str-based damage, Adv Str Check/Save, Resist Phys) 

Swerving around another pair of spells, Aanash poises himself on the stairs and jabs his tail through the air like a spear.

 
 Spoiler: Actions 
Another jab at the gnome
 (1d20+9)[ 20 ]  to hit
 (2d4+8)[ 12 ]  damage on a hit
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 20/64  
 Temp HP: 11  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 0/2 2nd 
 Lay on Hands- 0/30 

Honor checks his hammer for ectoplasm, then proceeds to approach the remaining ghost, staying some distance from Aanash but still preparing for a charge up the stairs.
 
 
  
 
 Spoiler: OOC 
Dash to within 30' of the mage, but keep distance from allies to avoid AoE's. If that can't happen head towards the left stairs to prevent the mage from running.
 
Amnestic
Honor breaks into a run to get close to the gnome, but the motion proves unnecessary. Svek's bolt of flame strikes the mage in the head, weakening its essence enough for the piercing tail to thrust through what would be its 'skull'. It lacks a brain, but the damage is still sufficient to destabilise the time-frozen echo for good, ending the fight for good.

There are no bodies left in your wake, just the distinct sense that what you did here will have no lasting impact, and there's every chance that the same four adventurer spirits will return another day in an eternal vigil - or prison.

The upper stairs of the adventuring guild remain unchecked, posing the potential for yet further danger, should you rush into it unprepared.

 
 Spoiler: OOC 

Deadly fight, so 15xp.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 49/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (11), Exhaustion (1) 

Letting his tail hang behind him, Aanash surveys the now-exorcised room. Exorcised for now, at least.  "Well! That was fun.Shall we poke around and see what loot this place has to offer? It must have a... chest somewhere to store pay from clients, yes? Or bags of coins? Maybe it would be better to secure the upper floor first, however." 
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 28  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 8/32 Sorcery Points: 1/6 Wand: 3/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 2/3 Command: 0/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 3/3 LR
Conditions: exhaustion 1  

Svek walks over to the others. He's breathing heavily but can continue. Honor looks to be in worse shape than him.

  "Securing the upstairs first seems like a good idea. I'm fine to continue, but Honor could probably use some help first."  
 
 
  
 
 Spoiler: OOC 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 43/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam looks to Honor.  " My sanctuary will last for another thirty seconds, if Aanash and I lead, can you follow? "  As Adam speaks, he also pulls out another of his bottles of Goodberry wine, and proffers it to Honor. 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 40/64  
 Temp HP: 11  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 0/2 2nd 
 Lay on Hands- 0/30 

Honor slugged the bottle of wine in a single length pull, then motions for Aanash and Adam to take the lead.  "I'll be right behind you. Catching my breath." 
 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 42/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam nods, before readying his hammer and shield, and leading the way up the stairs. 
 
  
Amnestic
Gathering your strength, you rush up the stairs, as keenly aware as ever of the potential danger that must lurk further in. You enter into a wide open room, flanked by statues on both sides. In the centre is a large globe, though even a cursory glance at it shows it as incomplete - it displays only Khorvaire on its face, rather than the world as a whole. A slight raised platform with three sets of stairs edges the far half of the room, and nestled within its arms are a few scattered tables piled with dusty maps and books, a chest (shut), a bookshelf crammed to the brim with tomes and a weapon stand.

You also spot what is no doubt an enemy - a spectral figure stood on the far side, dressed in a spellcaster's attire. They are silent as they gesture their unhappiness at your entrance - indeed, the entire room feels remarkably quiet, with each breath and footstep almost amplified in your ears.

With a motion, a massive wall of ice springs up behind you, blocking off any attempt to flee. The wall radiates hostile magic, and even if being  near  it doesn't seem to be actively harmful, it dawns on you all that touching it is a recipe for frostbite - or whatever the Warforged equivalent might be.

 
 Spoiler: Map 

 

I used only the most premium of effects to depict the ice wall on the map.

The globe provides Total Cover for things on opposite sides of it.

Svek, Aanash, and Adam are up first.


 Initiative Order:- 
Svek: (1d20)[16] (1d20)[14] 
Aanash: (1d20)[7](1d20)[7]
Adam:(1d20)[5](1d20)[7]

IC:(1d20)[5]

Honor: (1d20)[1]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 28  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 8/32 Sorcery Points: 1/6 Wand: 3/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 2/3 Command: 0/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 3/3 LR
Conditions: exhaustion 1  

AS much as he'd like to think this sorcerer ghost would be willing to talk to us and reach some sort of agreement that would prevent a fight, he knows that in the Mournland, that is not going to be an option.

  "Alright. Let's try to take this one out too."  

He moves northwest until he has a good view, shoots a bolt of fire at the ghost, and then moves northeast to get behind the globe.
 
 
  
 
 Spoiler: OOC 
Attack  (1d20+8)[ 10 ] , fire damage  (2d10)[ 7 ] 
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 49/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (11), Exhaustion (1), Sigil of Alacrity (below self) 

Eager for once to put the day of adventuring behind him and get some rest, Aanash charges forward to close the distance with the spellcaster. Keenly aware of the broad range of spells that could come their way, he splits off to flank. Sending a disc of magic ahead of him in preparation, he vaults the stairs towards it.

 
 Spoiler: Actions 
Move and Dash
6 NE, 1 E, 1 NE, 4 N
Bonus action to cast Sigil of Alacrity beneath himself, unless we're in a Silence spell
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam nods at Svek's words.  " One last time today. "
After his swifter companions move, Adam starts walking his way around the eastern side of the room, before raising his hammer high, and swinging it towards the shadowcaster as he calls out.  " Away with you, foul thing! "  As his hammer would connect, a bolt of pure divine energy flies towards the ghost, seeking to end it's existence.

 
 Spoiler: OOC 

Move:  30 feet to the northeast.
Action:  Guiding Bolt the IC.
 (1d20+8)[ 11 ]  Attack
 (4d6)[ 10 ]  Radiant damage, if hit.
 (1d6+6)[ 8 ]  Temp HP
 

 
 
  
Amnestic
Possibly thrown off by the advancing ice wall, both Adam and Svek's projectile attacks strike only the wood behind the spirit. Unfortunately, it seems to have as little luck and skill. It reaches out with shadowy tendrils to Aanash, but he throws off the attempted curse, and when it blasts an icy burst of magic beneath Adam, it only chills his feet.

However, you can't help but notice that the ice wall has grown closer after it acts, and shows no sign of slowing down.


 
 Spoiler: Map 

 

Both the party attacks miss.

The ice wall grows, encroaching further towards you.
The spirit uses Wrack Soul on Aanash, who makes his save, so it does nothing.
They also use Frigid Blast on Adam, who fails his Dex save, but they rolled three 1's on 3d6, so he takes  3  cold damage. Svek is slightly too far away to be  caught in the blast.

Party's up.

 Initiative Order:- 
Svek: (1d20)[16] (1d20)[14] 
Aanash: (1d20)[7](1d20)[7]
Adam:(1d20)[5](1d20)[7]

IC:(1d20)[5]

Honor: (1d20)[1]
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 40/64  
 Temp HP: 11  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 0/2 2nd 
 Lay on Hands- 0/30 

Honor cuts to the right, using all his speed to head towards the center stairwell.
 
 
  
 
 Spoiler: OOC 
Moving, dashing, moving mostly north, a little east.
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Stumbling from the abrupt flash of cold, Adam recovers by continuing to move forwards, and calls down another burst of divine flame around the ghost.

 
 Spoiler: OOC 

Advancing 20 feet, then casting Sacred Flame.
 (1d20)[ 12 ]  Dex save(DC 16) or  (2d8)[ 8 ]  Radiant damage.
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 28  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 8/32 Sorcery Points: 1/6 Wand: 3/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 2/3 Command: 0/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 3/3 LR
Conditions: exhaustion 1  

Mostly staying behind the large globe, Svek moves to the side just enough to get sight of the ghost. Since the firebolt didn't work, this time he throws a glob of acid at the thing.

He then returns to behind the globe.
 
 
  
 
 Spoiler: OOC 
DC16 Dex save  (1d20)[ 15 ] , acid damage  (2d6+5)[ 10 ] 
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 49/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (11), Exhaustion (1), Sigil of Alacrity 

Tearing free of the spell's dark grasp, Aanash propels himself forward with a burst of speed from his sigil, skidding around the corners and diving at the wizardly spirit with his tail reaching out to strike.

 
 Spoiler: Actions 
Move and Dash
3 N, 3 NW, 2 W
Stab stab stab
 (1d20+9)[ 28 ]  to hit with tail
 (2d4+6)[ 10 ]  damage
 

 
 
  
Amnestic
The ranged assault continues as the spirit holds its ground against you - unmoving and apparently unbothered by the advancing party. Radiant fire scorches it, and it returns the gesture with yet more freezing ice against Adam. A whip-like tail slashes it, and it likewise returns it in kind with a necrotic curse. Svek's acid soars past its head, and only narrowly does it miss, dissolving yet more of the wall behind the undead spellcaster.

All the while, the ice wall advances.

 
 Spoiler: Map 

 

Adam hits with Sacred Flame.
Svek's acid is barely dodged.
Aanash hits with whiptail.

The ice wall grows, encroaching further towards you.
The spirit uses Wrack Soul on Aanash, who  fails  his save. At the end of his next turn, he takes  6  necrotic damage.
They also use Frigid Blast on Adam again, who fails his Dex save. He takes  15  cold damage this time around.

Party's up.

 Initiative Order:- 
Svek: (1d20)[16] (1d20)[14] 
Aanash: (1d20)[7](1d20)[7]
Adam:(1d20)[5](1d20)[7]

IC:(1d20)[5]

Honor: (1d20)[1]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 28  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 8/32 Sorcery Points: 1/6 Wand: 3/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 2/3 Command: 0/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 3/3 LR
Conditions: exhaustion 1  

Since acid doesn't seem to be working, Svek instead throws a ball of fire at the ghost.  Instead of returning to his current position behind the globe, he watches the wall of ice and decides to move forward before it engulfs him.
 
 
  
 
 Spoiler: OOC 
Firebolt  (1d20+8)[ 22 ] , damage  (2d10)[ 14 ] 

Move around the globe and approach, ending 6 squares north and 1 east.

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 35/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Blasted by frost again, Adam continues moving forwards, moving to get all of his allies into his sanctuary, to protect them from the bitter chill of the witch.  Even as he advances, he continues to call down divine fury upon the frosty specter, trying to purge it from the plane.

 
 Spoiler: OOC 

Move:  4 north and 2 east, which should get everyone but Svek into the field.  I think.  If not, move to get them in the field, preferably without giving a wonderful area to blast.
 (1d20+8)[ 20 ]  Guiding Bolt
 (4d6)[ 15 ]  Damage + Advantage on the next attack against it.
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 49/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (0/5), Temp HP (10), Exhaustion (1) 

Clinging fragments of necrotic energy grow once more around Aanash's body. They wriggle, squeeze, and form graying cracks in his arcane ward. A buffering pulse of warped lightning from his aura gives the magic something to feed on before it can reach his life force, and he lashes out again - this time with a sonic boom crashing at the point of his tail whip.

 
 Spoiler: Actions 
More stabbity, this time with a Booming Blade cast
 (1d20+9)[ 11 ]  to hit with tail
 (2d4+6)[ 10 ]  damage, + (1d8)[ 5 ]  thunder damage
If it hits,  (2d8)[ 9 ]  thunder damage should the wizard echo move

Takes  6  necrotic damage at turn end.
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 40/64  
 Temp HP: 11  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 0/2 2nd 
 Lay on Hands- 0/30 

Honor makes his way up the stairs and attempts to crush the ice spirit with his fiery hammer.
 
 
  
 
 Spoiler: OOC 
Two attacks-  (1d20+7)[ 27 ]  to hit for  (2d6)[ 2 ][ 1 ](3)  (5)+4 bludgeoning and  (2d6)[ 2 ][ 4 ](6)  (6) fire damage.  (1d20+7)[ 22 ]  to hit for  (2d6)[ 5 ][ 6 ](11) +4 bludgeoning and  (2d6)[ 4 ][ 6 ](10)  fire damage. Will reroll 1's and 2's for damage on discord, and smite if appropriate. EDIT- Crit, so smite for 13 additional damage. Doubled is 56 for the crit, depending on resistances and such. Plus the second attack, which looks quite nice.
 
Amnestic
A brutal smash from Honor's hammer tears through the creature's essence, added to immediately by the both normal-and-sacred flames that are flung its way by Adam and Svek. Though Aanash's thundering tail doesn't land a proper blow, the combined assault proves too much, and the spellcasting spirit retreats into itself with a wail of pain and anger. A rush of necrotic magic surrounds you, coalescing into a floating red gemstone that roils with power still, power that responds immediately. From the bookshelf, the chest, and the table around you, tomes immediately animate, filled with magic from the floating gem. Some are aflame, flying on open pages to scorch you, while one holds back and launches a bolt of shadowy magic at Honor, though to little effect.

 
 Spoiler: Map 

 

Though Aanash misses, the rest of the attacks hit. Adam's guiding bolt finishes it.

...transforming it into its second phase.

The ice wall grows faster, encroaching further towards you. It crossed 15ft instead of just five.
Wrack Soul jumps from Aanash to Honor, who barely makes his save, so no damage and the curse ends.

Four tomes are animated. Three of them (the ones in melee) are on fire and burn those who start their turn next to them or move adjacent to the.
Adam takes  5  and  8  fire damage.
Svek takes  8  fire.
Honor and Aanash take  6  fire.
The remaining book at range attacks Honor, hitting for  1  necrotic.


Party's up.

 Initiative Order:- 
Svek: (1d20)[16] (1d20)[14] 
Aanash: (1d20)[7](1d20)[7]
Adam:(1d20)[5](1d20)[7]

IC:(1d20)[5]

Honor: (1d20)[1]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 28  +11  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 8/32 Sorcery Points: 1/6 Wand: 3/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 2/3 Command: 0/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 3/3 LR
Conditions: exhaustion 1  

Svek watches as the flaming books approach. There is one right on top of him, which he should try to fend off, but he thinks he should try to destroy the gem instead, so he lobs a glob of acid at the gem and the adjacent flying book.

He moves a little bit more north to retreat from the approaching wall of ice.
 
 
  
 
 Spoiler: OOC 
Acid Splash  (2d6+5)[ 14 ]  acid damage
Gem? save  (1d20)[ 14 ]  DC16
Book save  (1d20)[ 3 ] 

Move 2 squares north

THP  (1d6+6)[ 11 ] 
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 49/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (0/5), Temp HP (9), Exhaustion (1), Form of Dread (immune to fear, DC 13 Wis on hit or enemy is Frightened) 
 "Well struck! But it looks as though the whole library is angry with us now!"  twisting around with a cackle of amusement, Aanash shields his face from the heat of the flaming knowledge. Another wave of energy runs over his body as he pulls on his reserves, feeling a flood of euphoria hit his consciousness. Targeting the gem that seems to be the source of all the eerie echoes in the building, he lashes out, trying to crack it open with another sonic boom.

 
 Spoiler: Actions 
Bonus action to activate Form of Dread and gain  (1d10+2)[ 9 ]  thp
Booming Tail
 (1d20+9)[ 20 ]  to hit with tail
 (2d4+6)[ 10 ]  damage, + (1d8)[ 5 ]  thunder damage
If it hits,  (2d8)[ 6 ]  thunder damage should the gem move
 (1d20)[ 2 ]  DC 13 Wis vs Frightened if the gem is not immune
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 30/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Bless 
Satisfaction crosses Adam's face for a moment as the combined assault of fiery divinity finishes of the ghost, but the abrupt animation of the collective of arcane tomes takes him by surprise, and in his surprise(And the abrupt application of heat), he loses focus, and his sanctuary comes to an abrupt end.

Despite the pain of his burns, he raises his embossed shield once more, and strength flows into Svek, Honor, and Aanash, as they feel the blessings of the Host upon them.  " May our fight end in victory! ".  After finishing his spell, he makes a break for it, the blackening of his armor betraying the reason for his abrupt departure.

 
 Spoiler: OOC 

Move 30 feet to the East.
Cast Bless on Svek, Honor, and Aanash, and hope that good things will happen.
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 40/64  
 Temp HP: 4  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 0/2 2nd 
 Lay on Hands- 0/30 

Honor tries to bring his hammer down on the red gem, testing the effectiveness of a strike. If it seems to respond, he will continue smashing the stone. If not, he attempts to swat the book out of the air.
 
 
  
 
 Spoiler: OOC 
 Two attacks.  (1d20+7)[ 27 ]  for  (2d6)[ 6 ][ 6 ](12)  +4 bludgeoning, and  (2d6)[ 4 ][ 2 ](6)  fire damage. Second attack will be at the gem if any of the previous attacks look effective, or the book if not.  (1d20+7)[ 11 ]  for  (2d6)[ 4 ][ 2 ](6)  +4 bludgeoning, and  (2d6)[ 4 ][ 4 ](8)  fire damage
 
Amnestic
Honor's hammer swing sends a sharp crack through the crystal's surface, splintering shards of it to the ground, but the second one is repelled by a soft magic force that stops it before impact. Aanash and Svek both deliver strikes that weaken the surface of it further, coating both book and crystal in acid and then thunderously whipping it with the tail. Its magic persists, and while Adam is incanting a blessing, the crystal is channeling its own magic, animating yet more tomes that fly across the room to burn and blast the party.

 
 Spoiler: Map 

 

Honor crits, then misses. The narration is just narration, the low attack roll did it, rather than any special power.
Magic Resistance doesn't save the crystal from Acid Splash hitting. The book is barely still animated.
Aanash hits.
Adam blesses.

The crystal animates 3 more tomes - two on fire, one that fires a bolt of force, as opposed to the last necrotic one.

The fiery tomes deal the following at the  start  of your turns:-
Aanash:  4  fire
Honor:  4  and  4  fire
Svek:  4  and  2  fire
Adam:  3  fire

The two bolt-flingers miss with their attacks.

The ice wall encroaches.

Party's up.

 Initiative Order:- 
Svek: (1d20)[16] (1d20)[14] 
Aanash: (1d20)[7](1d20)[7]
Adam:(1d20)[5](1d20)[7]

IC:(1d20)[5]

Honor: (1d20)[1]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 28  +5  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 8/32 Sorcery Points: 1/6 Wand: 3/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 2/3 Command: 0/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 3/3 LR
Conditions: exhaustion 1  

Now surrounded by flying, burning books, Svek decides he needs to deal with these before helping with the gem. Hopefully the others can crush the stone before it summons more books.

He breathes a puff of acid onto the adjacent books.
 
 
  
 
 Spoiler: OOC 
Acid Splash  (2d6)[ 10 ]  acid damage
Book 1 save  (1d20)[ 16 ]  DC16
Book 2 save  (1d20)[ 14 ] 
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 49/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (0/5), Temp HP (5), Exhaustion (1), Form of Dread (immune to fear, DC 13 Wis on hit or enemy is Frightened), Sigil of Alacrity (beneath self), Bless (Adam) 

Though the flames licking at him persist, Aanash scarcely notices it. He conjures another sigil beneath himself as he lashes out to break the hostile crystal with his tail.

 
 Spoiler: Actions 
Booming Tail
 (1d20+9)[ 27 ]  to hit with tail
 (2d4+6)[ 14 ]  damage, + (1d8)[ 8 ]  thunder damage
If it hits,  (2d8)[ 8 ]  thunder damage should the gem move
 (1d20)[ 19 ]  DC 13 Wis vs Frightened if the gem is not immune
Bonus action to cast Sigil of Alacrity beneath himself, with his last spell slot
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 26/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
With his magic all but drained, Adam unleashes a blast of telekinetic energy into the harassing book before steping to the side to gain some distance before he raises his shield once more, calling the light before unleashing a bolt of divine fury upon the crystal.

 
 Spoiler: OOC 

Reaction:  Telekinetic Reprisal against the book burning him
 (1d20)[ 13 ]  STR save DC 16 or  (2d8)[ 15 ]  Force damage, and knocked back 10 feet.  Half damage and no push on a save
Move:  One tile to the left.
Action:  Cast Sacred Flame
 (1d20)[ 18 ]  Dex save dc 16 or  (2d8)[ 9 ]  Radiant damage
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 36/64  
 Temp HP: 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 0/2 2nd 
 Lay on Hands- 0/30 

Honor continues trying to smash the gem, summoning all the force that his mechanical body can with each thunderous impact.
 
 
  
 
 Spoiler: OOC 
First attack-  (1d20+7)[ 16 ]  (+3 to hit from bless) to hit for  (2d6)[ 1 ][ 1 ](2)  (Rerolls to +7 damage) +4 bludgeoning, plus  (2d6)[ 1 ][ 6 ](7)  (Reroll to +1) fire. Second attack-  (1d20+7)[ 26 ]  to hit for  (2d6)[ 5 ][ 4 ](9)  +4 bludgeoning, plus  (2d6)[ 2 ][ 2 ](4)  (Reroll +2) fire.
 
Amnestic
Honor's hammer blows shatter deeper cracks in the crystal while Svek and Adam do their best to fend off the tomes that strike at them over and over. Aanash's thunderous whiptail strikes again, shattering the ruby red object into a thousand pieces that dissolve into dust, and then vanish with an invisible, unfeelable wind.

With the loss of the animating force, the books collapse in a clatter of wood, leather and paper. The ice wall that had pressed closer and closer dissolves with it, leaving nothing but a soaking wet puddle in its wake. The battle, it seems, has come to an end.

 
 Spoiler: OOC 

Adam doesn't actually take that last fire damage, since it died from Aanash's hit and the books with it.

Deadly Encounter complete - 15xp earned.

I'll give a bit for any healing and whatnot, but then it's time to - finally! - begin rolling to loot the places.
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 28  +5  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 8/32 Sorcery Points: 1/6 Wand: 3/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 2/3 Command: 0/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 3/3 LR
Conditions: exhaustion 1  

Svek collapses on the ground, letting the puddle from the former wall of ice wash over him and soothe his burns. Once he catches his breath, he speaks to the others.

  "Let's explore this place first, before the ghosts reform and we have to confront them again."  
 
 
  
 
 Spoiler: OOC 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 29/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Bless 
As the crystal shatters, and the ice melts, Adam looks to Aanash.  " Perhaps the meeting with the fleshcrafter was more ordained by fate than I thought.  That was well struck. "
At Svek's words, Adam nods, clearly in agreement.  " The sooner we're done here, the sooner we can fall back to our allies.  I do not think another battle would go as well as that did.  And my prayers are almost exhausted. "
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 36/64  
 Temp HP: 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 0/2 2nd 
 Lay on Hands- 0/30 

Honor watches the red gem shatter and blow away, not stowing his maul until all the enemies are confirmed dealt with. Then he does so without flourish, but with a sigh of relief.  "We've fought our battles. Now we should reap our rewards. Hopefully these ruins contain treasures to be worth the blood and oil we shed here." 
 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 49/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (0/5), Temp HP (5), Exhaustion (1), Form of Dread (immune to fear, DC 13 Wis on hit or enemy is Frightened), Bless (Adam) 

Letting out a sigh of relief, and of slight disappointment that the rest of their foes had fallen before he'd gotten a taste, Aanash stretches his back, arms and tail.  "Today has been an excellent workout! Well. That is all of the sites cleared of danger, yes? Let us begin with the looting." 
 
 
  
Amnestic
A good deal wearier than you were before you started your expedition, you can at least look forward to hopefully not more ambushes of giant dogs or aggressive spirits of the beyond, and now comes the steady process of recovering what items you can find. With Svek and Aanash still feeling the harsh changes of their transformations, Adam and Honor take the lead on the search, splitting up to cover as much ground as possible as quickly as possible.

 
 Spoiler: OOC 

Since the voted-on agreement came to three buildings, I'm going to need a Perception  or  Investigation check from Adam and Honor.

They're rolled with  Advantage  due to the exhausted Svek and Aanash Helping out.

I'll need a check for each of the three buildings: Pawn Shop, Warehouse, and Adventurer's Guild.

So three rolls total, with Advantage.
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 29/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
With the help of his friends, Adam carefully searches, looking for anything of interest that might have survived the Mourning.

 
 Spoiler: OOC 

Guild:
 (1d20+8)[ 14 ]  Perception
 (1d20+8)[ 24 ]  Perception Advantage
Pawn Shop:
 (1d20+8)[ 10 ]  Perception
 (1d20+8)[ 14 ]  Perception Advantage
Warehouse:
 (1d20+8)[ 14 ]  Perception
 (1d20+8)[ 18 ]  Perception Advantage

Note:  If it would help, he can use steps of night to fly twice while searching.
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 36/64  
 Temp HP: 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 0/2 2nd 
 Lay on Hands- 0/30 

Honor attempts to search, relying heavily on assistance. The warforged's eyes are not as sharp as Adam's, but he is thorough.
 
 
  
 
 Spoiler: OOC 

Guild
 (1d20+1)[ 2 ] 
 (1d20+1)[ 3 ] 
Warehouse
 (1d20+1)[ 19 ] 
 (1d20+1)[ 12 ] 
Pawnshop
 (1d20+1)[ 14 ] 
 (1d20+1)[ 6 ] 
 
Amnestic
Between the four of you, and the blessing of time to hold allow proper inspection of each item in turn, you're able to retrieve a massive haul from the guild and pawn shop. The warehouse proves slightly less profitable overall, though it's still decidedly profitable.

 
 Spoiler: Guild 

You receive:-
7539gp in coinage
1290gp in precious gemstones/art objects
Potion of Lightning Resistance
Elemental Gem - Emerald
Cloak of the Manta Ray
A Bag of Holding
A scroll of Wall of Ice
A Ring of the Ram
 

 
 Spoiler: Pawn Shop 

3008gp in coinage
75gp in art objects
Two Potions of Healing
A Potion of Greater Healing
A scroll of Comprehend Languages
A scroll of Divine Favor
A potion of Climbing
A Mystery Key
A Hat of Wizardry
A Drifglobe
Boots of the Winterlands
The skull of a Fiend
A large, noisy wind chime
A funerary urn containing remains the dragon can't identify
A set of irregular polyhedral dice (with 9, 13, 25, and 34 sides)
 

 
 Spoiler: Warehouse 

You receive:-
460gp in coinage
300gp in gems/art objects
Goggles of Night
Ring of Warmth
A tarnished brazier with pleasant-smelling ash
An hourglass filled with sparkling sand
An extensive historical record in the form of carefully knotted strings
 


Collecting and collating these will no doubt take time, but assuming you avoid any further building-diving for the rest of the day, you should have the freedom to return to the Karrnathi 'settlement' freely.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 29/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Coated in dust, Adam looks over the haul with some satisfaction as it is collected, before he addresses the group.  " It seems that we have quite the bounty of items here.  Honor, I think you should take the goggles.  You and I should split the Boots and the Ring of Warmth, as we're the most likely to be unable to dodge and we lack other defenses against cold.  I'm less sure on the Ring of the Ram, the Hat of Wizardry, and the Cloak of the Manta Ray. "

 
 Spoiler: OOC 

AKA...
Honor is the only one without darkvision.
Both Svek and Aanash have Absorb Elements, whereas Honor and Adam have hit points.
The hat could go to either Svek and Aanash.
The ring of the Ram should probably go to Honor, as he is short on ranged options.  On the other hand, anyone can benefit from it.
Cloak probably doesn't go to Honor, as he doesn't need to breathe.
Scrolls/consumables can be saved for a rainy day.
As can the driftglobe.
The BoH probably goes to Adam, if he is tracking all the things.
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 28  +5  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 8/32 Sorcery Points: 1/6 Wand: 3/7 Wings 119/120
HD: 5 / 6d6 Draconic Cry: 2/3 Command: 0/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 3/3 LR
Conditions: exhaustion 1  

Svek lets the others gather the loot and place it in the new bag of holding. He takes only a single potion of healing for now, knowing that the other items should bring a decent price once we get back to civilization.

  "That all makes sense Adam. I'll just take this potion. I'm ready to head back whenever you are."  
 
 
  
 
 Spoiler: OOC 
The Hat of Wizardry and Wall of Ice scroll are only usable by a wizard.

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 36/64  
 Temp HP: 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 0/2 2nd 
 Lay on Hands- 0/30 

Honor takes the goggle from Adam's outstretched hand, looking over the other goods with a introspective distance in his eyes. He stretches the band of the goggles and snaps them onto his face, shutting out his eye lights and minimizing the expression of the warforged even more. " Perfect ." He says.
 
 
  
 
 Spoiler: OOC 
I need to do some sorting on attunement slots, but I think I'll take the goggles of night and the ring of the ram.
 
Amnestic
Once you've finished packing things away and divvying them out to each other, the trek back to the Karrnathi emplacements looms. It's a tense march, with eyes glancing this way and that for any more enemies that might leap from the rooftops or ooze up from the sewers beneath. Combat...does not find you, yet the mental taxation of desperately focusing is draining nonetheless, and it's a precious mercy when you approach the bastion of undead soldiers. They allow you to pass, and even point you towards a not-yet-ruined building in which you can lay out bedrolls with four walls and a roof. It is not comfortable, but it is better than camping outside, and you get a bit of privacy for discussions - though you can never be quite sure if the undead are listening or not. While most of them are bags of bones and metal, sometimes they do seem to move far quieter than any living person should be able to.

Perhaps a half-decade inside the Mournland has honed their skills.

Regardless, your rest is welcomed, and in the 'morning' you're refreshed, mostly, and ready to hopefully finalise your plans for the Vault, and the rescue/retrieval mission.

 
 Spoiler: OOC 

Long rest acquired. Drink any wine if you need it. Time to decide how you're going to word your  25 word  Sending to Prince Oargev about the Karrnathi's.
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 29/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Making the wary, tense track through the city, Adam is keenly conscious about his lack of spells, and the generally battered nature of himself and his companions.  Reaching the soldiers, he remains tense, as if this was all a trick?  This would be the perfect time for the betrayal.
But none comes, and the soldiers even provide a fairly nice building to rest in.

In the morning, Adam looks to his companions.  " I've a plan for the sending, but I think it best to run it past the major before sending it. "  He pauses, then continues speaking.  " Mournlands.  Kundarak Expedition not found.  Searching Bank Today.  201st shock troopers under Major Alarich Kessler request permission to return to Princess ir'Wynarn.  New Cyre?  Elsewhere? ".  Afterwards, he falls silent, clearly waiting for comments.

 
 Spoiler: OOC 
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (5) 
 "Well, if no one else desires it,"  reaching into the pile of identified treasures, Aanash extracts the stylish cloak and swirls it around onto his shoulders. The colors match his officer's coat quite well. Adjusting it, he turns and looks at himself in the reflection glancing off of some dark, broken glass.  "If Honor's attunement to mystical items is overtaxed, I have 'room' yet for the boots,"  he adds.

When they arrive at the shelter of the Karrnathi camp, the tiefling's seemingly boundless energy meets its definitive end, and he practically collapses onto his bedroll like a sack of hammers. Come morning, he remains slumped on the bedroll until forcible stirred awake by another, the exhaustion of the day past trapping him in lethargic slumber.
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 62  +0  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 32/32 Sorcery Points: 6/6 Wand: 7/7 Wings 120/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 3/3 LR
Conditions: none  

Svek was never one to really question his superiors. He knows they aren't in the military any more, but he still trusts Adam with the more tactical and strategic decisions.

  "That sounds good, Adam."  
 
 
  
 
 Spoiler: OOC 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 36/64  
 Temp HP: 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 5 / 6 d10 HD 
 Spell Slots- 2/4 1st, 0/2 2nd 
 Lay on Hands- 0/30 

Honor nods his approval at Adam's message, settling into the Karnathi camp with a metallic whine, as though his mechanisms were overtaxed and in need of servicing. While he waits, Honor pulls out some blacksmith tools and sets about patching himself up.
 
 
  
Amnestic
A moment after Adam's Sending, Oargev's response comes through loud and clear.
 “Finish the mission, then the bring Karrnathi to Salvation. We'll make arrangements." 

The message is short - far shorter than it needed to be for the magic, or for how he usually speaks. There might be a slight sense of the headache it's causing in his words, but his message is clear enough - you have the go ahead to lead an entire company of Karrnathi undead onto Brelish land, and any political fallout seems to have been accepted by Oargev.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 29/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Upon receiving the response, Adam relays it to his companions, then sets out to find the Major to report the good news.

" We've reached out to Prince Oargev.  His response was to instruct us to finish the mission, then bring the Karrnathi to Salvation, and that there will be arrangements made. " He pauses for a moment.  " Did you, by chance, do any scouting of the area around the bank yesterday? "
 
 
  
Amnestic
If the Major still had eyebrows, and if his face wasn't completely concealed beneath plate armour, you expect he would have raised a singular, quizzical eyebrow.  "We did not, as we had no reason to believe you would acquire clearance for us to head west. Our efforts have been spent entirely on preparing supplies and equipment for our exit from Kalazart. I presume Salvation is some new town? Regardless, the agreement has been formed. Advise me when you intend to make your way to the Vault, and we will initiate an attack elsewhere to draw away Warforged forces. You should finalise preparations before you go, I expect that they will not give up their position willingly." 
 
 Spoiler: OOC 

If you intend to do any long duration buffs (1-8 hours) now's probably time to make mention of them.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (5) 
 "What are the odds that Honor could infiltrate the warforged and learn more about their fortifications?"  Aanash ponders aloud to the rest of the party.  "The rest of us are sure to be met with the same unkindness as before. But maybe he could at the least get a look around?" 
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 62  +0  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 32/32 Sorcery Points: 6/6 Wand: 7/7 Wings 120/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 3/3 LR
Conditions: none  

Svek's eyes go wide at Anaash's suggestion.

  "If it doesn't work. If they figure out the ruse, they'll tear him apart. I'd rather be with him, even if we don't have as much information."  

Otherwise, Svek is ready to get started on the new day.
 
 
  
 
 Spoiler: OOC 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam nods at the Major's question.  " Yes, Salvation is a fairly new town, formed to support actions within the Mournlands.  It isn't much. "  He goes on to give a brief explanation of it's location.

Discussing the plan with his companions, Adam nods.  " I don't think stealth and infiltration are really our strong suits.  If we can take advantage of the Major's distraction, and come at them from an unexpected direction?  That's probably the best plan we can get.  Maybe if we could lure some of those flesh monster things into attacking as well?  But I don't see a way to do that.  I could use an augury, but combat tends to be too unpredictable to draw useful conclusions. "
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 64/64  
 Temp HP: 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

Honor spent the rest sharpening his backup weapon, a greatsword, and maintaining his hammer. When time came to discuss things with the Karnathi his armor had been patched, his mechanisms reinforced and restored, and the alien looking goggles covering up his most emotive features.

 "We shouldn't make any plans that are too intricate. Such machinations rarely survive contact with the enemy. I'm looking at this as a military advance- when the Karnathi draw the enemy away we rush the bank, crush any opposition, and attempt to get inside as quickly as we can. If need be we could hold off a small army with a sufficient choke point. I do not intend to fall while there is still more to do for Cyre." 
 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (5) 

There doesn't seem to be any disappointment in Aanash that his idea was shot down. If anything, Honor's 'speech' gets him  more  excited.  "Hold off a small army, you say?"  Bringing his hands together, he taps each pair of fingers against the opposite in turn. Some pairs produce a metallic clicking sound.  "Well if simple is what you wish, I am a simple man." 
 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 29/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam nodal again. " If we have time for some recovery afterwards, I could raise my sanctuary to improve the durability of the Karnathi troops the their diversion, which could be helpful. "
 
 
  
Amnestic
Once your preparations are made, the Major and a solid half of his assembled troops march off in regimented file, bearing weapons as sharp and polished as the day they were forged. The remaining half stays behind, safeguarding their supplies.

The stomps of their rhythmic steps carry through the desolate streets, even after you're separated and heading in your own direction. True to agreement, the Major's forces headed northeast, with the promise that their attacks would begin in two hours - one hour to get into position, and then another to plan and initiate the strike for maximum carnage. You hurry, quick as you can, down this street and that, knowing that you have further to go, and a far shorter window to take advantage of the carnage than you would like.

You pass beyond the residential and commercial areas, slipping through the grounds of fallen keeps and ruined palaces drenched in corrupted plantlife and - in one case - an overwhelming amount of honeycombs for bees that must be the size of a man. Thankfully, the hive is either dead or doesn't care for your passage, since you're able to slip past without expending precious resources on fighting giant corrupted bees.

When you reach the warehouses, you start to see evidence of the Warforged's passage - rudimentary defensive positions of sandbags and scrapwood nailed together, but the actual occupants seem entirely absent.

That all changes when you take a slightly more elevated position, pressing yourself low to the roof of one of the warehouses, to oversee the market square.

At the far end, dominating the area, is the Lightning Rail station in all its glory. Marked by rain and grime the stone facade is a little less glorious than it was once, but it still stands strong and intact, and is a perfect defensive position at the middle of the city. Surrounding it, laid out like the audience in a theatre, are scattered buildings, mini-trading squares packed with ruined stalls, and pieces of art that are almost all bare remnants of what they used to be.

And warforged, so many warforged. Your eyes glaze over the ranks of them from your perch. Some are training - practicing stances and thrusts, or sparring against each other. Some are carrying out construction work or other repairs, using not just the existing ruins but building new constructs in a brutal, utilitarian style that is as military as it could get. Others sit in contemplation, listening to the words of what look like preachers giving sermons.

Even at a far distance, even straining your eyes, you can see that every one of them is armed in some way. Not a single warforged, regardless of their state or activity has a weapon on hand. And there are hundreds of them that you can see. It is no surprise that the Karrnathi had no desire to take them in a head to head fight, and even this distraction may cost them a significant chunk. What you see before you are not the scattered squads or disparate refugees but an  army .

The attack begins with a bang. Far to the east, on the edge of the warehouses just outside the market square, an explosion rips through a building caused by who-knows-what. It instantly grabs the attention of near every warforged you can see, with many already rushing to the source. Combat is inevitable for them, and their lives will be spent on your task. The only questions now are: When do you go? Where is your destination? And can you get their quietly?

 
 Spoiler: OOC 

 When: 
The party can decide to leave immediately, or wait a party-determined amount of time.

 Where? 
Group Survival ability check.

 Quietly? 
Group Stealth ability check.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (5) 

Looking on at the sheer number of foes before them, it's a beautiful sight. Aanash revels in thoughts of the battle ahead, hammer in hand.  "We will need to find this bank,"  he tells himself, guiding his wandering mind back on track.  "The longer we wait, the more will go. But the less time we will have before they come back. I say we go now. Strike while the fire is hit." 
 
 Spoiler: Rolls 
Rolling my non-contribution now
 (1d20)[ 4 ]  Survival
 (1d20-1)[ 3 ]  Stealth
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 64/64  
 Temp HP: 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

Honor measures the distance with squinted eye lights, turns to Aanash and nods at his assessment.  "Best we go now. There's still plenty of them... but I have confidence in our abilities." 
 
 
  
 
 Spoiler: OOC 
 Survival with advantage-  (1d20+1)[ 3 ]  or  (1d20+1)[ 6 ] 
Stealth-  (1d20-1)[ 2 ] 
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 62  +0  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 32/32 Sorcery Points: 6/6 Wand: 7/7 Wings 120/120
HD: 5 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 3/3 LR
Conditions: none  

Svek's heart drops at the sight of so many enemies. He would prefer not to have to fight them all. He is hesitant to contradict his superiors, but thinks that Honor might be ruching into this by a few seconds.

  "Wait. Let's give them just a minute to move towards the attack. That was the whole point in enlisting the Karnathi."  

Once most of the warforged seem to have moved away, he agrees to move forward.
 
 
  
 
 Spoiler: OOC 
Stealth  (1d20+6)[ 20 ] 
Survival  (1d20+2)[ 15 ] 
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam nods.  " To the bank.  I can see a route. "

 
 Spoiler: OOC 

Rolled a 0 on stealth(Nat 1, -1.  With disadvantage, but the first roll was a 1, so....
Rolled a 21 on Survival
 

 
 
  
Amnestic
Adam and Svek are able to spot what they [I]believe/I] to be the bank from a ways off. Reaching there undetected, however, goes poorly. The warforged are everywhere, and on high alert, and a few clumsy steps and unexpectedly weak stones swiftly alert them to your location. You're forced to break into a sprint, darting this way and that while trying to maintain focus on your destination through the narrow corridors of broken shops, broken warehouses, and broken lives. Thankfully, you make it with only a few scrapes from errant arrows.

The bank enters your sight, on your right, but the warforged have people in position, ready to intercept you - five warriors wielding blades and javelins, a commander barking out orders just behind them, and a robed spellcaster. By now it's a standard formation for what you'd expect from this militarised group, for better or worse.

They're ready for you as you approach. One closes with Honor from a side street, immediately catching him with a brutal strike, while two more approach from the front, hurling javelins at Honor and Aanash to weaken them before you enter into melee. Each take one of the flying spears, though the others strike stone instead of flesh or living steel. The caster brings up the rear, hurling a trio of magic bolts over the heads of everyone to target Adam in the back line.

 
 Spoiler: Map 

 

With only one success on the Stealth roll, the enemies got alerted.
Two successes/Two fails for survival let you take only a little bit of damage on your way there. The party each takes  5  piercing damage from arrows loosed at you along the way to your destination.

The green area on the map marks where the door is to the bank. It is currently shut, and looks heavy enough that a minimum of  two  actions (whether it be from one person or more) is required to open it.

The spellcaster targets Adam with Magic Missile, hitting for  15  with 3 bolts.

Red guy on the left  Crits  Honor for  16  slashing damage. Honor is also  Marked  by them.
The next closest hits Honor with a Javelin, for  8  piercing.
The last hits Aanash with a Javelin for  4  piercing.

Each of them missed with their other attacks.

Adam, Aanash, and Svek are up.

Make sure your sheets are properly updated with health/resource totals after your long rest

 Initiative:- 

Ca: (1d20)[19]
R: (1d20)[15]

Adam:(1d20)[14] (1d20)[1] 
Aanash: (1d20)[14]
Svek:(1d20)[13]

B: (1d20)[12]

Honor:(1d20)[7]

Co: (1d20)[7]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (1/5), Temp HP (7), Form of Dread (immunity to fear, 1/turn inflict frightened on hit (DC 13 Wis)) 

An arrow skitters across Aanash's cheek on the way to the bank, deflected by one of his layers of barriers. As they draw near, a javelin sails at him as well - it impacts his second ward, and is thrown back in a small flash of red light. Eagerly meeting the warm welcome, Aanash rushes into the heart of the battlefield to make a nuisance of himself. Organic tail lashing behind him, he makes a show of it to taunt the mechanical warforged.  "I need no weapons of steel to defeat you! Look, I will do it with nothing but flesh and bone!"  he declares. Red lightning crackles as he renews a layer of his defenses.

 
 Spoiler: Actions 
Move 6 E.
Bonus action to activate Form of Dread.
 (1d10+2)[ 7 ]  thp gained

 (1d20+9)[ 25 ]  Booming tail attack on North Red Warforged nearby.
 (2d4+6)[ 9 ]  damage, plus  (1d8)[ 1 ]  thunder
 (2d8)[ 10 ]  thunder damage if the target moves
 (1d20)[ 9 ]  DC 13 Wis save vs frightened on a hit

If an attack hits with a 24 or less this round, reaction readied to cast Shield
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 57  +9  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 32/32 Sorcery Points: 6/6 Wand: 7/7 Wings 120/120
HD: 6 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 3/3 LR
Conditions: none  

Svek does his best to avoid the arrows as they race towards the bank, but a couple catch him in the shoulder. When he is unable to react in time and suddenly finds himself face to face with one of the warforged, he instinctively throws up a glob of acid on the creature.

  "Blech!"  

If it falls, he moves to the north to get behind the building.  
 
  
 
 Spoiler: OOC 
Acid Splash  (2d6+5)[ 14 ] , DC16 Dex save  (1d20)[ 17 ] 
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 9/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: Displaced 
 Concentrating: Twilight Sanctuary 
Stumbling through the Warforged encampment, Adam manages to mostly avoid the arrows and javelins hurled their way, but not entirely.  Unfortunately, just as they come around the final curve to the bank, Adam also receives a trio of bolts to the face, staggering him, and leaving a trail of blood leaking from his armor as his duplicate fades away, shattered by the impact.

Still, with a fight on hand, Adam doesn't hesitate to re-enact his protection from everyone, raising a sanctuary against the light and the dark, before reaching into his cloak to chug a potion.  While he drinks, he moves forwards 25 feet, advancing towards the bank, hugging the wall of the bank to get some cover.

 
 Spoiler: OOC 

Action:  Twilight Sanctuary.
Bonus Action:  Chug a bottle of wine(I think that's a bonus action, not an action?)
Assuming that works, he'll be at 29, rather than 9.
Move:  25 feet forwards, five feet down, moving towards the sealed bank door.
 (1d6+6)[ 8 ]  temp hp
 

 
 
  
Amnestic
Svek tries to belch acid point blank at his enemy, but receives a swift backhand across the snout for his trouble, deflecting the blast elsewhere to sizzle against stone. The floating kobold does manage to dart away from the swing at its back as it flies away. Aanash charges in, and manages to land a blow on the closest of the warforged, but its compatriots move in to follow up on its javelins. Their blades fall short - mostly, with only one cutting deep on Aanash's flesh.


 
 Spoiler: Map 

 

Adam activates Twilight Sanct. and moves.
Aanash hits with his thundertail, and the save is failed vs. frightened.
Svek's acid blast misses. The OA against him  barely  misses.

The blue warforged charge in, but only one of four attacks hits Aanash, for  10  slashing.

Honor is up.

 Initiative:- 

Ca: (1d20)[19]
R: (1d20)[15]

Adam:(1d20)[14] (1d20)[1] 
Aanash: (1d20)[14]
Svek:(1d20)[13]

B: (1d20)[12]

Honor:(1d20)[7]

Co: (1d20)[7]
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 62/64  
 Temp HP: 0  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

Not wanting to get left behind, Honor brings his hammer around in a wide arc, trying to slam his opponent off balance. Then he angles the weapon to try to bash with the hilt. Using this momentum, he pushes onward, whether the warforged has fallen or not. 
 
  
 
 Spoiler: OOC 
Two attacks, then move 30 ft to the square next to Aanash. Attacks-  (1d20+7)[ 9 ]  to hit for  (2d6)[ 4 ][ 4 ](8)  +4 bludgeoning and  (2d6)[ 5 ][ 1 ](6)  fire damage.  (1d20+7)[ 19 ]  to hit for  (2d6)[ 1 ][ 5 ](6)  +4 bludgeoning  (+5 from reroll)  and  (2d6)[ 6 ][ 6 ](12)  fire damage. Smites handled if I crit and it seems necessary. Rerolls for damage in discord.
 
Amnestic
Honor's first swing goes wide, but the second strikes hard on the Warforged's body. Even worse, Honor manages to duck away from the retaliatory strike. The victory is short lived though, as the bladewielder gives chase. The commander approaches, barking orders in a loud imperious tone, to which the spellcaster responds. What starts as a puff of air swiftly grows into a billowing sphere of noxious gas that threatens to retch the stomach - at least for those who breathe. The warforged suffer no such concerns, but those possessing flesh are not so lucky. The soldiers take the moment to continue their assault, two slashes coming in from behind on Honor, though Aanash's magical shield manages to prevent any more damage on him.

 
 Spoiler: Map 

 

Honor hits once, and the warforged's OA misses, preventing it from stopping his movement.

The Commander activates its Leadership.
The caster casts  Stinking Cloud  on the yellow circle specified. Breathing creatures (so not warforged) need to make a DC14 Consave (vs. poison) or lose their  Action  (and bonus action in turn) for that turn. Movement is unaffected regardless. It's also opaque, meaning spell targeting is affected, and adv/disadv is negated.
The three red warforged attack.

Honor gets hit twice for  8  and  11 . Aanash gets Shield still being active saves him from another hit.

Adam, Aanash, and Svek are up.

 Initiative:- 

Ca: (1d20)[19]
R: (1d20)[15]

Adam:(1d20)[14] (1d20)[1] 
Aanash: (1d20)[14]
Svek:(1d20)[13]

B: (1d20)[12]

Honor:(1d20)[7]

Co: (1d20)[7]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 29/45 THP: 8  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: Stubborn Survivor, Displaced 
 Concentrating: Twilight Sanctuary 
Coughing furiously as he takes a breath of the horrid stench of the cloud, Adam staggers blindly forwards, bounding from an equally surprised Warforged as he works his way around him.

 
 Spoiler: OOC 

Rolled a 13 vs Stinking Cloud.
Move:  4 east, 1 south.
Action:  Coughing.
Bonus:  More Coughing

 (1d6+6)[ 7 ]  More temp hp?
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (3/5), Temp HP (7 turn start, 12 turn end), Form of Dread (immunity to fear, 1/turn inflict frightened on hit (DC 13 Wis)) 

Swiveling around as blades are swung at him, Aanash deflects each in turn with a repelling force from his palm. Clamping his mouth shut as the cloud of noxious fumes appears around him, he shoves his way past the crowd of warforged to advance on their mages. Alas, his clamped jaws mean he cannot taunt them.

 
 Spoiler: Actions 
Move 1 NE, 4 E, provoking attacks from just about everybody.
A booming tail on the warforged mage this time.
 (1d20+9)[ 17 ]  to hit
 (2d4+6)[ 12 ]  damage + (1d8)[ 3 ]  thunder damage
 (2d8)[ 14 ]  thunder damage if he moves on his turn
 (1d20)[ 7 ]  save vs fear

 (1d6+6)[ 12 ]  thp at turn end from twilight sanctuary

Reaction reserved for another Shield if necessary.
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 57  +9  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 27/32 Sorcery Points: 6/6 Wand: 7/7 Wings 120/120
HD: 6 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 3/3 LR
Conditions: none  

Svek coughs and steps out of the cloud of sewer gas.

  "Blech!"  

He pulls out his wand and tries to cast a spell, catching as many of the enemy as he can.
 
 
  
 
 Spoiler: OOC 
CON save  (1d20+7)[ 19 ] 
Move 1 square NE, fly up in the air so he is just under the roofline

If he passed his save, or if he can quicken a spell to cast as a bonus action, he will cast  Slow  on all of the enemies but the spellcaster.

DC16 WIS saves

Red 1  (1d20)[ 8 ] 
Red 2  (1d20)[ 20 ] 
Red 3  (1d20)[ 16 ] 
Blue 1  (1d20)[ 16 ] 
Blue 2  (1d20)[ 3 ] 
Leader  (1d20)[ 1 ] 
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Amnestic
Aanash breaks free from the encirclement and strikes the leader with his tail, while Svek's spell manages to wrap around half of the warforged. Two give chase, to Adam and Aanash, but only one manages to hit the mournling, though insufficient to break the

 
 Spoiler: Map 

 

I presume there's some confusion re: tokens, since the leader is the close one, not the caster.

Adam moves out
Aanash hits the leader, barely.
Svek's slows hit some of them, pretty easy to tell which from the saves.

One of the blues hits Aanash twice, for  7  and  4 . The other misses Adam with their one swing.

Honor's up

 Initiative:- 

Ca: (1d20)[19]
R: (1d20)[15]

Adam:(1d20)[14] (1d20)[1] 
Aanash: (1d20)[14]
Svek:(1d20)[13]

B: (1d20)[12]

Honor:(1d20)[7]

Co: (1d20)[7]
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 49/64  
 Temp HP: 4  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

Honor grits his jaw, metal scraping along metal, as the warforged at his back continues to harass him. Spinning around, he tries to bring his maul around like a flaming meteor. Then he follows up with a full rotation, this time aiming low to try to sweep the opposition into the dirt. Whether he succeeds in ending this foe or not, he again advanced under fire, moving south of Adam before hooking northward to reinforce him.
 
 
  
 
 Spoiler: OOC 
Two attacks. Smite on crit. If the first attack drops the warforge hounding him he will swing the second one at the blue warforged north of Adam.  (1d20+7)[ 13 ]  to hit, for  (2d6)[ 5 ][ 2 ](7)  +4 Bludgeoning and  (2d6)[ 3 ][ 5 ](8)  fire damage.  (1d20+7)[ 8 ]  to hit, for  (2d6)[ 5 ][ 4 ](9)  +4 Bludgeoning and  (2d6)[ 1 ][ 4 ](5)  fire damage. Smites and rerolls will be edited in from Discord.
 
Amnestic
The swift movement seems to throw off Honor's swings, as the warforged deftly steps around the maul, avoiding its deadly strikes.

Held fast by Aanash's dread form, the Commander remains in place, watching warily, though the moment does allow him to recover from Svek's spell. The caster, seeing the party fully exiting the cloud, ends the spell and instead readies another one, holding the magic in place, though to what end you couldn't say. The other warforged close in with the party, slashing at Adam and Aanash, though only a single slice cuts against Adam, with the rest deflected or dodged.

 
 Spoiler: Map 

 

Honor unfortunately flubs the attacks :(

The Commander is Frightened by Aanash so he's not able to approach. He Dodges. Also Slow ends on him due to a save-made. I forgot to roll the save for the Blue last turn, he also succeeded.
The Caster drops Stinking Cloud and Readies a spell.
One of the Reds is Slowed, so dashes. He fails to end Slow.
Another attacks Adam, hitting through his cloak, for  4  and missing the other attack. Another attacks Aanash twice, missing both.

 Initiative:- 

Ca: (1d20)[19]
R: (1d20)[15]

Adam:(1d20)[14] (1d20)[1] 
Aanash: (1d20)[14]
Svek:(1d20)[13]

B: (1d20)[12]

Honor:(1d20)[7]

Co: (1d20)[7]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 63/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (1/5), Temp HP (12), Form of Dread (immunity to fear, 1/turn inflict frightened on hit (DC 13 Wis)) 

Continuing to funnel arcane power into his force shield, Aanash deflects further blows from him. One manages to slip past his first line of defense, but scrapes along his arcane ward, nearly reinvigorated by his abjuration's energy flow. Seeing their leader cower behind their weapon under threat of his lash, Aanash adjusts his aim to another target with his fleshy tail. This time, a lash of flame trails after his strike, flashing at the other trooper.

 
 Spoiler: Actions 
Attacking adjacent blue warforged with a Green-Flame Tail
 (1d20+9)[ 10 ]  to hit
 (2d4+6)[ 10 ]  damage, + (1d8)[ 8 ]  fire damage
 (1d8+2)[ 8 ]  fire damage to adjacent red warforged warrior if it hits
 (1d20)[ 10 ]  DC 13 Wis vs Frightened on blue
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: Displaced 
 Concentrating: Twilight Sanctuary 
His sanctuary easily absorbing the minor hit, Adam releases a blast of telekinetic energy, but with a multitude of attackers right in front of him, he can do little more offensively beyond raising his shield and attempting to reflect light, enhanced with a touch of divinity, into the caster's eyes, hoping to disrupt whatever spell was prepared.

 
 Spoiler: OOC 

Reaction:  Telekinetic Reprisal.  Damaging warforged needs to make a dc 16 STR save  (1d20)[ 19 ]  or be pushed back 10 feet and take  (2d8)[ 5 ]  Force damage.  Damage is halved on a successful save.
Move:  Noope.  No more AoO's.
Action:  Sacred flame the caster  (1d20)[ 19 ]  DC 16 DEX save or take  (2d8)[ 16 ]  Radiant damage.  And a bonus concentration check for that readied spell.
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 57  +9  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 22/32 Sorcery Points: 6/6 Wand: 7/7 Wings 120/120
HD: 6 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 3/3 LR
Conditions: none  

Seeing the spellcaster prepare a spell, Svek realizes that he his being hunted. Instead of showing himself, he drops down and goes around to the other side of the building. He makes sure not to show himself to the spellcaster, and places a fireball so that the edges of the explosion catch all of the minions but barely avoid his allies.
 
 
  
 
 Spoiler: OOC 
Move 3W and 3S.

Cast fireball to catch all of the warforged except the leader and the spellcaster

Damage:  (8d6)[ 32 ] 

DC16 Dex saves

Red 1  (1d20)[ 11 ] 
Red 2  (1d20)[ 19 ] 
Red 3  (1d20)[ 1 ] 
Blue 1  (1d20)[ 16 ] 
Blue 2  (1d20)[ 16 ] 
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Amnestic
Aanash and Adam both struggle to land definitive blows against their respective enemies, though in Adam's case their enemy fails just as much. Not so for Aanash, who takes two cutting blows. Svek curls around the building, but doesn't move into the caster's line of sight.

 
 Spoiler: Map 

 

Not a lucky turn from the party - Adam and Aanash both miss their stuff, Svek dodges.

The blue fails to hit Adam, but the other does hit Aanash twice, for  8  and  10  slashing damage.

Honor's up.

 Initiative:- 

Ca: (1d20)[19]
R: (1d20)[15]

Adam:(1d20)[14] (1d20)[1] 
Aanash: (1d20)[14]
Svek:(1d20)[13]

B: (1d20)[12]

Honor:(1d20)[7]

Co: (1d20)[7]
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 49/64  
 Temp HP: 4  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

Honor moves to form a battle line with Adam, swinging his hammer and doing his best to aid in the defense of the caster.  "We should form up before advancing on the target! We're outnumbered, but far from outclassed!"  With two massive swings, he tries to strike down the warforged in front of him. Memories of smashing and cutting down his own kind during the war flash through his mind, but he does not hesitate or relent. Given the chance, he'll cover the others while they fall back towards the bank.
 
 
  
 
 Spoiler: OOC 
Two attacks. Same details as always.  (1d20+7)[ 11 ]  to hit, for  (2d6)[ 6 ][ 4 ](10)  +4 bludgeoning,  (2d6)[ 4 ][ 6 ](10)  fire damage.  (1d20+7)[ 17 ]  to hit, for  (2d6)[ 4 ][ 3 ](7)  +4 bludgeoning,  (2d6)[ 1 ][ 6 ](7)  fire damage. Will reroll damage in Discord, will smite if crit is rolled, will target the weakest looking warforged first, then switch targets if he downs it in 1.
 
Amnestic
The slowed warforged still manages to deflect the first of Honor's hits, but not so much the second, which crashes the warrior to the ground. The commander, freed of his momentary fear, charges in to Aanash with reckless rage, managing a brutal cut against the mournling, which his ally adds to with a slightly-less-brutal swipe. Adam proves as evasive as ever, his own enemy striking empty air. The caster's spell, readied, finds no target, and so loses its energy. Cursing quietly he moves closer, curling towards the bank's door (though they don't know that's your destination - yet) and looses three bolts of force magic at Svek.

 
 Spoiler: Map 

 

Honor's first hit misses, the second hits only due to Slow, but a hit's a hit, and it downs the red one. There are no more Slowed targets.

The commander, no longer feared, steps in and hits Aanash for  15  slashing with a reckless attack, but even reckless he still misses the other swipe. Due to reckless, attacks against him have Advantage next turn.
The caster moves south, having lost his spell, and targets Svek, hitting with Magic Missile for three bolts that deal  2  force damage each.

One of the reds hits Aanash for  4  slashing.
The other misses Adam, even with the Leadership buff.

 Initiative:- 

Ca: (1d20)[19]
R: (1d20)[15]

Adam:(1d20)[14] (1d20)[1] 
Aanash: (1d20)[14]
Svek:(1d20)[13]

B: (1d20)[12]

Honor:(1d20)[7]

Co: (1d20)[7]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 54/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (0/5), Temp HP (0), Form of Dread (immunity to fear, 1/turn inflict frightened on hit (DC 13 Wis)), Rage (Adv on Str checks/saves, Resist Phys, +2 Str damage) 

His defenses had held so far, but blades begin to pierce past Aanash's layers of magical protection. Blades begin to scratch his tough, leathery hide and clink off of his metallic plates. Settling into a more serious glint in his expression, he lashes out at the commander, aiming to buy the others time to pick off their own foes.

 
 Spoiler: Actions 
Raging and attacking warforged commander with a tail stab
 (1d20+9)[ 20 ]  to hit
 (2d4+8)[ 13 ]  damage
 (1d20)[ 17 ]  DC 13 Wis vs Frightened on commander
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: Stubborn Survivor, Displaced 
 Concentrating: Twilight Sanctuary 
Still sustaining his sanctuary, Adam splits his focus, slamming his hammer into his own shield for a moment, the sound ringing out over the head of the commander, even as a spectral warhammer appears behind the warforged in front of him, and swings down.

 
 Spoiler: OOC 

Casting Toll the Dead on the commander...
 (2d12)[ 14 ]  Necrotic damage,  (1d20)[ 17 ]  wis save, DC 16
Bonus:  Casting Spiritual Weapon, and attacking the blue warforged in front of Adam.
 (1d20+8)[ 11 ]  Attack  (1d8+5)[ 6 ]  Damage

 (1d6+6)[ 12 ]  Twilight Sanctuary Temp HP
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 57  +8  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 22/32 Sorcery Points: 6/6 Wand: 7/7 Wings 120/120
HD: 6 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 3/3 LR
Conditions: none  

Taking the magic missiles to the chest, Svek realizes the spellcaster will need a second to ready another attack. He uses the opportunity to move south, placing the ball of fire to engulf the warforged on his way.
 
 
  
 
 Spoiler: OOC 
Move 2E 5S, cast fireball as before to catch all of the warforged except the leader and the spellcaster

I assume we'll just use the rolls from before. good damage but 3/5 saved. If you want me to reroll everything I can.


 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Amnestic
Adam's tail pierces at the reckless leader, but having already felt fear once it seems less inclined to fear it again, and even striking so boldly it manages to shrug off Adam's spells that try to wrap around it. Svek's fireball engulfs most of the warforged, but military-level discipline sees only one as a proper victim to the flames, with the others wafting it away with their blades. Their retaliation is only moderate, with Adam evading strikes in turn, while Honor receives but a single chipping blow.

 
 Spoiler: Map 

 

Adam's stuff misses, even with advantage on the SW from reckless.
Aanash hits, fear saved.
Only one saved failed on the fireball, the other three succeed. Top red is bloodied.

One blue misses Adam, again. The other moves away from Aanash and hits Honor for  6 
 Initiative:- 

Ca: (1d20)[19]
R: (1d20)[15]

Adam:(1d20)[14] (1d20)[1] 
Aanash: (1d20)[14]
Svek:(1d20)[13]

B: (1d20)[12]

Honor:(1d20)[7]

Co: (1d20)[7]
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 46/64  
 Temp HP: 4  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

Honor unleashes a furious swing, trying to eliminate the warforged on his right, then swooped around in a full loop, moving with the momentum, to attempt to strike again, smashing metal and sending bolts flying.  "Fall back and form a line!"  He shouts. If he fells both his foes he will move to reenforce Adam again.
 
 
  
 
 Spoiler: OOC 
 Two attacks. Will smite on crit.  (1d20+7)[ 18 ]  for  (2d6)[ 1 ][ 1 ](2)  +4 bludgeoning damage (Plus 8 from rerolls), plus  (2d6)[ 2 ][ 2 ](4)  (+7 fire damage)  fire damage. Second attack-  (1d20+7)[ 8 ]  for  (2d6)[ 1 ][ 3 ](4)  (+5 damage) +4 bludgeoning damage, plus  (2d6)[ 3 ][ 6 ](9)  fire damage. Crit smite and rerolls will be done in the discord.
 
Amnestic
One of Honor's blows strikes trike, tearing a chunk from the warforged, but they remain yet standing. The commander retaliates against Aanash for the offence of being struck, delivering two critical blows that nearly decapitate the mournling on their own. Only luck saves him from falling, but luck also brought him low in the first place, fickle thing that it is. The spellcaster shifts slightly, lines up three of your party in a row, and unleashes a blast of lightning magic the tears through Honor, Adam, and Svek. One of the warforged warriors follows up be slashing Adam, his cloak disrupted by the burst of lightning, and managing to land a hit.

 "Throw down your weapons and surrender. You will be taken alive." 
 
 Spoiler: Map 

 

Honor hits once, for 25. Misses the other. The right hand blue is now bloodied.
The commander recklessly attacks Aanash again...and crits twice. He crits for  22  and  22  on both strikes.
The spellcaster casts Lightning Bolt against Honor, Adam, and Svek. Unfortunately all three fail their saves (even with the paladin aura buff) and take  25  lightning damage each.

The two reds attack, one hits Adam for  5  slashing. The other misses Aanash entirely.

 Initiative:- 

Ca: (1d20)[19]
R: (1d20)[15]

Adam:(1d20)[14] (1d20)[1] 
Aanash: (1d20)[14]
Svek:(1d20)[13]

B: (1d20)[12]

Honor:(1d20)[7]

Co: (1d20)[7]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +9  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 22/32 Sorcery Points: 6/6 Wand: 7/7 Wings 120/120
HD: 6 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: none  

As the lightning hits him, Svek's new scales from Escemizt shimmer in a rainbow of colors, absorbing most of the energy from the spell.

He moves north to not let that spell line up against us again. He says nothing to the spell caster's command, but instead summons a block of sticky webs encasing all of the warforged except the leader and the spellcaster.

Svek drops down to the ground, using the web to block line of sight with the spellcaster.
 
 
  
 
 Spoiler: OOC 
Rx: Absorb energy from Chromatic dragon gift.
Move 3 squares north
Cast web catching all of the minions
DC16 Dex Saves L-R  (1d20)[ 18 ] ,  (1d20)[ 15 ] ,  (1d20)[ 2 ] ,  (1d20)[ 7 ] 

THP  (1d6+6)[ 9 ]  (if it's still up).

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 38/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (0/5), Temp HP (12?), Form of Dread (immunity to fear, 1/turn inflict frightened on hit (DC 13 Wis)), Rage (Adv on Str checks/saves, Resist Phys, +2 Str damage) 

As one of the foes marches past him, Aanash lashes out with his hammer to punish them for ignoring him. Turning his attention from the commander in the moment proves dangerous, and two slices run across his chest and neck. Staggering back, Aanash chokes through some blood and spits it from his mouth. Crackling lightning courses through the wound, which begins to knit itself back together.   "Surrender? When this is just getting good?"   he rasps in a scratchy voice.   "Give me more!"   Lunging back into the fray, he strikes at the commander to hold his attention.

 
 Spoiler: Actions 
Reaction to make an AoO on the one that moved away with his hammer:
 (1d20+8)[ 16 ] 
For  (1d8+7)[ 15 ]  damage on a hit

Another tail stab at the commander
 (1d20+9)[ 21 ]  to hit
 (1d20+9)[ 18 ]  Advantage if the r in the commander's reckless was a capital Reckless Attack
 (2d4+8)[ 13 ]  damage on a hit
 (1d20)[ 9 ]  DC 13 Wis vs Frightened on commander on a hit

Bonus action Second Wind to regain  (1d10+1)[ 6 ]  hit points
 (1d6+6)[ 12 ]  thp from Twisanct if it's still up
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 11/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Staggering from the combination of the lightning bolt slicing through his armor like it wasn't there, and the followup blow from one of the warforged, Adam quickly stabilizes himself.  He cuts quite the figure as his duplicate splits off once more, his reddish armor blackened by the bolt, seemingly barely standing, but a darkness emanates from him, pervading the area, sheltering those he calls friend.  " I'm afraid that while we're not interested in fighting you, we're also not interested in being taken prisoner.  Our business here doesn't involve you, and wouldn't have if you hadn't attacked. "
Despite his statement, Adam continues the grim business of combat, sending his spiritual warhammer at the Commander even as he takes a swipe at Honor's opponent, his warhammer glowing with divine power as he does.
 
 Spoiler: OOC 

Spiritual weapon
 (1d20+8)[ 24 ] 
Adv:   (1d20+8)[ 25 ] 

Divine Mark
 (1d20+6)[ 7 ]  Attack!
 (1d8+3)[ 7 ]  Damage +  (1d6)[ 4 ]  Damage
AND  (2d6)[ 3 ]  additional damage for the next ally that hits that target.
Assuming it hits.
 

 
 
  
Amnestic
 "You invaded our domain."  The warforged commander replies simply, taking a blow from Aanash and showing remarkable discipline in flinching from neither pain nor fear, nor from Adam's spiritual weapon cutting his side. Svek's web engulfs half the warforged soldiers, trapping the weakest of them in its thickiness and stickiness. One of them ignores it, swinging futilely at Honor, while the other breaks out and heads immediately for Svek, cutting him twice with its longsword.

 
 Spoiler: Map 

 

Spiritual weapon hits, Divine Mark does not.
Aanash OA misses, tail does not. Frightened save fail.
Both bloodied warforged are webbed. The others save.

One blue attacks Honor despite being webbed, misses both attacks (one of which due to Restrain!)
The other exits the web and attacks Svek, hitting twice, for  7  and  7  slashing damage.

Honor's up.

 Initiative:- 

Ca: (1d20)[19]
R: (1d20)[15]

Adam:(1d20)[14] (1d20)[1] 
Aanash: (1d20)[14]
Svek:(1d20)[13]

B: (1d20)[12]

Honor:(1d20)[7]

Co: (1d20)[7]
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 32/64  
 Temp HP: 4  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

Honor, bolstered by the twilight shroud around him, swings his hammer in an attempt to free up himself and Adam. Whether or not he cuts down the foes in front of him, he moves to try to give their caster a more difficult angle for blasting.
 
 
  
 
 Spoiler: OOC 
Attack 1 against blue warforged.  (1d20+7)[ 17 ]  to hit,  (2d6)[ 4 ][ 5 ](9)  +4 Bludgeoning,  (2d6)[ 2 ][ 4 ](6)  fire damage. Step Diagonally up at to the left to avoid getting bug zapped again. If bluey is still alive I'll try to finish him, if not I'll attack red. Second attack-   (1d20+7)[ 9 ]  to hit,  (2d6)[ 3 ][ 5 ](8)  +4 Bludgeoning,  (2d6)[ 1 ][ 6 ](7)  fire damage. And more temp HP-  (1d6+5)[ 11 ]  added EOT.
 
Amnestic
Honor takes advantage of the webbed warforged, slamming his hammer into the enemy repeatedly until it stops moving, held up only by the restraining stickiness. The caster responds immediately, unweaving Svek's spell and freeing its allies. The remaining soldiers, injured or not, attack Aanash and Adam, managing to cut through their defenses, to a greater or lesser extent.

 
 Spoiler: Map 

 

Due to Restrain, Honor gets advantage, and hits twice, dealing enough with the second blow to finish the blue off. I moved him around the other side of the red rather than into the web.

The commander attacks Aanash Reecklessly, hits once, for  14 .
The caster Dispel Magic's the web, erasing it and freeing the red before it could actually fail its save.

The injured red attacks Aanash normally, and hits twice, for  4  and  9  slashing.
The other red hits Adam, for  5 .

Adam, Aanash, Svek.

 Initiative:- 

Ca: (1d20)[19]
R: (1d20)[15]

Adam:(1d20)[14] (1d20)[1] 
Aanash: (1d20)[14]
Svek:(1d20)[13]

B: (1d20)[12]

Honor:(1d20)[7]

Co: (1d20)[7]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 37/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (0/5), Temp HP (7), Form of Dread (immunity to fear, 1/turn inflict frightened on hit (DC 13 Wis)), Rage (Adv on Str checks/saves, Resist Phys, +2 Str damage) 

The warforged blades skitter against Adam's holy shield, and Aanash twists around to jab at the wounded one with his tail in a reflexive maneuver.

 
 Spoiler: Actions 
Tail stab at wounded Red
 (1d20+9)[ 14 ]  to hit
 (2d4+8)[ 15 ]  damage on a hit
 (1d20)[ 7 ]  DC 13 Wis vs Frightened on red on a hit

 7  thp from Twisanct if it's still up, minrolled in Discord
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Knocked back slightly by the blow, Adam quickly recovers, and emits another pulse of soothing twilight, restoring his defenses once more.  Not hesitating, his floating warhammer takes a swing at the back of the blue warforged, and he prepares himself to call down the wrath of the Host upon the caster, should it attempt cast again.

 
 Spoiler: OOC 

Bonus:  Spiritual Weapon
 (1d20+8)[ 14 ]  Attack
 (1d8+5)[ 10 ]  Damage

Action:  Ready Toll the dead to blast the caster when it attempts to cast or if it tries to withdraw from beyond his range.
 (1d20)[ 17 ]  DC Wis save.  (2d12)[ 6 ]  Necrotic damage(I think the caster has been singed.  If not,  (2d8)[ 10 ] 
Also, forcing a concentration check for the caster.   (1d20)[ 4 ] 

Right now, Adam's concentration is +6(+2 for Honor, +2 for stubborn survivor)

 (1d6+6)[ 8 ]  Twilight Sanctuary
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +2 then +8  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 22/32 Sorcery Points: 6/6 Wand: 7/7 Wings 120/120
HD: 6 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: none  

Svek uses his magic to deflect one of the attacks and then flies up away from his attacker.

He spits a ball of acid at the most injured warforged attacking his friends.
 
 
  
 
 Spoiler: OOC 
casts shield, nullifying one attack and leaving 2THP for AOO as he moves up.
Move 20' up and 10' east.
Acid Splash  (3d6+5)[ 17 ] 
DC16 Dex Saves  (1d20)[ 4 ] 

THP  (1d6+6)[ 8 ] 
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Amnestic
The trained warforged defenders prove more than capable of countering Adam and Aanash's strikes, though Svek is able to blast one with a splash of acid. The soldier he escaped from is unable to cut the retreating kobold, and instead moves to Adam...who he also fails to cut.

 
 Spoiler: Map 

 

Adam's spells whiff, unfortunately. Likewise Aanash's attack misses.
OA on Svek misses, which is lucky 'cos it would have dropped his speed to 0. Acid Splash hits, though it deals 16 instead of 17, because it deals 2d6 and not 3d6, at least according to your character sheet.

The remaining blue moves to attack Adam, and misses.

Honor's up.

 Initiative:- 

Ca: (1d20)[19]
R: (1d20)[15]

Adam:(1d20)[14] (1d20)[1] 
Aanash: (1d20)[14]
Svek:(1d20)[13]

B: (1d20)[12]

Honor:(1d20)[7]

Co: (1d20)[7]
 
[/QUOTE]
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 32/64  
 Temp HP: 4  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 
 "ENOUGH!"  Honor, furious at the drudgerous nature of this combat, with him and his allies being ground down by numbers and nicks. He moved to smash the restrained warforged before him into the dirt, then rushed forward to stand next to Adam, leaping hammer first into the fight, his maul burns with flame and billows the grey energy of his oaths. He means to bring this fight to an end, one way or another.
 
 
  
 
 Spoiler: OOC 
 First attack at the restrained blue warforged.  (1d20+7)[ 10 ]  to hit, or  (1d20+7)[ 13 ] , whichever is higher.  (2d6)[ 3 ][ 2 ](5) +4 Bludgeoning plus  (2d6)[ 5 ][ 3 ](8)  fire. Then move to try to smash the red one adjacent to Adam.  (1d20+7)[ 22 ]  to hit, and  (2d6)[ 1 ][ 3 ](4) +4 Bludgeoning plus  (2d6)[ 3 ][ 1 ](4)  fire. Smite both targets with a level 1 smite for  (2d8)[ 6 ][ 2 ](8)  or  (2d8)[ 3 ][ 8 ](11)  smite damage on hit.
 
Amnestic
Honor's first strike is deflected, but the second hits home, grievously wounding the warforged. The commander, seeing two of his soldiers downed and two more injured, signals what could only be read as a retreat. He delivers two more biting strikes to Aanash and then, with his comrades, begins moving back to the alleys. The caster doesn't leave without deploying one more spell however, conjuring up a huge orb of light above your position that holds in the sky, a clear beacon to others.

 
 Spoiler: Map 

 

The last map I uploaded wasn't the right one, whoops. It ultimately won't matter much. This one is now correct.

The commander recklessly attacks Aanash, and hits twice, for  12  and  14 .
The caster casts Daylight, centred above the battlefield.
The two surviving reds  Dodge , and move away.

OAs are available, with advantage vs. the commander and disadvantage vs. the reds due to dodging.

If you want to call the fight here, it will be your victory (the blue will be following suit and retreating), but if you want to continue/give chase that's a viable option too.

If you are continuing, Adam, Aanash, and Svek are up.

 Initiative:- 

Ca: (1d20)[19]
R: (1d20)[15]

Adam:(1d20)[14] (1d20)[1] 
Aanash: (1d20)[14]
Svek:(1d20)[13]

B: (1d20)[12]

Honor:(1d20)[7]

Co: (1d20)[7]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 31/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (0/5), Temp HP (0), Form of Dread (immunity to fear, 1/turn inflict frightened on hit (DC 13 Wis)), Rage (Adv on Str checks/saves, Resist Phys, +2 Str damage) 

Dealt another wound through his barriers, Aanash bares his teeth and lashes out in answer as the commander falls back. But even in the thrill of combat, he knows they are running short on time - shorter, now that the mage had sent up a signal light. Twisting in place, he sprints into the bank. "Hate to leave an entertaining diversion, but there is a job to do!" 
 
 Spoiler: Actions 
AoO on Commander
 (1d20+9)[ 14 ]  to hit
 (1d20+9)[ 21 ]  Adv
 (2d4+8)[ 13 ]  damage on a hit

Then he will use his turn to enter the bank rather than pursue
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +9  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 22/32 Sorcery Points: 6/6 Wand: 7/7 Wings 120/120
HD: 6 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: none  

Svek flies after Aanash, landing just inside the door to the bank. He keeps looking out to make sure the warforged guards, and especially the spellcaster, keep moving away.

  "Let's get on with our job."  

He also waits to make sure the others make it in without any trouble.
 
 
  
 
 Spoiler: OOC 
THP  (1d6+6)[ 9 ] 
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 11/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam frowns as he heads over to the bank to work on clearing the entrance enough to obtain entry.  " We're going to have to be fast, or we're going to have a big problem when we go to leave. "  As soon as the way was cleared, he heads inside.

 
 Spoiler: OOC 

 (1d6+6)[ 8 ]  more temp hp.
 
 
 
  
Amnestic
Between the four of you pushing in, you squeeze open the enormous doors to the bank, and then just as swiftly shut them behind you, leaving the glowing ball in the sky and warforged corpses below it behind you. The door slams shut with an echoing bang, and when it fades you quickly notice that the sounds of activity outside have dulled to near silence, the thick walls of the establishment you find yourself in more than muffling whatever takes place outside.

You have arrived in the Kundarak bank, which greets you in blood - crimson splatters mark the dusty marble flooring, enough that it likely exsanguinated at least two humans in total, if not more. Spots of dust mark the liquid as aged, yet it appears still as vivid and viscous as if it were freshly spilled, staining the scent of desolation with copper and death. The room appears almost mirrored in design, perfectly symmetrical on its left and right, with a few long tables near the centre, and elongated desks that stretch the far left and right corners of the room, behind which are chairs for the bank tellers and shelves for documentation. There's even matching plant pots in identical spots on both sides, though their occupants have long since dissolved into dust.

Despite the blood, you see no bodies, nor any indication of battle - there are no dropped blades, shattered shields, or spell scorchmarks - recent or otherwise. A trio of doors - two behind the banker's counters and one large central door, all leading in what appears to be the same direction. None of them are open, but nor do they appear to be barricaded. One of the bloodstains clearly leads up towards the central door, disappearing beneath its foot.
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +9  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 22/32 Sorcery Points: 6/6 Wand: 7/7 Wings 119/120
HD: 6 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: none  

Svek catches his breath and walks into the room, careful not to leave any tracks in the blood or the dust. He moves towards the back central door.

  "The main door is probably our best option, but it is the same direction as the trail of blood."  
 
 
  
 
 Spoiler: OOC 
THP [roll0]
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 11/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Inside the bank, Adam takes in the sights, noting the collection of desks for banking services, the large amount of blood, and the trio of doors.  He also considers the large amount of injuries amongst the group, and the certain probability that more warforged were going to be coming to the signal that wizard had sent up.  " It will most likely lead to what happened to the expedition.  And we're not in good shape for another fight.  I'm almost out of wine, and I can feel the burns from that lightning bolt.  There might be clues behind the other doors, but we are on a tight schedule. "  With little alternative, Adam considers what he knows of the layouts of Kundark banks, trying to determine what the best route to the vault might be.

 
 Spoiler: OOC 

I think we have/had 4 rounds left of twilight sanct, so...

 (1d6+6)[ 9 ] 
 (1d6+6)[ 10 ] 
 (1d6+6)[ 10 ] 
 (1d6+6)[ 8 ] 
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 31/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12) 

Panting after the exertion of the fight, Aanash performs repetitious arcane gestures with his hand, rebuilding his arcane ward. With a grim grin on his face, he boasts,  "I could go another round. But you are correct, we are short on time. I do not know the lay of these places. They are your land. Where should the important things be?" 
 
 Spoiler: Actions 
Another dose of thp  (1d6+6)[ 12 ] 
 

 
 
  
Amnestic
Typically, Kundarak banks (at least those that the public have access to) are built in a straightforward manner, with little in the way of mazes or deceptive turns. Their vaults typically follow a straight line from entrance to vault, their confidence in security coming from their own spells and processes rather than any need for deception. This confidence typically proves correct, as though they layout is simple, rare indeed is the time that any Kundarak vault is stolen from.

Passing through the central door leads you to a smaller waiting area with a few benches and seats along the walls. A pair of doors immediately flank you on the left and right, along with two more into what looks like side rooms. While the blood trail continues forward, there's another trail that breaks off towards the room to your right.

The main door ahead of you, just as large as the one you passed, is as shut and unbarricaded as the last, though this one bears a mechanical lock of some sort, with somehow still-oiled cogs and widgets and other similar devices. A smaller device at the door's handle bears what appears to be five rotating numberwheels that, typically, when aligned will unlock whatever they're locking. Currently it reads 33333, though since the door is locked it appears unlikely that this is the solution. The door itself is a combination of wood and metal, and would certainly not be impervious to being smashed down given time and effort, but such an action would inevitably prove quite noisy for anyone still alive (or undead) inside the bank.
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 32/64  
 Temp HP: 12  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 0/30 

Honor approached Adam, putting his warforged hand over the cleric's wound. A bright grey light flares between them, and the light wipes away the majority of his wounds.  "I will keep you up, you will keep us all up. You're not the only medic in this unit, just the only one with skill in the matter."  Then his eyes followed the path of the structure back towards the vault.  "Were any of you given a code?"  
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 22/32 Sorcery Points: 6/6 Wand: 7/7 Wings 119/120
HD: 6 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: none  

Svek walks up to the keypad, hoping someone told us the passscode.

  "Let's try this."  

He puts in the most likely thing he can remember, but it's just a random 5 digit number. 
 
  
 
 Spoiler: OOC 
Intelligence check to remember code  (1d20)[ 9 ] 

THP  (1d6+6)[ 10 ] 
THP  (1d6+6)[ 9 ] 
THP  (1d6+6)[ 12 ] 
THP  (1d6+6)[ 11 ] 
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 11?/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Seeing the massive vault door, and the continued presence of blood trails with no bodies, Adam remains alert, keeping a wary eye out, even as he starts to reach into his pack, but stops as Svek steps forwards, and reaches out to grab the kobold.  " Not yet.  We were given a signet ring which is supposed to grant us access. "  With his warning given, he continues searching through his pack to pull out the signet ring given to them so long ago.
 
 
  
Amnestic
Svek's attempt at guessing a 1-in-100,000 number is valiant, but ultimately it the door doesn't shift an inch, nor is there a hole or indent in it to inset a signet ring. This door, it seems, is not the one that will grant true access to the vault, and is merely one stepping stone on the path to your true prize.

 
 Spoiler: OOC 

I rolled 5d10 to and got 5,7,2,9,9 which unfortunately does not match the code I have written down. Only 99,999 more options to go!
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 32/64  
 Temp HP: 12  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 0/30 
 "We should fan out. Search for clues about how to open this door."  Honor began to look for records, notes, or directions, staying close at first while he waits to see if his idea takes hold.
 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 41/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam frowns, and looks over the side offices, trying to judge which one seemed to be the fanciest, and thus the most likely to have been the office of the head of the branch.

 
 Spoiler: OOC 

 (1d20+8)[ 19 ]  Insight?  Or Perception.  Same roll either way.
 

 
 
  
Amnestic
Sticking together rather than splitting the group, you choose the door to your left, if only because it  doesn't  have a threatening looking blood trail leading up to its rim. It opens into what looks like a clerk's room with five writing desks, four of them opposite each other in parallel, bordered by bookshelves that line the walls stocked with wilting and worn papers. Choosing the desk that stands alone first, you rifle through its papers, finding dated and fragmented letters written on faded ink.

Sorting through them takes time as you have to scan each one in turn, eyes straining to make out any five number chain that might be what you seek. Seconds stretch into minutes that stretch into tens of minutes. Finally, in the third desk you search through, you find an otherwise unassuming letter with a scribbled number on one corner - 04510.

When you exit the office to return to the number-locked door, you hear a scrabbling and scratching behind the other door that has a blood trail beneath it. It is not an urgent scratching, but rather the regular, moderated sounds of some creature - whatever it is - passing the time.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 41/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Hearing the creature in the adjacent room, Adam quietly speaks to his companions.  " Sounds like something's in the other room, probably something cannibalistic.  Let's keep quiet, and hope it is sated.  And hope that the door is not in desperate need of oil. "

His warning given, he approaches the vault door, and tries to rotate the numbers to 04510.

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 31/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12) 
 "Maybe it is friendly,"  Aanash whispers back at Adam's guesstimations.  "You all still owe me a puppy, you know."  Eyeing the source of the scratching sounds while the code is entered, Aanash quietly sympathizes with whatever is on the other side. It must be dreadfully boring when all you've got to entertain yourself is scratching at things. He would gladly provide some excitement, if they were not on a time crunch themselves...
 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 22/32 Sorcery Points: 6/6 Wand: 7/7 Wings 119/120
HD: 6 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: none  

Svek moves close to the door as Adam tries to code we found. He stays opposite the scratching sound just in case Aanash decides to go look for a pet.

  "Let's keep focused. This is the Moorland. That scratching sound is not going to be good news."  
 
 
  
 
 Spoiler: OOC 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Amnestic
The door slowly clicks its cogs and locking mechanisms open and shut, and after what feels like an interminable amount of time but only amounts to around thirty seconds, the door opens, revealing...another small hall, with a number-based locked door on the opposite you, and a pair of doors on your flanks. House Kundarak is nothing if not 'thorough', it seems. The blood trail seems to be thicker here, and, ominously, leads to all doors now.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 41/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Moving cautiously, starts to step forwards, then stops, clearly thinking about something worrisome, before he turns to examine the door.  " If the blood trails are from the House Kundark expedition, why was the door closed?  Do any of you have a piton, or some other way of forcing the door to stay open? " 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 31/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12) 

With a soft chuckle, Aanash looks up, and around, at the door.  "You think a piton could hold this? It would snap. And you would never pry the mechanism open with our arms alone, even if it stayed cracked open."  Glancing back towards the entrance, he volunteers,  "I can stand watch. If the vault closes, I can use the combination again, yes?" 
 
 Spoiler: OOC 
Are we using BG3 Short Rests here as well? If so, I may pop one just to conveniently top up nearly me exact missing hit points.
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 32/64  
 Temp HP: 12  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 0/30 
 "Friendly like your flesh warping demon? No thank you. I just want to secure the goods and get out of this place with the Karnathi. I've had my fill of nearly being disassembled by monsters, kin, and magics."  Honor grit his metal jaws together and waited for Adam to try the door. 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 41/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam frowns, considerately.  " Looks like the door mechanism is the same on both sides.  And if we can't jam it, we'd best pray that it doesn't seal. "
His dire warning given, Adam heads through the door, his shield up and his eyes scanning the room for danger, codes, and signs of who died here.

 
 Spoiler: OOC 

 (1d20+8)[ 17 ]  Perception?
 

 
 
  
Amnestic
As you pass through the large door, you hear scratching from behind the other doors on your flanks - to your left and right, though thankfully not behind the code door to your front. With each scratch it seems to get louder, more insistent, until it begins harmonising with itself, and rapidly growing. In moments it changes from the raking of claw on wood into tearing and splintering.  Something  knows you are there, and it wants to reach you.

 
 Spoiler: Map 

 

You can ignore the door that Aanash/Honor/Adam are 'crossing over' - it's just not something I can remove from the map.

Everyone except Svek is up. Doors to your left and right and backright that are unopened with sounds behind them. Make your preparations, time is short!

 Initiative: 
Adam: (1d20)[12] (1d20)[18]
Honor:(1d20)[15]
Aanash:(1d20)[14]


VG: (1d20)[13]

Svek:(1d20)[9]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 41/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
With sounds starting both in front and behind, Adam pauses in his exit through the door, and steps back, closing it behind him and spinning the lock.
 
 Spoiler: OOC 

Not sure if what level of action this takes.
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12) 

With the clawing growing more insistent, Aanash moves nearer to the first (second) door, tail poised to strike once whatever is inside breaks through. It is certainly not friendly. And that promises a good time.

 
 Spoiler: Actions 
Move 1 SE, 1 S, and 1 more S if Reach tail doesn't go around corner cover.
Ready an action to Booming Tail when the thing reveals itself
 (1d20+9)[ 10 ]  to hit
 (2d4+6)[ 12 ]  damage, + (1d8)[ 7 ]  thunder damage
And if hit,  (2d8)[ 11 ]  thunder damage should the thing move
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 32/64  
 Temp HP: 12  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 0/30 

Honor assumes a defensive stance, moving opposite of help cover angles and preparing to dodge should any creatures burst through to meet them.
 
 
  
 
 Spoiler: OOC 
Dodge action?
 
Amnestic
No sooner does the code-lock door shut behind you than you hear the splintering of wood from behind it as one of the doors is crushed. As you take up position before the closest one, you hear one thump against it, and then the entire thing falls apart in a great wrenching of boneclaws tearing through wood. Stood in the now 'open' doorway is a red-eyed grey-skinned dwarf, its maw dyed with dried blood. Aanash's tail lashes out at it, but to no avail as the stocky undead ducks away from it and closes into melee.

 
 Spoiler: Map 

 

The ghoul smashes through the door, but its first attack missed, so it has no more attacks to give.

Readied attack misses, sadly.

Everyone's up.

 Initiative: 
Adam: (1d20)[12] (1d20)[18]
Honor:(1d20)[15]
Aanash:(1d20)[14]


VG: (1d20)[13]

Svek:(1d20)[9]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 41/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Faced with an undead monstrosity perhaps ten feet away from him, Adam does the only thing that makes sense.
He calls down the wrath of the host, even as he considers the implications of this discovery.

 
 Spoiler: OOC 

 (1d20)[ 7 ]  Wisdom saving throw, or  (2d8)[ 9 ]  Radiant damage.
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 22/32 Sorcery Points: 6/6 Wand: 7/7 Wings 119/120
HD: 6 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: none  

Svek jumps back in surprise when the ghoul breaks through the door. He knew it was coming, and there are probably scarier things in the Moorland than ghouls, but he was prepared for just how ugly the thing is.

  "I'm sure there are more."  

He moves northeast and shoots a bolt of fire at the undead creature. 
 
  
 
 Spoiler: OOC 
Move 2 squares NE
Firebolt  (1d20+8)[ 24 ] ,  (2d10)[ 8 ]  fire damage

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12) 

Tail flicking back a swiftly as it flew past the dwarf, it lashes out, the air igniting around it into a flash of verdant flames.

 
 Spoiler: Actions 
Launching a Green-Flame Tail
 (1d20+9)[ 19 ]  to hit
 (2d4+6)[ 12 ]  damage, + (1d8)[ 3 ]  fire damage
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 32/64  
 Temp HP: 12  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 0/30 

Honor knows this fight might be dragged out, so he doesn't want to waste his Oath power on a mere ghoul or zombie. He first tests the creature's supernatural defenses with a thrust of the hammer head at it's torso, then swings the hammer around in a meteoric strike meant to decapitate the undead freak.
 
 
  
 
 Spoiler: OOC 
 Rolling to attacks to hit-  (1d20+7)[ 8 ]  to hit for  (2d6)[ 2 ][ 1 ](3) +4 Bludgeoning, plus  (2d6)[ 2 ][ 3 ](5)  fire damage. Second attack-  (1d20+7)[ 23 ]  to hit for  (2d6)[ 3 ][ 6 ](9) +4 Bludgeoning, plus  (2d6)[ 3 ][ 5 ](8)  fire damage.
 
Amnestic
With only a single foe, surrounded as they are, they're brought low and smashed asunder before they can mount any attacks against the party proper. You hear more splintering and smashing of wood from the far side of the shut door, as chunks are torn from the larger door you're immediately adjacent to. It seems the others have begun to rip and tear at it, and how long it will hold is anyone's guess.

 
 Spoiler: Map 

 

Party downs it the ghoul, though if one attack had missed it'd still be standing.

Party's up again. It's an action to re-open the door, or you could wait for them to re-smash through it. Bear in mind initiative order if you are gonna have someone open it.

 Initiative: 
Adam: (1d20)[12] (1d20)[18]
Honor:(1d20)[15]
Aanash:(1d20)[14]


VG: (1d20)[13]

Svek:(1d20)[9]
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 22/32 Sorcery Points: 6/6 Wand: 7/7 Wings 119/120
HD: 6 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: none  

Svek looks to the others and moves towards the door.

  "Everyone get ready and I'll open the door."  

Once the others are where they want to be, he goes over, opens the door, and flies away to the middle of the room. 
 
  
 
 Spoiler: OOC 
I think based on initiative, I should be the one to open the door.
1. let everyone get in position and ready an action.
2. Action to disengage
3. Object interaction to open the door
4. retreat to middle of room

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam looks at the door, hearing the slams from the other side, and frowns as an idea occurs to him.  " These things aren't very smart.  Think we can dump the bait "  He looks at the dead corpse. " in one of the other rooms, get into one of these rooms, and see if they take the bait?  We can probably shut one of these other doors behind them while they're distracted, and I've got some incense to cover our smell.  If it doesn't work, we hold them at the door. "

 
 Spoiler: OOC 

Crazy plan to dodge a fight, go!
(Ok, so there are a few problems with the fight, but fighting from inside one of the side rooms is a good plan anyway, as the narrow entrance favors us.)
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 32/64  
 Temp HP: 12  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 0/30 

Honor grunts at this plan, showing some distaste for it.  "They are weak. Quicker and easier to crush them." 
 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12) 
 "No time for finesse, remember?"  Aanash voices in agreement to Honor, taking position and readying himself for the draconic kobold to activate the door.

 
 Spoiler: Actions 
Move 1 NW.
Readied action to Booming Tail an enemy that moves into range
 (1d20+9)[ 26 ]  to hit
 (2d4+6)[ 12 ]  damage, + (1d8)[ 1 ]  thunder damage
And if hit,  (2d8)[ 14 ]  thunder damage if the target keeps moving after being hit
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 41/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam raises his hammer, and sets his shield in place.  " So be it. "

 
 Spoiler: OOC 

Assuming we can ready, readying Moonbeam.
 

 
 
  
Amnestic
You quietly prepare yourselves as best you can, but the are perhaps entranced by the ravenous hunger that hasn't been sated for so long, and tearing claw and teeth manage to tear great gashes in the door, pulling apart wood and metal until there's a gap wide enough to strike and see through. One of the ghouls even manages to lunger through the gap, biting a chunk out of Svek, though the kobold evades its paralyzing claws.

 
 Spoiler: Map 

 

Solid attack rolls meant they broke through it earlier than expected.
Svek takes  14  slashing damage from the last of the Ghoul's attacks.

Adam readied a moonbeam, so that would go off on the target of his choice.

Otherwise, party's up.

 Initiative: 
Adam: (1d20)[12] (1d20)[18]
Honor:(1d20)[15]
Aanash:(1d20)[14]


VG: (1d20)[13]

Svek:(1d20)[9]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Moonbeam 
As the ghouls shatter the door, and rake Svek, Adam unleashes his spell, creating a moonbeam just behind the ghouls, burning two of them in the glowing shaft of seemingly gentle light.  Immediately afterwards, his prayers reach another crescendo, and the rightmost ghoul hears a distinctive gong banging inside it's head.  " Hold them at the door!  We don't know how many more of them there might be! "

 
 Spoiler: OOC 

Reaction:  Moonbeam has a 5 foot radius, so placing it directly behind the two ghouls in front of Sven and Honor, and they both get to burn.

 (1d20)[ 20 ]  DC 16 CON save or  (2d10)[ 11 ]  Radiant Damage(Half on success)
 (1d20)[ 16 ]  DC 16 CON save or  (2d10)[ 10 ]  Radiant Damage(Half on success)

It also triggers at the start of their turn, which I can roll here?
 (1d20)[ 1 ]  DC 16 CON save or  (2d10)[ 9 ]  Radiant Damage(Half on success)
 (1d20)[ 19 ]  DC 16 CON save or  (2d10)[ 12 ]  Radiant Damage(Half on success)

Finally, if they are shapechangers(Unlikely), they roll with disadvantage, and if they fail they must revert to their original form and can't change shape until after it leaves the light.

Action:  Cast toll the dead
 (1d20)[ 18 ]  DC 16 WIS save or take  (2d12)[ 15 ]  Necrotic damage.
No move or bonus action.
 

 
 
  
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 17/32 Sorcery Points: 6/6 Wand: 7/7 Wings 119/120
HD: 6 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: none  

Svek stands his ground, his two foot tall body blocking the door so the ghouls can't enter. As the bite chomps at him, he calls on some of his magic to harden his scales and prevent the bite from penetrating.

  "Let's keep them in the doorway."  

He then casts another spell, creating a web that fills up most of the next room. 
 
  
 
 Spoiler: OOC 
Casts shield if that would help. Seeing the rolls I think it will, but I might be looking at the wrong ones.
Casts Web to get all of the ghouls and then back into that room. Dex saves  (4d20)[ 4 ][ 2 ][ 3 ][ 13 ](22) 
 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 32/64  
 Temp HP: 12  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 0/30 
 "We will hold the line!"  Honor begins smashing with his hammer, trying to change the undead to paste. This was the type of action that put him on a knife's edge, the song of battle in his ears and the thrill of combat bringing his senses to their very edge.
 
 
  
 
 Spoiler: OOC 
Two attacks-  (1d20+7)[ 11 ]  to hit,  (2d6)[ 2 ][ 2 ](4)  +4 damage plus  (2d6)[ 3 ][ 4 ](7)  fire damage.   (1d20+7)[ 17 ]  to hit,  (2d6)[ 4 ][ 1 ](5)  +4 damage (EDIT- Add 3 more for a reroll.) plus  (2d6)[ 5 ][ 3 ](8)  fire damage.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12) 

The frontline ends up being a little further ahead than Aanash anticipated. Scooting forward, he whips his tail around to lace it with green flame, and strikes.

 
 Spoiler: Actions 
Move 1 NW
Green-flame tail lash targeting the most damaged ghoul
 (1d20+9)[ 16 ]  to hit
 (1d20+9)[ 11 ]  Adv if Webbed
 (2d4+6)[ 11 ]  damage, + (1d8)[ 2 ]  fire
On hit,  (1d8+2)[ 5 ]  fire to another ghoul adjacent to the target
 

 
 
  
Amnestic
A burst of webbing seeks to entrap your foes - and indeed they all fall victim to it as they come under assault of hammer, moon, and tail. An unorthodox combination, perhaps, but one that nevertheless tears one of the ghouls to within a fraction of his life. They struggle to escape the thick webbing, and while two of them succeed, they have little choice but to move forward, right into the meatgrinder, while one is still kept within Adam's moonbeam, unable to advance further.

 
 Spoiler: Map 

 

Svek's Web goes up. Shield does save him from damage too.
Adam's moonbeam is unfortunately saved against, as was Toll the Dead. They still get burned though!
Honor misses with attack #1, hits for the second.
Aanash hits with their tail.

At the start of their turn, all three ghouls are webbed up.
They all use their actions to attempt to escape the web. The one on the left fails, the other two succeed, but since it cost their action, they're not really able to do much else. One moves forward, out of the moonbeam, but they're single digit hit points remaining.

Party's up.


 Initiative: 
Adam: (1d20)[12] (1d20)[18]
Honor:(1d20)[15]
Aanash:(1d20)[14]


VG: (1d20)[13]

Svek:(1d20)[9]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12) 

As the trapped ghoul rips free of the web and steps forward, Aanash aims to impale them on his flaming tail.

 
 Spoiler: Actions 

Green-flame tail lash targeting the freed ghoul
 (1d20+9)[ 24 ]  to hit
 (2d4+6)[ 9 ]  damage, + (1d8)[ 7 ]  fire
On hit,  (1d8+2)[ 3 ]  fire to the ghoul north of Honor
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 41/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
With ghouls burning in the moonbeam, Adam knocks his hammer into his shield, seemingly silent... except for the more injured ghoul, who's head seemed to ring with the sound.

 
 Spoiler: OOC 

Leaving the moonbeam in place, and casting Toll the dead.

Toll the Dead
 (1d20)[ 8 ]  Wis vs  (2d12)[ 17 ]  Necrotic damage

Moonbeam
 (1d20)[ 4 ]  Con or   (2d10)[ 10 ]  Radiant Damage(Success halves)
 (1d20)[ 17 ]  Con or   (2d10)[ 12 ]  Radiant Damage(Success halves)
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 32/64  
 Temp HP: 12  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 0/30 

Honor looks over the bound and stuck ghouls like an artist considering which stroke of the brush will be best to make something beautiful. Then, as always, he chooses the most brutish and violent stroke he can. His hammer swings at the unmoving foes with rhythm and efficiency, and he'd be damned if his rotors didn't sing at the righteousness of the strike.
 
 
  
 
 Spoiler: OOC 
Two attacks with advantage.  (1d20+7)[ 14 ]  or  (1d20+7)[ 8 ]  for  (2d6)[ 2 ][ 2 ](4) +4 Blugeoning (Plus 5 from rr) and  (2d6)[ 6 ][ 4 ](10)  fire damage. Second attack-   (1d20+7)[ 15 ]  or  (1d20+7)[ 12 ]  for  (2d6)[ 1 ][ 3 ](4) +4 Blugeoning (plus 4 from rr) and  (2d6)[ 1 ][ 2 ](3)  fire damage {+5 from rr).
 
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 17/32 Sorcery Points: 6/6 Wand: 7/7 Wings 119/120
HD: 6 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: none  

Svek stands blocking the door, keeping the webbing up to keep the ghouls in Adam's moonbeam. He spits acid at the two closest ghouls.
 
 
  
 
 Spoiler: OOC 
Concentrates on web.
Casts Acid splash on two closest ghouls.  (2d6+5)[ 13 ]  acid damage, DC16 Dex saves [roll]2m1d20[/roll]


 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Bobthewizard
Reroll saves  (1d20)[ 10 ] ,  (1d20)[ 8 ] 
Amnestic
Svek's acid downs one, Adam's spell culls another, leaving the last one to take strikes from Honor and Aanash. It remains standing only long enough to snap a bite out at Svek, before it's swiftly put down by your combined attacks without any more threats.

 
 Spoiler: OOC 

The last ghoul was restrained, it hits Svek for  9  unless he Shields, but after that it's fairly guaranteed he's going to die, so calling combat there.

Despite how crushingly you won, this was - by CR - a Deadly Encounter, and as such rewarded 15 experience for it.
 


You're left with three more rooms to investigate - each of which held some of the vampiric ghouls - plus another code door. One that, at the very least, you know can be smashed down with minor efforts.
Bobthewizard
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 15/32 Sorcery Points: 6/6 Wand: 7/7 Wings 119/120
HD: 6 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: none  

Svek uses a bit of magic to fend off the last attack before everyone joins in an finishes off the last ghoul. He lets the webbing disappear and looks to the others.

  "Let's keep going."  
 
 
  
 
 Spoiler: OOC 

 
 Spoiler: Notes 
Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
Haydith ir'Wynarn, Princess of Karnnath
Kellar d'Kundarak
Mialee, a Valenar elf who is training Oargev's troops
job in Kalazart (have map)
rescue salvage crew
Bring back documents
Kundarak loot can be sold to Kundarak
In New Cyre - Cyran Metalworks for armor and weapons
Dalsin's Wondrous Emporium - some magic items
Finas Tiyas, halfling ghost, now in Honor, needs to return sword to Eston.
Delver, warforged in camp
Stutterer, allowed to live
Escemizt, demon that sculpts people into horrors.
 

 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 41/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Moving the moonbeam out of the way, Adam approaches the opening, and looks for more of these ghouls.  Seeing none, he pauses for a moment, extending his hands in a brief prayer for the souls of the people that became the twisted ghouls, before moving through the doorway, and beginning the hunt for another set of codes, or for evidence of the Kundark expedition's presence.

 
 Spoiler: OOC 

 (1d20+8)[ 10 ]  Perception?
 

 
 
  
Amnestic
The room at your right - before the first, now broken, code door - turns out to have been the washroom, containing a few uncleaned toilets and bloodstained sinks. There's a pair of bodies here, or what were bodies, now torn asunder and picked clean. What few parts remain are covered in bite marks, and even the bloodstained floors bear the marks of a tongue lapping up the spilled liquid that seems perpetually fresh. There's nothing to indicate who they bodies were, and what scraps of cloth that remain of their wear gives you no hints.

Both the other rooms past the broken door, and before the intact one, appear similar - plush meeting rooms with an array of chairs around only a single desk, and hundreds upon hundreds of folders and files and books lining the bookshelves that occupy every inch of wall space. There's the remnants of a few bodies here too, as torn apart as the last. Your investigation, even as you try to focus only on the spots you deem important, neverthless takes longer than you might like. It does turn up some coinage, and a cloak you deem to be magical.

 
 Spoiler: OOC 

255gp in coinage/gems and a Cloak of Protection.
 


It is not in any desks, but rather behind an utterly utilitarian painting of a dwarven banker that you find the code to the next door, jotted down on a scrap of paper: 13927.

Opening the code door thankfully doesn't provoke any more danger, however it does lead straight down stairs into darkness that are cloyed thick with the smell of death. Whatever light sources or darkvision you possess prove insufficient to reach far into the gloom, and as you reach the bottom of the stairs you see your third code door so far, this one smashed into splinters and shards scattered at your feet, as if a raging bull the size of a dragon charged it down. More doors split off into side rooms to your left and right - their doors smaller, and notably intact.

 
 Spoiler: OOC 

Decide if you're pressing ahead or checking every room. You also need to confirm what lighting you are making use of, if any.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 

Strutting through the destroyed vault door with a wave of his hand in a feeble attempt to ward off the smell, Aanash comments,  "So much for this House's legendary construction,"  with a look back at the shredded remains.  "Maybe the magic wore off after a while,"  he guesses, approaching the next door. The general consensus seems to be against knocking it down, so he turns and takes watch of the entrance while the others begin their search - in case the warforged should arrive hollering for bloody vengeance.

Once the door is bypassed and they descent into darkness, Aanash casts a simple Light cantrip on his golden bracelet, holding it aloft to illuminate their path.  "I suggest we forge ahead, but keep a guard at our rear, either myself or Honor. In case of more ghouls from behind these doors,"  he tells the party in a low voice.  "Time is turning onwards." 
 
 Spoiler: Actions 
Light on bracelet.
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 41/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Finding scattered coins and a magical cloak on the shattered and devoured remains of corpses, but no answers, Adam stuffs them both into the Bag of Holding, for later discussion.  " May their souls find peace, for I fear there is little I can do for their bodies, not now. "  His voice is quiet, and full of sorrow, and perhaps a touch of fear.

As the next room comes into sight, and with it the shattered remains of a door with intact side doors, Adam frowns as he examines the wreckage.  " Broken out, or in? "  His voice is soft, musing as he takes in the destruction.  " Because the others were not broken, which implies that the breaker is still here. "

 
 Spoiler: OOC 

Looking around, hoping to determine which way the vault door was broken, and whether Adam can hear anything behind the closed doors.
 (1d20+8)[ 20 ]  Perception?
 

 
 
  
Amnestic
An inspection of the door's damage indicates that it was shattered away from you, towards the inside from further inside, rather than towards you. It's possible that the previous scavenger team made it here after all, and ended up being slightly less careful about their entrance than you were.

A moment of silence allows you to keenly listen at the shut doors. If there is anything within them, they're stock still and completely silent.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Seeing the direction of the shattered door plainly, Adam frowns.  " Maybe the Kundarks broke the door?  But it must have made enough noise to alert any of the undead here.  Which means that they must have fought them, but they must have known? "  His voice contains more than a note of confusion, as things simply did not add up.
He also makes no effort to keep himself quiet.
 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 
 "Whatever is there, I can handle it,"  marching forward, Aanash takes point, confidently passing the broken gate. There's no time for faffing about.

 
 Spoiler: Actions 
Taking the lead.
 

 
 
  
Amnestic
Pressing forward, you approach, and then pass, another shattered code door, to another short set of stairs that lead down to a bloodstained floor marked with symbols. A body lies halfway along, slumped against the left side of the wall. Though the walls  look  normal, the location of the body peppered with innumerable evenly spaced holes suggests that there is some form of trap in place, one that has since retracted after being triggered.

 
 Spoiler: Puzzle 

 

You are starting at the south side.
 


A plaque to one side reads "Kundarak is built on solid, reliable investments, not the empty space of guesswork."
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Looking over the clearly trapped puzzle, Adam looks past it, trying to get a sense of what was on the other side, and whether there was some sort of way to disarm the trap there.

 
 Spoiler: OOC 

 (1d20+8)[ 13 ] 
With the power of flight, Adam can probably skip this one?
 

 
 
  
Amnestic
Using the power of flight, Adam is able to cross over the trap without triggering it, carrying Honour in swiftly straining arms.

Crossing over, you see that the vault door on the far side is open. Properly open, rather than smashed asunder, though the same cannot be said for the inside of the vault itself. Great rents have been torn through the stonework by massive claws that you have little doubt must dwarf you in size. A glance inside the greater vault finds it remarkably empty - far more so than you would have hoped for - but more pressingly is that the  inner  inner vault is also opened, but unlike the door you now stand beside the damage on its hinges and edges suggests that it was smashed open from the inside.  No sooner does Honor's foot hit the floor then you hear the scraping of something large and unpleasant on metal, as if something is waking up, still hidden in the darkness inside the inner vault.

 
 Spoiler: Map 

 

You have one round of actions before I roll Initiative. Someone can take Svek if they like, and if no one does then I will.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 

Aanash strains his eyes to try to see whatever is in the distance.
 
 
  
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 15/32 Sorcery Points: 6/6 Wand: 7/7 Wings 119/120
HD: 6 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: none  

Curling his claws into arcane patterns, Svek prepares to cast...  "I cannot see. I need a light." 
 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 41/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
With some damn monstrosity seemingly about to emerge, Adam really only has one card left to play after the previous battles, once more raising his hammer, calling out to the Host, and creating a whirlwind of mixed symbols.  As they appear, he looks at them, considers what they mean.  His eyes seem drawn to a circular symbol, with rays light the light of sun, glowing valiantly, despite the darkness around them.  Perhaps a sign of what was to come?  Or perhaps the light would simply be abandoned, when it was no longer useful, just as Cyre had been.
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 32/64  
 Temp HP: 10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: 
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

Honor, frowning, prepares himself for whatever unpleasantness is about to come down on them by intoning words of his oath. Ice begins to grow on his armor, adding a layer of frozen shielding to his body that threatens any who assault him with rime ice.
 
 
  
 
 Spoiler: OOC 
Upcast armor of agathys for 10 Temp HP and thorns for 10 cold damage.
 
Amnestic
As you cast spells you hear the scraping grow louder. You see the scything blades first, great curved claws of hardened keratin - four in total, each on its own dedicated appendage. The beast is covered in thick chitinous plates, its heavy stomps shaking the room around you. Deployed on the battlefield, it might be a weapon that could charge down an army. In this narrow space, it has eyes only for you. Its maw lined with teeth as thick as as your heads opens and it unleashes a roar of hunger, but great though your enemy is, its size seems to slow its response, and you steal the initiative on it.

 
 Spoiler: Map 

 

Giving the game away a little here but the enemy's legendary actions are all melee attacks, and therefore it can't use any.

As such, the entire party is up before it moves in proper.

 Initiative:- 
Aanash:(1d20)[17]
Svek:(1d20)[13]
 U Legendary Action 2 
 U Legendary Action 3 
Adam: (1d20)[6] (1d20)[11]
Honor:(1d20)[10]

U: (1d20)[4]
 U Legendary Action 1 
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 

Seeing the monster appear, Aanash at first looks elated, then disappointed.  "Hey! You should bring it back this way, so that I can fight it too!"  He raises an arm and sends a spectral, crackling red claw streaking towards the creature.

 
 Spoiler: Actions 
 (1d20+5)[ 20 ]  to hit with Chill Touch
 (2d8)[ 9 ]  necrotic damage on hit, disable healing for 1 round
 

 
 
  
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 12/32 Sorcery Points: 6/6 Wand: 7/7 Wings 118/120
HD: 6 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: none  

Taking wing, Svek flies forwards with his winged boots, performing arcane gestures and causing webbing to erupt across the ground to ensnare the titan's front legs and bar its advance.

 
 Spoiler: Actions 
Fly to avoid touching the trap floor and move 30 feet N.
Cast Web to catch the front of Ultralisk and spread difficult terrain in front of it.
At the start of its turn, it has to save vs the webs.
 (1d20)[ 9 ]  DC 15 Dex save vs Restrained, action and Strength save breaks free
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 41/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Spirit Guardians 
With the glowing holy symbols around him, and Honor at his side, Adam raises his hammer, and takes a swing towards the creature, hurling a glowing bolt of radiant energy towards the creature.  Afterwards, he looks to Honor.  " We need to either hold our ground, or get to cover, and I'm thinking that thing will bowl us onto the trap behind us with ease.  Take cover in the alcoves! "
Putting his words into action, Adam moves to take cover, flying around the wreckage of the door next to Honor to shelter in the alcove there.
 
 Spoiler: OOC 

Action:  Guiding Bolt
 (1d20+8)[ 15 ]  Attack
 (4d6)[ 12 ]  Radiant damage, advantage for the next attack against the creature

Examine the thing?  Does Adam know what this is?
 (1d20+2)[ 18 ]  Religion

Move:  4 to the West, into that alcove there.

If relevant... Spirit Guardians is up, DC 16 wis or take  (3d8)[ 12 ]  Radiant damage(Half on success)
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 32/64  
 Temp HP: 12  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: Armor of Agathys 10 
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

Unsure of Adam's tactic but knowing that if they are bowled over into the trap it will likely be the end of them, Honor heads for the opposite alcove. Shouting back at Aanash and Svek, he says  "Solve the puzzle fast and get over here, soldier!"
  
 
  
 
 Spoiler: OOC 
I REALLY wish we had just gone back over the trap, but if this is what we're doing I'll ready an attack for if it comes after Honor.  (1d20+7)[ 27 ]  to hit for  (2d6)[ 6 ][ 3 ](9)  +4 bludgeoning and  (2d6)[ 6 ]  fire damage. Moving into an alcover opposite Adam.
 
Amnestic
Adam's spell bounces off the creature's thick carapace, but Aanash's manages to slip into the cracks between plates, causing a mild grunt of discord. Adam doesn't know what the creature is, nor guess from where it came. This is a monster of the Mournland, of that you can be sure, and perilously little is known about it. It does, however, seem susceptible for webs, for only a moment, halted before tearing its way through. It doesn't stop moving forward towards the party, blades slicing at the ground, but unable to yet reach you.

 
 Spoiler: Map 

 

Chill Touch hits.
Web restrains.
Guiding Bolt misses.
Attack is readied.

The enemy uses its action to successfully break the webs, and moves 20ft forwards (40/2). Alas, it cannot Dash due to losing its action to the web, preventing it from closing to Honor, for better or worse.

Also in case my descriptions didn't make it adequately clear, there are doors in each 'alcove' on the map, in case that further influences tactical movements.

Since he's still not in melee, party's up again.

 Initiative:- 
Aanash:(1d20)[17]
Svek:(1d20)[13]
 U Legendary Action 2 
 U Legendary Action 3 
Adam: (1d20)[6] (1d20)[11]
Honor:(1d20)[10]

U: (1d20)[4]
 U Legendary Action 1 
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 
 "Ah,"  at Honor's suggestion to solve the puzzle, Aanash gives it a helpless look and then shrugs, forming another spell in his hand.  "I cannot even begin to fathom this puzzle, my friend! Apologies!"  Holding onto the spell, he waits to see if the beast will entangle itself in the webs and make of itself a easier target.

 
 Spoiler: Actions 
Ready action to cast Chill Touch at the ultralisk at the start of its turn, after the Web save.
 (1d20+5)[ 12 ]  to hit with another Chill Touch
 (1d20+5)[ 25 ]  if it becomes Restrained when the spell triggers
 (2d8)[ 4 ]  necrotic damage on hit, disable healing for 1 round
 

 
 
  
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 12/32 Sorcery Points: 6/6 Wand: 7/7 Wings 118/120
HD: 6 / 6d6 Draconic Cry: 3/3 Command: 1/1 Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: Concentrating (Web)  

Feeling flight instincts kick in as the creature draws nearer, Svek spits a gob of acid at it while fluttering backwards.

 
 Spoiler: Actions 
Acid Splash at the ultralisk for  (2d6)[ 8 ]  acid damage,  (1d20)[ 6 ]  Dex save vs DC 16 to avoid
 (1d20)[ 2 ]  DC 16 Dex save vs web Restrain at the start of the ultralisk's turn

Svek then moves backwards 30 feet.
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: Steps of Night. 
 Concentrating: Spirit Guardians 
Reconsidering his earlier strategy, Adam moves up, and over, trying to lure the creature into the trap while flying high enough to avoid it himself, hoping that the creature would go after him, and get struck by the trap and that the trap did not hit him as well.  To make sure that he has it's attention, he launches another glowing, golden bolt of light towards the creature as he bangs his hammer on his shield.
 
 Spoiler: OOC 

Move to the 4th row of the maze, and be 10 feet up.
Cast Guiding Bolt again.
 (1d20+8)[ 13 ]  Attack
 (4d6)[ 16 ]  Damage + highlight effect.
Bonus action try to draw attention?
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 32/64  
 Temp HP: 12  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: Armor of Agathys 10 
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

While he isn't eager to let Adam play the bait, it did seem like the best way to turn this annoying trap into an ally, if just for a few seconds. Adam moves deeper into the alcove and tries to make himself an unattractive target.
 
 
  
 
 Spoiler: OOC 
Should already be in the alcove, but Honor is going to dodge and hope the enemy rushes past him so he can flank.
 
Amnestic
The ranged barrage continues, the creature's feet becoming stickied in the webs once more and locking it down just long enough for Aanash's spell to land before it tears itself free a second time. It continues its charge forward, and though it's clearly focused primarily on the trio in the corridor, its wide swinging arcblade slices through the wall to get at Honor. Trained and disciplined, however, the warforged ducks beneath it as the slicing appendage rakes through stone, metal and wood - including the door at his back, revealing a bloodstained room behind him though if there is any other occupants, he can't see them from his current position.

 
 Spoiler: Map 

 

Web restrains, so Chill Touch hits.
Acid Splash hits.
Guiding bolt misses.

They break out of web a second time (12+8=20) with their action and move forward, their movement running out just before they reach the trap. It swings at Honor with its LA but misses (3+10=13)

It does seem to be more focused on the trio than Honor currently.

 Initiative:- 
Aanash:(1d20)[17]
Svek:(1d20)[13]
 U Legendary Action 2 
 U Legendary Action 3 
Adam: (1d20)[6] (1d20)[11]
Honor:(1d20)[10]

U: (1d20)[4]
 U Legendary Action 1 
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 41/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Spirit Guardians 
With his bolts of radiant energy consistently glancing off of the creatures armored hide, Adam changes tactics, this time banging his hammer on his shield again, producing a tremendous ringing noise, rippling forth to slam into the creature's hide.  " Come on then, foul creature!  It is time for you to be released from your existence. "
 
 Spoiler: OOC 

Casting Toll the Dead:
 (1d20)[ 5 ]  Wis save or  (2d12)[ 13 ]  Necrotic damage.
Probably should have dodged, like Honor did, but someone's got to be the bait.
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 

Remaining in place, Aanash continues to hurl entropic bolts at the beast, grinning widely as it approaches him.

 
 Spoiler: Actions 
 (1d20+5)[ 6 ]  to hit with another Chill Touch
 (2d8)[ 11 ]  necrotic damage on hit, disable healing for 1 round
 

 
 
  
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 12/32 | Sorcery Points: 4/6 | Wand: 7/7 | Wings 118/120
HD: 6/6d6 | Draconic Cry: 3/3 | Command: 1/1 | Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: Concentrating (Web)  

Gathering arcane power in his jaw, Svek spits a longer burst of acid across the gap at the giant monster. Seeing the broad wake of destruction left by its attacks, Svek skims backwards, letting Aanash and Adam boldly meet it.

 
 Spoiler: Actions 
Acid Splash at the ultralisk for  (2d6+5)[ 11 ]  acid damage,  (1d20)[ 3 ]  Dex save vs DC 16 to avoid
Sorcery Quicken bonus action on another Acid Splash at the ultralisk for  (2d6+5)[ 9 ]  acid damage,  (1d20)[ 7 ]  Dex save vs DC 16 to avoid

Then move 3 spaces back.
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 32/64  
 Temp HP: 12  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: Armor of Agathys 10 
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

Honor grinds his jaws against each other. He wanted to lash out. He wanted to punish this monstrosity. But if he tried to face it in solo melee combat he would surely fall. Honor raises his hammer and tries to intercept any incoming blows, keeping up his defensive stance and hoping to lure the beast further into the trap. He also kept a mindful eye on the shattered door behind him, keeping a mind to his rear defense in case the room happened to be occupied by more ghouls.
 
 
  
 
 Spoiler: OOC 
Dodge. ALLLLLLMOST THEREEEEEE!
 
Amnestic
The fighting retreat continues, with spells slipping past its guard - or not, in Aanash's case. On its way past Honor it lashes out with a foot, and catches the warforged unable to avoid it. The massive weight crashes down, flooring the mechanical warrior, but the icy guard singles in return and forces it away from any incentive to finish the job. Instead, it presses onwards, straight into Adam's spirits, and more pressingly, dropping its weight on trapped floors. Immediately, dozens of thin spines thrust out from the walls, peppering both beast and Adam with innumerable wounds. It lashes out at both Adam and the walls with its thick blades - the former misses, the latter cleaves away at the parts of the trap that had injured it, leaving most of it - including where Adam is floating - still intact. The lances retract, and you hear the unmistakeably sound of them locking back into place, though how long between uses is anyone's guess.

 
 Spoiler: Map 

 

Chill Touch misses, Acid Splashx2 hits, Toll hits, Honor dodges.

...but unfortunately I rolled two 20s, causing Honor to get crit and set to 0. Armour of Agathys did at least hit back for you.

The trap dealt  20  (from 4d10) damage to both Adam and the enemy, and SG goes off from the movement - it made its save, took 7 damage. The creature is now decidedly bloodied. It also manages to miss (barely) Adam with its attack (9+10=19). It also uses its LA to attack the trap, cleaving parts away from it in the two squares it's currently covering, leaving the remaining squares south of it 'active'.

 Initiative:- 
Aanash:(1d20)[17]
Svek:(1d20)[13]
 U Legendary Action 2 
 U Legendary Action 3 
Adam: (1d20)[6] (1d20)[11]
Honor:(1d20)[10]

U: (1d20)[4]
 U Legendary Action 1 
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 26/50  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Spirit Guardians 
His hopes and planning horribly disrupted by the creature's abrupt crushing of Honor, and the spears lancing into him, it was all that Adam could do to keep in the air, and his will focused on sustaining his protective spell.
But that would not be enough.  Not with the time available to him.  " Trap's reset!  Keep clear! "
Despite the frantic pace of his words, he chants another spell, calling upon the host to help protect himself, Honor, and Aanash from the effects of the mourning, and to enhance their life.  He then dives up and over the creature, settling on the ground on the far side, trapping the creature between his bleeding bulk and the trap behind it.

 
 Spoiler: OOC 

Action:  Cast Aid on himself, Honor, and Aanash.  Everyone gains 5 current and maximum hp, which gets Honor up.
Move:  Fly over the creature, to the far side of it, out of the trap.
Reaction
Telekinetic Reprisal:
 (1d20)[ 20 ]  Strength save vs 16 or  (2d8)[ 8 ]  and be pushed 10 feet back.  Half damage on success

Divine Guardian Damage/saves
Rolled a 17, which needs to beat a wis save DC 16 or take the full damage of 9.  Half on success(4)
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 

At first prepared to rush out and meet the monster on the trapped floor, Aanash pulls himself back at Adam's warning.  "If you insist,"  he reluctantly twists his hand to hurl another arcane attack.

 
 Spoiler: Actions 
 (1d20+5)[ 25 ]  to hit with another Chill Touch
 (2d8)[ 8 ]  necrotic damage on hit, disable healing for 1 round
 

 
 
  
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 9/32 | Sorcery Points: 4/6 | Wand: 7/7 | Wings 118/120
HD: 6/6d6 | Draconic Cry: 3/3 | Command: 1/1 | Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: Concentrating (Web)  

Recasting his web spell, Svek attempts to trap the giant monster inside of the trap and slow its advance over the floor just a little more.

 
 Spoiler: Actions 
Recasting Web overlapping the monster's lowest space and the ground in front of it on the trap floor. Laying ground-webs to avoid ensnaring Adam.
 (1d20)[ 6 ]  Dex save vs DC 16 to avoid
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 5/64+5  
 Temp HP:  
 PP: 11 PIv: 9 PIs: 14 
 Conditions: Armor of Agathys 10 
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

Honor wakes up, rolling to his feet. Tired of tactics, tired of holding back, he moves to flank the massive creature and starts smashing.
 
 
  
 
 Spoiler: OOC 
Attack-  (1d20+7)[ 8 ]  to hit for  (2d6)[ 3 ][ 6 ](9)  +4 Bludgeoning, plus  (2d6)[ 2 ][ 2 ](4) .  (1d20+7)[ 24 ]  to hit for  (2d6)[ 4 ][ 6 ](10)  +4 Bludgeoning, plus  (2d6)[ 4 ][ 4 ](8) .
 
Amnestic
The enormous beast remains steadfast against Adam's reprisal and spirits, though far less so against Aanash's spell. Svek's webs don't have a chance to lock it down, as Honor arises once more. The firs blow rebounds off the monster's thick armour plating, but the second one slams into its side, and the accumulated damage is enough that it collapses down with an enormous crash.

Unfortunately, it does so on top of the trap, and though no longer assailed by the barbs at its own side, those between the creature and Aanash/Svek remain active, piercing the empty air over, and over, and over again.

 
 Spoiler: OOC 

Honor's attack narrowly squeaked enough damage to finish it off.

 Deadly  encounter, so 15xp.

Still a trap to bypass, and then the actual vault exploration.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 

Left disappointed at being unable to face the beast in direct combat, Aanash sighs and looks at the repeatedly triggering trap.  "I will begin breaking this while you search the vault!"  he calls to the others. When the spikes shoot out of the walls, he uses his spear to shatter them with sonic force, one at a time.

 
 Spoiler: Actions 
Using Booming Blade and his hammer to smash the spears when they pop out, while Adam and Honor search the vault. Let me know if this requires any rolls to see how long it takes.
 

 
 
  
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 12/32 | Sorcery Points: 4/6 | Wand: 7/7 | Wings 118/120
HD: 6/6d6 | Draconic Cry: 3/3 | Command: 1/1 | Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: Concentrating (Web)  

Considering the task of how to get rid of the giant monster carcass, Svek wets is throat with his waterskin and begins launching continual globs of magical acid at it.

 
 Spoiler: Actions 
Engaging in a continual stream of Acid Splash to carve a path through the monster corpse. Targeting along one of the sides so there's less material to melt down to allow people to slip through.
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
In the silence that falls after the creature finally succumbs to Honors long awaited strike, cut only by the sounds of the stabbing lances of the trap, Adam's breathing is quite audible within his helmet as he uses the last few seconds of his flight to fly down to Honor, trusting Aanash and Svek to handle the trap.  " Will you be all right?  That was a nasty hit, and in this god cursed place, there is little I can do to help. "
As he waits for a response, Adam carefully listens, hoping to determine whether anything else seemed to have been alerted by their activities, and was coming towards the split party.
 
 Spoiler: OOC 

 (1d20+8)[ 18 ] 
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 5/64+5  
 Temp HP:  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 
 "I must admit, I'm on my last leg. All that is keeping me up is the last spell you cast. I fear that without further healing I'm either going to be relegated to the last line of defense or a glorious final charge. Can't say I wouldn't prefer to take it easy through the rest of this, but I doubt I'll get the luxury."  Honor had tears in his armored body, revealing leaking fluids, shorn metal, and broken wood. He slaps Adam on the back.  "Until we get this trap settled, you and I are the front line, the forward scouts, and the vanguard all in one, brother." 
 
 
  
Amnestic
Smashing your way through the ever-repeating trap takes time, and is not even slightly quiet, but deep in the belly of the earth it seems you're safe. No enemies come to harass you as you do so, nor are you assailed by dark magics of the Mournland. There is just the mundanity of the moment until, eventually, you carve through one side of the trap enough that you can now pass by without getting skewered. Half of it - the other side - is still in place and endlessly triggering, but the spears don't reach, and you can pass by unscathed.

Ahead of you, behind the smashed down door, is undoubtedly the main vault, crushed by the great talons and bulk of the monster you slayed. The signet ring burning a hole in your pocket that was meant to grant you access, it seems, wasn't necessary. With your extraplanar paper satchel in hand, you begin to pile in every document you can find - it'd be up to those back in New Cyre to sort through them, after all.

But while only one or two of you can collect the papers, the others have the run of the rest of the vault, and its safety deposit boxes. Some are open, some are shut, but none are capable of holding you out when you have time and unlimited opportunity to make noise on your side.

A full, comprehensive run of the vault's contents, amounts to 'retirement' wealth. The only issue is how to carry it all back.

 
 Spoiler: Vault Contents 

While I'm generally fairly free with carrying capacity, here I'm going to ask you to be a bit more selective and careful with how much you're carrying/dragging.

Please also bear in mind what was said about Kundarak paying for Salvage:

  “Regardless of its current position in the Mournland, Kundarak property is still theirs by right and law and they have no legal obligation to pay you anything for its recovery - and legally you would have to turn it all over to them, or be accused of theft. The laws governing the Mournland in the Five Nations haven't caught up with the current situation."  There might be just a slight edge to her voice here, but it's hard to tell.  “That said, it's likely you would be paid a salvaging fee relative to the value of that which was recovered. If they're seen to not pay salvagers for Kundarak goods, the salvagers will keep it to themselves or sell through fences, and the House misses out entirely. If they pay salvagers, it incentivises them to go through the House first."  

50 coins (of any type) come out to 1lb of weight.

A total of 515,132 gp worth of coins, art objects, and/or gems, as follows:
    490,947 gp in coinage:
        37,000 pp
        120,000 gp
        9,000 sp
        4,700 cp
    10 gp gemstones (×1; worth 10 gp total):
        Malachite (opaque striated light and dark green)
    50 gp gemstones (×1; worth 50 gp total):
        Chalcedony (opaque white)
    100 gp gemstones (×6; worth 600 gp total):
        Amethyst (transparent deep purple), ×2
        Chrysoberyl (transparent yellow-green to pale green), ×2
        Pearl (opaque lustrous white, yellow, or pink)
        Amber (transparent watery gold to rich gold)
    500 gp gemstones (×3; worth 1,500 gp total):
        Alexandrite (transparent dark green)
        Topaz (transparent golden yellow)
        Peridot (transparent rich olive green)
    1000 gp gemstones (×8; worth 8,000 gp total):
        Opal (translucent pale blue with green and golden mottling), ×2
        Yellow sapphire (transparent fiery yellow or yellow-green), ×3
        Fire opal (translucent fiery red), ×2
        Blue sapphire (transparent blue-white to medium blue)
    25 gp art objects (×1; worth 25 gp total):
        Cloth-of-gold vestments
    250 gp art objects (×3; worth 750 gp total):
        Large well-made tapestry
        Carved ivory statuette
        Bronze crown
    750 gp art objects (×1; worth 750 gp total):
        Silver-plated steel longsword with jet set in hilt
    2500 gp art objects (×2; worth 5,000 gp total):
        Fine gold chain set with a fire opal
        A necklace string of small pink pearls
    7500 gp art objects (×1; worth 7,500 gp total):
        Jeweled platinum ring
    6 mundane items:
        An extensive historical record in the form of carefully knotted strings
        An hourglass filled with sparkling sand
        A set of seven candlesticks bearing a god's holy symbol
        Several embroidered throw pillows depicting wyrmling dragons
        A hogshead (large cask) containing 65 gallons of clean drinking water
        A painting by an artist long forgotten by everyone except the dragon

Magic Items:-
        Chime of Opening
         Scroll of Protection from Fey
        Potion of Speed
        Potion of Flying
        Cloak of the Bat
        Ioun Stone, Agility
        Ring of Fire Elemental Command (unenhanced)
 
Archmage1
Looking      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 26/50  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
With Honor at least moving, and able to keep a watch, Adam takes a quick check through the other rooms, his gaze ultimately settling on the massive, incredible pile of wealth before them.  " Well.  This is more than I was expecting to find.  Or carry. "  His voice is incredulous, almost stunned by the scale of the find.  He looks at the bag of holding he was carrying, then at the pile before them.  " Might need quite a bit more than this to fit it all.  Does anyone else have a way to carry a lot?  We're also going to want to find another exit to this bank, in hopes of avoiding the warforged that are undoubtedly waiting outside. "

 
 Spoiler: OOC 

Probably manage a lot of the loot distribution discussion in the discord?
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 

Crashing through the last layer of defense, Aanash flexes his shoulders.  "I think it is safe to say that we are alone down here,"  he comments on the lack of undead coming down on their heads. Learning what the others have located, he tilts his head back and forth.  "It is most efficient to take the magical objects and carry as much platinum coinage as we can, yes? Art is too easy to be broken in travel."  It's the boring answer with so many interesting art pieces, but he is more invested in interesting weapons he could buy with the profit than any of these glittering baubles.
 
 
  
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 12/32 | Sorcery Points: 4/6 | Wand: 7/7 | Wings 118/120
HD: 6/6d6 | Draconic Cry: 3/3 | Command: 1/1 | Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: Concentrating (Web)  

Glancing back behind them in paranoia, Svek gives the party a heads up before scuttling back upstairs to scout their way out and see if the warforged have blockaded them in yet.

 
 Spoiler: Actions 
 (1d20+6)[ 7 ]  Stealth to scout the way back/exit
 (1d20+5)[ 17 ]  Perception to notice any hidden enemies or ambushes
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 5/64+5  
 Temp HP:  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 
 "I'll go down as soon as someone points a spell my way, but until that happens I can carry quite a bit."  Honor removes his old set of splint mail from his supplies and drops the heavy armor on the ground to loot more.
 
 
  
Amnestic
It takes time to gather up all you're seeking to carry out with you, and safety forces you to stay together, rather than risk some other ambush when exploring the siderooms for another exit. Tracking time in the dark and dismal dungeon is difficult, but you're sure that collecting everything together takes hours. When you are, finally, finished bagging up as much as you can carry, the task of finding another exit means exploring other rooms is next on your list.

While poking around the doors, Svek hears a quiet scratching behind one, and waits until the party is ready. Together, you step into a room dominated by an arcane glyph on the ground, alongside two purple-fire burning braziers that still seethe with power to this day. What, exactly, this room was for you're not sure - perhaps long distance communication or teleportation. More pressingly though is the individual at the far wall, wrapped in damaged clothing slick with blood. A dwarf, or what was once a dwarf. Both his arms have been replaced by enormous crab-claws, both stained by still-dripping blood, as is his chin. Scattered around the crouched man are bodies, three in total, each marked by injuries and clearly lacking chunks that appear to have been bitten out of them. Their gear, damaged and likely beyond any proper use, marks them as unlikely to have been the bank's residents, though you can't spot any immediate markings that identify them.

When you enter, the man glances at you fearfully, and then looks away, scraping one of his claws on the wall and muttering incomprehensively to himself.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 26/50  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
With the hoard from the vault packed and loaded, Adam gives the ocean of gold behind them one last look before joining in the search for the alternative exit.

However, as Svek signals an alert, Adam does his best to approach quietly, although his best was clearly not good enough, as the dwarven monstrosity, the monstrosity that had seemingly killed his former friends, notices them.  The extra limbs the dwarf had seemed like they had come from the same source Aanash had chosen to trust, and they had, evidently, betrayed their owner.

 
 Spoiler: OOC 

 (1d20+8)[ 24 ]  Insight:  Does this creature seem to have done this?  Were the limbs in control?
 (1d20+8)[ 10 ]  Perception:  Are these the Kundarak Expedition?
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 
 "Greetings,"  Aanash is the first to try speaking to the dwarf, who appears to his eyes to have turned to cannibalism from desperation after being trapped here. He must be quite frayed at the edges of his mind.  "Are you of the... Kundarak expedition?"  he asks.  "We were sent on the same." 
 
 
  
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 12/32 | Sorcery Points: 4/6 | Wand: 7/7 | Wings 118/120
HD: 6/6d6 | Draconic Cry: 3/3 | Command: 1/1 | Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: Concentrating (Web)  

Cowed from poking into the upper floors by fear of ambush, Svek rejoins the party to poke into the side rooms.

 
 Spoiler: Actions 
...
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 25/64+5  
 Temp HP:  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

Honor watches the rear, trusting Aanash and Adam to hold negotiations with this damned soul.
 
 
  
Amnestic
The dwarf definitely hears what you've said, though he can't seem to bring himself to look at you. When he speaks, it's no language you've ever heard before.  "Tsrif em llik d'yeht ro meht llik ot dah. Ekaf...oot. Yssalg oot er'yeh. Seye eht s'ti. Meht nees t'ndah uoy fi wonk t'ndluow uoy. Gnorw. Ekaf tub, sdrow emas eht gniyas, secaf emas eht gniraew, senolc rorrim yb decalper, ni keew eno tsol owt. Efil rof tes eb d'ew dna sdnalnruoM eht ni owt ro keew a. Ysae eb dluow ti thguoht ew."
 
A crab claw reaches into the folds of his clothes and plucks free a signet ring that looks  extremely  familiar. They hold it aloft for a moment, before letting it drop with a quiet clatter against stone.  "Yats ot evah i. Yats t'nac i. Yats ot evah i. Yats t'nac i. Yats ot evah i. Yats t'nac i. Emoh og t'nac i. Emoh og ot tnaw i. Meht dellik I dna, laer t'nerew yeht. Lla meht dellik i. Meht dellik i." 

The Kundarak ring marks him as almost certainly part of the expedition, and likely those around him his now deceased comrades. The madness in him is clear though.

 
 Spoiler: Adam 

You're unable to ascertain whether the claws are 'in control' or not.
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 26/50  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam frowns as he takes in the pitiful state of this dwarf, and the nonsense it babbled.  " I'm afraid that I don't understand that language. "  Afterwards, he swaps to dwarven, and tries speaking again.  " Do you speak dwarven? "
Despite his words, he seems tense, unsure of whether the fleshwarped components stood in control, and concerned about what that meant for Aanash.

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 

It is difficult enough to track fast conversations in a foreign language sometimes, but Aanash perks up as he hears a few consistent words within the mess the dwarf is babbling out. Raising a brow, he quirks his head and listens more intently.  "Aha! I get it. He speaks in reverse,"  he points out to the others.  "I did not catch all of the first part. But... something about, he killed them because they were  not real . Wants to leave, but,"  he shrugs his shoulders.  "Knows he cannot really leave. Not like he is. He has some clarity, even in the fog of whatever has come over him." 

Resting his hand on his hips, Aanash stows his hammer with the other. He has some pity for the dwarf, whether his friends really were not real or whether he just lost it. But the dwarf is right, there is no good way out for him. Maybe there could be a good way out for them...  "Let me make a suggestion, good dwarf. As we speak, there are surely hostile warforged from the church of blades or other, surrounding this place. They will be not at all happy with us. If there is no path home and no place here, why not claim a warrior's death as we try to leave?"  Aanash holds up a hand towards the door.  "You could provide us a distraction. In return, point us to the remains of any of your companions who were  still real . We can afford to dump some gold and haul their bodies back to be resurrected." 
 
 Spoiler: Actions 
Aanash attempts Persuasion.
 (1d20+2)[ 7 ] 
 (1d20+2)[ 17 ]  if any kind soul would provide Help to this
 

 
 
  
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 12/32 | Sorcery Points: 4/6 | Wand: 7/7 | Wings 118/120
HD: 6/6d6 | Draconic Cry: 3/3 | Command: 1/1 | Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: Concentrating (Web)  

Svek lingers nearby.

 
 Spoiler: Actions 
...
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 26/50  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Despite his own internal misgivings, Adam tries to support Aanash's diplomatic efforts, stepping back so as to be a bit less threatening.

 
 Spoiler: OOC 

Not... really sure if that qualifies as an Aid, but Adam's not really onboard with Aanash's suggestions here anyway, so...
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 25/64+5  
 Temp HP:  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

Honor gives the discussion space. He knows what he would choose.
 
 
  
Amnestic
An animalistic snarl bubbles forth from his bloodied mouth.  "Saw I sa ytisortsnom emas eht yb dehcuot. Ytpme er'uoy. Enoyna ton er'uoy. mMht ton er'uoy. Teef yggip dna spil yggip dna hteet yggip dna seye yggip ruoy dniheb noitpeced. Seil no delip seil. Sdne nwo ruoy ot pu em esu d'uoy. Em esu d'uoY"  He snaps a claw aggressively in your direction, but makes no move to actually attack. A warning, for now.

 "Sluos tsuj ,tor t'nod seidob. Elbativeni eht gniyaled tsuj er'uoy. Su fo yna dnif t'now ti. Su dnif t'now ecaep." 

Whatever the backwards dwarf is saying, he clearly makes no further attempts to move, nor shows any inclination to do so - the attempt at diplomacy appears to have failed.
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 

With an unbothered swagger, Aanash shrugs his shoulders. This time he could make out some of what the dwarf is saying more clearly.  "It's your life, sir dwarf. Spend it as you will. But if I  wanted  a life of peace, I would not have come to this paradise when it called me from beyond the sea,"  he places a hand to his chest.  "And all our souls will rot, here or in Dolurrh." 

To his companions, he waves a hand.  "He refuses the offer, of course. Do we intend to take these remains back to be resurrected regardless? Or do we move on, and seek an exit?" 
 
 Spoiler: Actions 
...
 

 
 
  
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 12/32 | Sorcery Points: 4/6 | Wand: 7/7 | Wings 118/120
HD: 6/6d6 | Draconic Cry: 3/3 | Command: 1/1 | Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: Concentrating (Web)  

Svek lingers nearby, tensely.

 
 Spoiler: Actions 
...
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 26/50  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam shakes his head, firmly.  " Of course he did.  You asked him to go and commit suicide.  Remember, we were hired to rescue the Kundarak Expedition, and from what I can tell, he is the only survivor.  Or, if there others, he can help us find them, and get them home.  I'd be lying if I said I wasn't worried about those claws, or his mental state.  Resurrection, at this point, is not possible for them.  The number of people who could bring them back after more than a minute is tiny.  The number that could bring them back after more than ten days?  It's not likely.  What we can do is give them a more proper burial.  Or we could, if we had time, and weren't facing down an army.  All I can do is say a prayer over them, and try to guide their souls onwards.  Whether they were the dwarves, or whether the thus far nameless survivor was right is irrelevant. "

With that pro-forma lecture done, Adam looks to the survivor.  " Would you object to us saying a prayer over the dead, collecting any identifying jewelry or papers that they had, and trying to give them a proper funeral, even if we can't give them a proper burial?  And are there any other survivors of your expedition? "

 
 Spoiler: OOC 

 (1d20+3)[ 21 ]  Persuasion?
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 
 "If your play is to knock him out and drag him from the Mournlands to most likely be placed in a madhouse by our mutual employers, then..."  Aanash pauses for dramatic effect as if he were going to argue. Then he chipperly continues,  "I will support your decision!"  The tiefling shrugs his shoulders again.  "But surely, whether their bodies' preserved condition makes them easier to raise or not, we should dump some gold to bury them  outside  of the Mournlands? If we are being so very selfless, I think they would prefer that." 
 
 Spoiler: Actions 
...
 

 
 
  
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 12/32 | Sorcery Points: 4/6 | Wand: 7/7 | Wings 118/120
HD: 6/6d6 | Draconic Cry: 3/3 | Command: 1/1 | Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: Concentrating (Web)  

Svek lingers nearby, tensely.

 
 Spoiler: Actions 
...
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 25/64+5  
 Temp HP:  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 
 "The bodies come with us. If anyone is afraid of losing gold over it take their weight out of my share. Whether our mission is ignoble or not these men are our comrades of purpose, if not arms, and even if our employers would rather have the gold, I would not."  Honor is silent for a moment before speaking up again.  "If I am injured... broken... bring me back to Cyre. I do not know if the ghosts of the past would have me, but this son of Cyre would like to be buried in my home. And I'll do all I can to see them given the same. Besides..."
 
He knocks against his metal skull.

 "I'm already carrying one out. Why not more?" 
 Thank you, sir.  whispered the spirit in his head.
 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 26/50  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam shakes his head firmly at Honor's proclamation.  When he speaks, his voice is soft, low, and soothing.  " Honor, I understand your desire.  Leaving people behind is not something that any of us want to do.  But they knew the risks going in, just as we did.  House Kundarak only wanted them back alive and whole, not like this.  Their remembrance would be better appreciated by completing their mission in their memory, not by abandoning it for their mortal remains.  Their spirits have either moved on, or have been bound. "  His final words are accompanied by a glance at the insane dwarf.  " We don't have the time to give them a proper burial, not if we want to get out ourselves, and it isn't necessary. "  He gestures around, indicating the Mournlands.  " This entire place... it's one giant tomb already. "  His voice breaks for a moment, filled with sorrow, and he falls silent for a couple of moments.

His eyes soften, before he looks at the corpses, and approaches them.  " All I can do is say a few words. "  He approaches the trio of corpses, moving carefully so as to not disturb the mad survivor, and looks them over, quickly checking for any personally identifiable items or documents, and picking up the signet ring the mad dwarf had dropped, as evidence for the House.  Then, uncaring of the blood and gore around them, he reaches down and gently closes their eyes.  " May they find their journey's end in their afterlives, unbound and untormented by what happened here. "

As his voice falls silent, Adam stands up fully, before looking over at Honor, Aanash, and Svek.  " We need to keep moving, to find another way out. "
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 25/64+5  
 Temp HP:  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

Honor raises a three finger hand to object, then draws back as he thinks over Adam's words. He makes a sound somewhere between bending metal and a sigh as he nods and readies himself to flee this place.
 
 
  
Amnestic
 "Reverof rehtegot eid lla ll'ew dna, kcab eb ll'uoy. Tsal t'now uoy tub, tnaw uoy fi elggurts,"  the dwarf mutters to themself as you pack up to leave and set about searching for an alternate exit. A comprehensive investigation of the bank proves frustratingly fruitless - there isn't one, at least not one that you can find or access. Of the already exists pathways, there is only the one: Through the massive doors you came through.

You could, of course, make your own. The surface-level walls are made of stone, but you do have a large hammer. Given a bit of time you could tunnel into an adjacent building, perhaps in hopes it might provide another exit (and not possess any additional foes), or through the rear of the bank. If your mental map is correct, this would go onto an open street. The only concern would be the noise it creates, unless you have some method with which to Silence the noise of your door-making.
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 

Walking with the others, Aanash doesn't seem terribly bothered by the lack of exits. If anything, he looks excited as he sees the idea of smashing a new door open creeping up onto peoples' faces when the examine the walls.  "I can definitely hammer this wall open... It will be quite loud,"  he says, rubbing his hands together.  "Any ideas?" 
 
 Spoiler: Actions 
...
 

 
 
  
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 12/32 | Sorcery Points: 4/6 | Wand: 7/7 | Wings 118/120
HD: 6/6d6 | Draconic Cry: 3/3 | Command: 1/1 | Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: Concentrating (Web)  

Svek raises a claw,   "If I may. Acid would be a much quieter way to melt through one of these walls. Mine is quite potent,"   he boasts with a small measure of draconic pride.   "Once the stone is softened, I may also be able to ply it apart with an earth molding cantrip."  
 
 Spoiler: Actions 
...
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 26/50  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam looks to Svek, and almost thankful look in his eyes.  " If you can melt the wall in a timely fashion, that's going to be the best option.  I don't have a way to block sound, and we don't have the time to wait for me to prepare such a way. "  He frowns, looking at the walls.  " Depending on how resilient they prove to be, I might have the time to set up a tiny hut, which may prove useful should the warforged be out there already.  Or we'll break through long before I finish the spell. "
He frowns, thoughtfully for another moment as he considers the options.
" Perhaps breaking through to one of the adjacent buildings would be best:  If we can avoid whatever cordon has been set up around the bank, our lives will be much, much simpler. "
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 25/64+5  
 Temp HP:  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

Honor looks to the walls and appraises them.  "Acid to weaken and dual hammer blows to finish the job seems like a good balance of stealth and quickness. If there was any way we could arrange a distraction or diversion to cover the escape that would be best. I possess no silence magic. I can take the form of a giant mechanical scorpion to add some more durability to myself in a fight, much like a druid..."  Honor grinds his jaw as he considers the options.  "When all paths are dangerous, it is best to make the best choice possible, throw the dice, and storm the fortifications, despite the odds. No half-measures. Let's do this." 
 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 

Aanash clicks his fingers together.  "I can use a thunderous hammer stroke to strike the wall into the next building, just before we flee into the street. Make it sound like we broke into it and rile up anything inside. If we are fortunate, the pursuers will look inside and be slowed down by the occupants..." 
 
 Spoiler: Actions 
...
 

 
 
  
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 12/32 | Sorcery Points: 4/6 | Wand: 7/7 | Wings 118/120
HD: 6/6d6 | Draconic Cry: 3/3 | Command: 1/1 | Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: Concentrating (Web)  

Svek nods his head.   "Okay. My acid is quiet, so I will get started,"   flapping his wings, he scoots over to the back wall into the other street to begin weakening the structure.

 
 Spoiler: Actions 
...
 

 
 
  
Amnestic
Weakening walls with acid allows you to keep the noise to a minimum, but not negate it entirely. You move quickly when Honor's hammerblow breaks through the wall, rushing through the dust into smoke, as you find the area aflame from the conflict that appears to have spread. In the distance, you can still hear fighting ongoing, in pockets too distant to make out. Bodies are scattered nearby. Some are warforged, some are corpses - likely old ones - with still-fresh-blood that never seems to clot correctly.

To the west, three warforged standing sentry swivel on the spot towards the noise, and immediately move to engage with you. The two closest appear to have massive maces attached to one arm, while the other bears manacle launchers. The one behind them, far more hulking, wields a greathammer, and has a shoulder-mounted cannon of some sort attached to their back. Despite lingering on the back line, Svek and Adam are the first to act.

 
 Spoiler: Map 

 

Strictly acid splash only targets creatures not objects but that always struck me as a weird restriction.

The rubble immediately to the party's south is difficult terrain. The stuff to the east  is triple difficult - 15ft per square. Also the fire does fire damage.

Svek and Adam are up first.

 Initiative: 
Svek:(1d20)[20]
Adam: (1d20)[16] (1d20)[17]

WS:  (1d20)[7] (1d20)[14]

Aanash:(1d20)[12]

WJ:  (1d20)[10] (1d20)[11]

Honor: (1d20)[8]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 26/50  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Twilight Sanctuary 
Seeing the warforged already here, and waiting for them, Adam doesn't hesitate to raise his hammer before calling out, boldly.  " Remember Cyre! ", and invoking a sanctuary to try to protect his allies from what was sure to come as he charged to the south, skirting around the rubble blocking the way.

 
 Spoiler: OOC 

Action:  Twilight Sanctuary.
Move:  2 West, 5 South(In a more optimal pattern).
 (1d6+6)[ 7 ]  Twilight Sanctuary
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 

Spinning his hammer, Aanash gives the warforged a friendly wave with his free hand. Alas, he doesn't have time to stop for a proper fight right now.

 
 Spoiler: Actions 
...
 

 
 
  
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 9/32 | Sorcery Points: 4/6 | Wand: 7/7 | Wings 117/120
HD: 6/6d6 | Draconic Cry: 3/3 | Command: 1/1 | Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: Concentrating (Web) 

Weaving magic, Svek conjures a spread of webbing between them and the warforged, catching the latter in the mess of sticky strands. Then he takes off and flies up to the rooftops.

 
 Spoiler: Actions 
Cast Web to catch the warforged on the edge and force them to pass as much difficult terrain as possible, though that might not bother the Juggernaut.
DC 16 Dex saves vs initial Restrain:
 (1d20)[ 9 ]  Bonk
 (1d20)[ 19 ]  Manacles
 (1d20)[ 2 ]  Juggernaut
Then, fly move 2 SE, 2 S, 2 SE onto the roof of the red house.
 

 
 
  
Amnestic
Svek's web catches two of the Warforged, though in one's case the victory is brief before they snap the webs and begin their approach. The other wielder of stun and chain likewise doesn't breach the web's borders, but does fire two manacle shots at both Adam and Honor. Distance and displacement means that the chains go wide, and rattle against the ground instead of around limbs. One of them whistles loudly, but if there are any other combatants nearby you can't hear their footsteps...yet.


 
 Spoiler: Map 

 

One sentry gets caught in the web. They use their action to escape it (17) and move forwards, but can't fully escape it due to difficult terrain.
The other succeeds on their save, moves forward, and blasts Adam and Honor with their manacle launcher, both shots miss.

The Juggernaut  will  fail their save at the start of their turn, but they haven't yet.

Aanash is up.

 Initiative: 
Svek:(1d20)[20]
Adam: (1d20)[16] (1d20)[17]

WS:  (1d20)[7] (1d20)[14]

Aanash:(1d20)[12]

WJ:  (1d20)[10] (1d20)[11]

Honor: (1d20)[8]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 

Jogging southwards, Aanash takes point in scouting whatever lay ahead. It could well be that not all the threats lay behind them.

 
 Spoiler: Actions 
Move 1 SE
Move and Dash 11 S
 

 
 
  
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 9/32 | Sorcery Points: 4/6 | Wand: 7/7 | Wings 117/120
HD: 6/6d6 | Draconic Cry: 3/3 | Command: 1/1 | Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: Concentrating (Web) 

Svek watches from the rooftop.

 
 Spoiler: Actions 
...
 

 
 
  
Amnestic
While Aanash retreats, the juggernaut snaps free from the webs, but isn't able to make it beyond their borders.


 
 Spoiler: Map 

 

Juggernaut fails vs. Web, but then breaks free with their action. Also unable to escape due to lack of movement.

Honor, Svek, and Adam are up.

 Initiative: 
Svek:(1d20)[20]
Adam: (1d20)[16] (1d20)[17]

WS:  (1d20)[7] (1d20)[14]

Aanash:(1d20)[12]

WJ:  (1d20)[10] (1d20)[11]

Honor: (1d20)[8]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 26/50  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Twilight Sanctuary 
Adam moves slowly, making sure to keep himself between Honor and the warforged, covering the far more injured Honor's retreat.

 
 Spoiler: OOC 

Move to keep himself between Honor and the warforged(And to make sure Honor can get Twilight Sanctuary).
(Since Honor moves first, I can't say exactly where he is moving to.)
If possible:  Spend action on dodge, if dash isn't needed.)
If needed:  Give himself a flight speed as a bonus action to get into position to cover Honor
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 

A mixture of relief and disappointment wafts into Aanash's thoughts when he finds nothing in the alley.

 
 Spoiler: Actions 
Not turn
 

 
 
  
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 9/32 | Sorcery Points: 4/6 | Wand: 7/7 | Wings 117/120
HD: 6/6d6 | Draconic Cry: 3/3 | Command: 1/1 | Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: Concentrating (Web) 

From above, Svek breathes in and spits a wet ball of burning fluid in a wide arc. He strafes further along the rooftop.

 
 Spoiler: Actions 
Firebolt on Manacle Shooter.
 (1d20+8)[ 13 ]  to hit
 (2d10)[ 10 ]  fire damage on a hit
Then, move 6 S along the rooftop.

Web saves for enemy turn starts:
 (1d20)[ 14 ] 
 (1d20)[ 1 ] 
 (1d20)[ 15 ] 
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 25/64+5  
 Temp HP:  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

Honor picks up speed, moving around the rubble and heading south after Aanash with intent. Lacking much in the way of ranged offense, he sticks to running from the scene. He grumbled something about the better part of valor and hustled south.
 
 
  
 
 Spoiler: OOC 
Move around the rubble and dash south after Aanash. Bookin it south.
 
Amnestic
As you begin your staggered retreat one of the sentries is caught a second time in the web, struggling to escape. The other breaks out of the sticky silk and fires another pair of manacles at Svek, who evades in the air.

 
 Spoiler: Map 

 

Firebolt misses but there's one failed save - and a failed action - to free themselves.

The other moves forward and fires two longshot manacles at Svek, missing with both.

Aanash is up.

 Initiative: 
Svek:(1d20)[20]
Adam: (1d20)[16] (1d20)[17]

WS:  (1d20)[7] (1d20)[14]

Aanash:(1d20)[12]

WJ:  (1d20)[10] (1d20)[11]

Honor: (1d20)[8]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 

Aanash continues his jog further from the bank, moving to a corner where he can peek at the next leg of the journey.

 
 Spoiler: Actions 
Move 1 SE, 1 S, 1 SE, 1 E, 2 SE.
Dash 2 SE, 1 S, into cover behind the corner of the building.
 

 
 
  
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 9/32 | Sorcery Points: 4/6 | Wand: 7/7 | Wings 117/120
HD: 6/6d6 | Draconic Cry: 3/3 | Command: 1/1 | Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: Concentrating (Web) 

Svek lurks upon the rooftops.

 
 Spoiler: Actions 
Not turn
 

 
 
  
Amnestic
Aanash continues his retreat and the Juggernaut continues his advance, closing into melee with Adam, but unable to bring his weaponry to bear.

 
 Spoiler: Map 

 

Aanash and the Juggernaut both dash, with the latter closing into melee with Adam.

HSA are up.

 Initiative: 
Svek:(1d20)[20]
Adam: (1d20)[16] (1d20)[17]

WS:  (1d20)[7] (1d20)[14]

Aanash:(1d20)[12]

WJ:  (1d20)[10] (1d20)[11]

Honor: (1d20)[8]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 

Aanash peers ahead, waiting for the others to catch up.

 
 Spoiler: Actions 
Not turn.
 

 
 
  
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +12  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 9/32 | Sorcery Points: 4/6 | Wand: 6/7 | Wings 1165/120
HD: 6/6d6 | Draconic Cry: 3/3 | Command: 1/1 | Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: Concentrating (Web) 

With a flick of his wand, Svek attempts to halt the juggernaut's advance. A winged leap across the gap brings him to the next building.

 
 Spoiler: Actions 
Wand of Paralysis on Juggernaut.
 (1d20)[ 11 ]  Con vs DC 15 vs paralysis
 (1d20)[ 19 ]  if the Jugg has Adv from a feature

Then move 5 S, 1 SW onto the next building south.
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Twilight Sanctuary 
With Honor barely behind him, still severely injured, Adam knows that he can't move too far.  Thus, rather than running as quickly as he could, even with the risk of the Juggernaut catching him, he shoves the being, attempting to knock it prone.  " We don't want to hurt you, but if you don't give us any choice but to do so, we will. "
After making the attempt to delay the Juggernaut, he then continues to move with Honor, covering him against attacks.

 
 Spoiler: OOC 

 (1d20+3)[ 7 ]  Athletics vs  (1d20)[ 20 ]  Opposed Athletics or Acrobatics(I sense this is not going to go well for Adam.
While I know a readied is an action as much as a shove is, broken initiative makes moving as a group rather challenging.
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 25/64+5  
 Temp HP:  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

Honor stops for a moment, turns to the juggernaut, and flares the power of his oath through his eyes, and bellows out  "On your knees!"  Then he turns and runs after Aanash. 
 
  
 
 Spoiler: OOC 
Command spell, DC 13-  (1d20)[ 12 ]  or do the Grovel form of command. Gain  (1d6)[ 4 ]  +6 Temp HP From Twilight Sanctuary.
 
Amnestic
The Juggernaut stands stalwart against the party's hindering spells, a bulwark against Adam's shove, though he at least can't swipe back at the retreating cleric. The unwebbed Sentry closes enough distance to launch another pair of manacles at Svek, the first of which traps his swings and legs both, somehow. The kobold falls to the tiled roof, and begins sliding down it.

 
 Spoiler: Map 

 

The Juggernaut lives up to his name, saving against both Wand and Command, and shrugging off the shove. He does, however, miss his OA.

One of the sentries remains locked in web. The other closes the distance and reaches non-disadvantage range on Svek to fire two manacles. The first hits, for  6  and  Restrains  him. This can be escaped as a DC12 Acro/Athl check made as an action. (also need a concentration check on Web).

He also starts sliding down the roof, which is why he's 1N of where movement put him. If he doesn't escape before the end of his next turn, he'll fall to the ground, in the square 1W of where Adam currently is.

Aanash is up.

I'm also running out of map, so if you make it off the bottom edge of the current map I'll call that a successful escape.

 Initiative: 
Svek:(1d20)[20]
Adam: (1d20)[16] (1d20)[17]

WS:  (1d20)[7] (1d20)[14]

Aanash:(1d20)[12]

WJ:  (1d20)[10] (1d20)[11]

Honor: (1d20)[8]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 
 "Path ahead is blocked by some fire and debris. I will clear it!"  Aanash calls back to the rest of the party, dashing ahead to where some wagons have blocked the walkways between a series of burning trees. He flexes and prepares himself to toss the smaller wagon into the drink to get it out of the way.

 
 Spoiler: Actions 
Dash next to the small wheelbarrow on the right hand side of the burning trees.
 

 
 
  
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +6  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 9/32 | Sorcery Points: 4/6 | Wand: 6/7 | Wings 1165/120
HD: 6/6d6 | Draconic Cry: 3/3 | Command: 1/1 | Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: Concentrating (Web), Restrained (Manacles, DC 12 Ath/Acro escape) 

A set of manacles twists around Svek like a bolas, and he falls to the ground, scrabbling for a grip in a panic with any limb that he can muster.

 
 Spoiler: Actions 
Concentration maintained on Web (roll of 14 after mods in Discord)
Not turn.
 

 
 
  
Amnestic
As Aanash continues to move away the Juggernaut catches up with Adam once more, but his displacement cloak stops any strikes from landing.

 
 Spoiler: Map 

 

Juggernaut closes with Adam but misses twice.

 Initiative: 
Svek:(1d20)[20]
Adam: (1d20)[16] (1d20)[17]

WS:  (1d20)[7] (1d20)[14]

Aanash:(1d20)[12]

WJ:  (1d20)[10] (1d20)[11]

Honor: (1d20)[8]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12)
Light Source: Golden Bracelet (Light Cantrip) 

Aanash grabs onto the wagon, preparing to heave it over the edge.

 
 Spoiler: Actions 
Not turn.
 

 
 
  
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +6  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 6/32 | Sorcery Points: 4/6 | Wand: 6/7 | Wings 1165/120
HD: 6/6d6 | Draconic Cry: 3/3 | Command: 1/1 | Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: Concentrating (Web) 

As he falls from the rooftop, Svek looks forward and blinks his eyes. His body dissolves into mist, the metal chains dropping down and clattering to the pavement. That mist coalesces back into a draconic kobold-shape midrun, as he sprints after Aanash.

 
 Spoiler: Actions 
Action failed to free self from manacles.
Reaction to Misty Step to teleport 30 feet SE, down to the ground.
Movement to move next to Aanash.
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 26/50  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Twilight Sanctuary 
Continuing to run the risk of getting hit by the Juggernaut, Adam continues running to the southeast, keeping himself between the enemies and his allies.

 
 Spoiler: OOC 

If it hits him, use his reaction for Telekinetic Reprisal.
 (1d20)[ 6 ]  Strength vs DC 16 or be knocked back 10 feet and take  (2d8)[ 8 ]  damage, half damage on success.
Also, concentration for Adam
 (1d20+2)[ 9 ]  adv  (1d20+2)[ 7 ] 
And
 (1d6+6)[ 7 ]  temp hp
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 25/64+5  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

Honor moves with full speed and momentum towards cover, away from the scene.
 
 
  
 
 Spoiler: OOC 
Move Dash
 
Amnestic
A swift misty step frees Svek from his bindings, allowing the rest of you to retreat safely. For a moment it looks like the juggernaut would hit, but his swipe goes far wide around Adam, and you're able to speed away down an alley and out of sight, while they struggle to follow. Eventually the sounds of their footsteps fade from noise to silence, swallowed by the sounds of a dead city roused by undead and artificial life.

 
 Spoiler: OOC 

Medium Encounter -  8  exp
 


Hours pass after you return to the Karrnathi fortifications, as you patiently await the return of the Major and his forces. After what feels like far too long, the sound of marching metal and bone sounds clear through the streets, and you are greeted by the undead soldiers, though it's not hard to see that they appear to have lost roughly one third of their fighting force in the ensuing combat. Your gambit may have ensured you reached your destination, but it cost lives of the undead soldiers in the process. If he holds this against you, he doesn't show it.   "Were you successful in your task?"  The Major asks after drawing up his steed. Its bearing a few more boltholes than last you saw it.  "Are you ready to move on?" 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 62/63 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (12) 

Heaving the wheelbarrow out of the way as the others come rushing up behind, Aanash jogs past the heat of the licking flames.

Hours later, at the Karrnathi outpost, he still seems ready for more, restlessly pacing back and forth. The sight of their dwindled forces marching back is grim. For all the joys of combat, it is always a shame when the party comes to an end.

Aanash personally finds the undead soldiers of Karrnath to be  interesting  things. He himself might sooner choose that path over an inevitable spiritual decay in the after, when his body begins to fail him in age. Perhaps he would ask them more about their existence on the long march.  "We were,"  he reports.  "What say we get you home now, hm?" 
 
 Spoiler: Actions 
...
 

 
 
  
      
       Svek      ,  Kobold Sorcerer | AC: 17 | HP: 53  +6  /62 | PP: 15 PIv: 10 PIs: 12
Spell Points: 6/32 | Sorcery Points: 4/6 | Wand: 6/7 | Wings 1165/120
HD: 6/6d6 | Draconic Cry: 3/3 | Command: 1/1 | Misty Step: 1/1
Infuse Weapon: 1/1 LR,  Resist Damage rx: 2/3 LR
Conditions: Concentrating (Web) 

After a long day of flying and running, low on magical reserves, Svek is quite tired and allows the others to do the talking. It may be time to consider retiring, or at least taking a break from these Mournland runs.

 
 Spoiler: Actions 
...
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 26/50  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Panting, with his legs straining under the massive weight he was carrying, Adam is glad to have a chance to rest, even as his heart fills with concern over the fate of their allies.  Yes, they had been enemies during the war, but at the same time, with the utter annihilation of the Mourning, the world changed.  For a time.  Sadly, military rations had not gotten any better.  In fact, they had seemingly only gotten staler.

As thee Major returns, he is treated to the sight of Adam working on maintaining his armor, scrubbing the blood from it, and hammering out some of the dents from the beating it had suffered.  After Aanash greeted the Major, Adam stands up, and approaches as well.  " Indeed.  We are most grateful for your assistance, as I doubt we would have succeeded without your support, and the price you paid was far higher than I would have liked.  We are ready to head out now, but if time would help your force recover and better prepare for the journey ahead, then time you will have.  The Mournlands are not friendly, although the troubles we encountered on the way here should not be a problem to a formed military unit. "  He pauses.  " Of course, we were a small group, moving quietly. "

 
 Spoiler: OOC 

Short rest during the hours we waited, for reasons.
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 64/64  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 2 / 6 d10 HD 
 Spell Slots- 4/4 1st, 1/2 2nd 
 Lay on Hands- 0/30 

Honor rests quietly while they wait for the Karnathi to return, using tools and scrap materials to do some impromptu patching to the places of his armor. When they return, he doesn't need to count to see their losses.  "Ready to get the hell out of the Mournlands, Major. Next time I return here I hope to have enough steel and magic at my back to bring this land to heel, but for now we need to complete this mission. Do you or your troops get anything like R &amp; R when they get home?"  Honor, looking something like a walking scrapyard from all the welds, bolts, and patches to his body compared to when he came into this place, looks more than ready to go. 
 
  
Amnestic
 "We have no need of rest."  The Major replies simply.  "We serve at our King's will. Should he require we stand vigil, we shall do so. Should he require us to stand idle, we shall do so. A soldier of Karrnath is not brittle enough to break, no matter his task."  There's an implicit, but quite clear, streak of pride in his undead nature. Reading tone is difficult, but even so rare would be the person who could the esteem he holds in himself, his soldiers, and by extension his country. A true remnant of the Last War, where his soldiers could fight and fight and fight while others were subservient to biological needs such as sleep and food. That he lost a number of his troops against the Warforged does not seem to have shaken his views at all, in that regard.

Packing up the camp doesn't take long, and you're mostly left to watch. The soldiers move as directed, with only the clank of metal and creak of bone to herald their movements. When you set out from Kalazart, you do so mostly victorious and with an escort that would make you the envy of every scavenger from here to Sharn - and more besides. Two dozen heavy cavalary, lead by Major Alarich, twice as many infantry, along with a small cadre of spellcasters who help keep any damage to a minimum, means that though your passage westward towards the Mournland border is not  peaceful , its danger is not worthy of additional commentary. Threats you might face give your columns a wide berth or are swiftly put down with military efficiency. The only downside is that they make poor company and worse conversation. As a small bonus, at least, they are more than capable of carrying you on carts while you sleep, meaning your travel time is reduced by roughly a third of what it would otherwise be.

When you arrive back to the screaming mists that border the Mournland, Major Alarich looks upon them with a mix of wonder and confusion, but there is no fear in his missing heart. Luck and skill guide you through the mists (Roll: 17+Mods vs. DC15) without issue, though it still takes hours to finally pierce the far side of the veil. Daily Sendings from Adam has allowed Prince Oargev to prepare a welcoming party for you.

As the mists fade away, you find the stark sands that lead to Salvation are instead occupied by a soldier's encampment. Banners flying above the encampment come in a myriad of flags, though in order of least to most frequent are Karrnathi, Cyran, and Brelish. Arrayed in rank and file before the camp are soldiers, likewise carrying battle banners. Brelish soldiers - mounted dragoons and foot archers numbering twice the Karrnathi's number, supported by a half-dozen of their elite Redcloak Battalion forces - make up the vast majority of them. Beside them, beneath a Karrnathi flag, is a single squad of a ten armoured soldiers and two robed spellcasters.

And finally the Cyran forces, numbering less than that still. Though their flags may have been more numerous, they fielded only six soldiers, including the Talentan elf Oargev told you of. None appear to hold to any particularly regiment, and instead could be best described as  irregulars , with no equipment matching one another. Were they not donned in official Cyran uniforms, you might have taken them for an equally eclectic adventuring group like your own.

Ahead of all of these, stood apart from the assembled forces, is Prince Oargev of Cyre, Princess Haydith of Karrnath, and a Brelish Redcloak - a female shifter who you can take to be the leader of their forces here. Once your own army reaches yelling distance, Oargev holds up a hand to order a halt.  “Barely a week has passed since you set off into the Mournland, and now you return with an army of undead at your back. Could I ask my friends and the Karrnathi commander to step forward, so that we might treat in peace?" 

This is, partially, a formality on the Prince's part, but etiquette requires that you perform introductions to allow the matter to proceed. Major Alarich appears to recognise this, as his helmeted head turns to you, indicating that you should make the first move.
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (7) 
 The March 

While the Karrnathi are intimidating and not much for conversation, Aanash is not easily intimidated, and converse he does.  "What is it like, being undead?"  he wonders, inquisitively, to the soldiers.  "Is sensory deprivation a problem? Anything in particular you must do to stay lucid? Any murderous urges to reign in?" 

Naturally curious about Khorvaire, he also asks questions about Karrnathi.  "What is your home like? It certainly inspires great loyalty!"   "What sort of holidays do they have?"   "Karrnath sounds very martial whenever I hear about it. Do they have arenas? Places to fight, legally?"  The breadth of his interests becomes clear after the first day of travel.

 The Return 

Since the political traditions and procedures are entirely foreign to him, Aanash also looks to Adam and Honor for guidance on what to do.

 
 Spoiler: Actions 
...
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 64/64  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

Honor, seeing the military procession from some distance away through his gem of seeing, takes time before they arrive to remove an old, tattered, uniform, weathered by storm and blade and blood but lovingly sewn with a clumsy hand. When the band approaches with their undead escort, Honor bears the colors of Cyre as well. He wears the proudly, knowing they'd completed a mission for his nation.

When asked to step up and speak, Honor looks to Adam and Aanash, then moves to take the lead.  "My Prince. We serve at your command." He gave a bow, then a Cyran salute. 
 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 45/45  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
During the journey back, Adam does his best to tend to any religious concerns that the Karnathi might have, but otherwise remains silent, clearly pondering a matter deeply.

" Of course. "  Adam steps forwards, and gestures to Prince Oargev, then to Princess Haydith, and finally to Major Alarich.  He does his best to impart a sense of gravitas, despite his travel stained and somewhat battered armor not really conveying the message he would have preferred to deliver.  " Prince Oargev ir'Wynarn of Cyre, Princess Haydith ir'Wynarn of Karrnath, I make you known to Major Alarich Kessler, of the 201st Shock Troopers.  As you commanded, so we have come. "

 
 Spoiler: OOC 

Also, leveling up in the background.
 

 
 
  
Amnestic
 "It is peaceful."  Major Alarich offers to Aanash's question.  "Worries and concerns that seemed so important in life fall away, like flesh from bone. There is simplicity and certainty in it. Duty keeps us focused. We don't need to think of anything else." 
 "All Karrnathi are called upon to serve in the military for some years after reaching adulthood. Many remain there, others do not, but all learn to fight, all pledge to defend their country. We have remembrance days for the fallen, as with most nations. Military graduation is usually celebrated once a year, when there are resources to spare. Tests of strength usually take the form of war 'games' as training exercises, instead of arena fights for the individual. Personal strength is valued in Karrnath, but no man - save King Kaius, long may he reign - stands alone. Karrnath's strength comes from its military acting as one unit, not as one soldier acting alone."  Alas, it seems any chance of an arena fight like the one you're seeking will not be on the table should you ever find yourself in the cold north.

 Outside the Mournland 

Oargev nods quietly, seemingly not discouraged by some of your team no longer being there, though he might just be hiding it behind his easy-going mask. He gestures to the Shifter at his side.  “To finalise introductions, this is Lieutenant Meira Perryn of Breland's Redcloaks. She will be assisting in ensuring these proceedings go ahead safely and peacefully."  The look on her face indicates otherwise. While there is no venom spit from her mouth, nor is her expression anything but passive, her eyes bear a deep, burning hatred, directed entirely at the Major. He doesn't respond, and whatever expression he might have had is lost behind metal and death.  “For the purposes of this meeting, she represents King Boranel's will, and so I invite you to treat her with the same respect and consideration you would His Majesty." 

Oargev turns his attention directly to Alarich.  “Unfortunately, much as I would like to have you all shipped back home and have this all done in time for tea, we will need to engage in some rather more deep discussions about what, exactly, has taken place and how we can facilitate the transport. The Mourning has made the matter markedly more difficult, though hardly impossible, especially when we can all come together to work it out between us."  An easy smile belays the diplomatic hazard you've placed on his doorstep.  “This discussion will take some time, and your troops will not be permitted to step any further onto Brelish soil - yet, at least. I would recommend you have them set up camp, we will prepare a tent here, and then we can begin in earnest?" 

Alarich doesn't respond immediately, instead markedly turning his helmet to look at Haydith.  "Your Highness, I am glad to see you well after so long, despite the circumstances. My soldiers would be glad to see you also, after so long away from home. Might I-"   “You don't need to ask Major, I would be glad to meet with your soldiers who have served so dutifully."  There's a calculation behind the conversation, but neither Oargev nor Meira seem to take issue with the Karrnathi catching each other up. The bone knight offers you a quiet nod of acknowledgement as he turns to escort his Princess away, though you can't help but notice Haydith's eyes linger for a moment on Honor. Curiosity and confusion, more than anything else.

 “Excellent, excellent. Well then, Lieutenant, might your finest assist in the meeting tent's erection? I'm afraid if we leave it to my own people we'll be here all day before a sit down."  Oargev offers with easy self-deprecation, which Meira seems to find no humour in. The 'huff' of her turn is entirely in her body language, rather than anything verbalised. Her barked orders have most of her forces remain in place, though a score of them jump into action, gathering up materials and tools. For the moment, you are left alone with your employer and his mask slips, just a little.
 “Walk with me." 

He sets off at a slow pace, parallel to the Mournland's screaming walls, so that they're never out of sight.  “I sent six into the Mournland, and you return with near a hundred. This meeting is going to be almost entirely around the Karrnathi and how to get them home without swords being drawn by  someone . You'll be called upon as character witnesses and to tell your side of the story, more than policy advisors. Leave nothing out, but try not to say anything that will incite the Lieutenant, if you can."  He sighs, a tired energy colouring his cheeks.   “Despite the complications, I'm glad you...mostly...seem to have made it out alive and intact."  His eyes didn't miss the lack of two of you, and the change that two more voluntarily subjected themselves too. For a moment, he becomes less a Prince, and more a scholar.  “Haydith will have some time with her troops, so we have time to talk. Tell me everything that happened, from start to finish. Leave nothing out." 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (7) 
 The March 
 Peaceful  doesn't sound particularly appealing. Truth be told, he's not sure what it would feel like. Moments of peace are always filled with an  itching  for the breach of peace that comes afterwards. But Aanash  would  still consider it, if he ever faced the choice between dissolving or becoming a bone walker.

 "War games,"  he repeats thoughtfully. It is an interesting idea. Aanash wonders if these academies would welcome outsiders to participate. In spite of appearances, he has an appreciation of larger combats, tactics and coordination, though it is the contest of bodies that gives him the most thrill.  "Sounds like fun. My teachers said to me, I am born with energies from a place called Shavarath,"  holding out his hands, he flexes them, and his tail whips against the air.  "War is in the bones, the skin, the blood. I could care less for the killing. It is the war I live for. Yes,  war games  sound very fun." 
 The Return 

During the meeting, Aanash keeps a close eye on the Brelish shifter's face. So beast-like. So vicious. Such amusing expressions she makes, as if her eyes could launch daggers into Alarich's joints and crevices to peel him apart, piece by piece.

Eventually, their employer pulls them aside. Aanash's eyes often turn wistfully towards the screaming wall of clouds.  "Oh, so many things. I have surely forgotten most of them. I trust some of the others have a better memory for the spaces between the interesting parts,"  he begins, at Oargev's question.  "We encountered some warforged that had made a little church for themselves. They were very angry! So angry they practically tore it down around them trying to kill us. I am still not entirely clear what it was a church to." 
 "At some point, Surge vanished. I think one of his spells went wrong and sent him somewhere else. I was hoping he would have made his way back here,"  though it is not unusual to lose a few in the Mournlands, Aanash does nod sadly at the fact.

 "Oh, and we found ah- the lightning rail, was it called? I believe there were parts intact that the makers will pay very well for, but we had no time to dig them up at the... time. Or haul them."  He sways back and forth,  "If a prince were looking for some extra funding for his miniature kingdom, might be worth the investment to pry them out, yes?" 
 "We fought some undead. And some more undead, were Karrnathi like those, but not the same group. I don't think these ones had any thoughts in their skulls.. We fought the night sky inside the skull of a giant warforged, and some more warforged besides, crawling around inside the big one like ants." 
 "In the city we fought some trash, and a giant puppy that  someones  killed before I could tame it,"  he throws Honor and Adam a half-lidded, half-hearted glare, then soon passes over the issue.  "And we found this flesh-artist fellow, very dangerous but also very polite. I felt it best to let him do some work on my patchwork canvas,"  he whips his new tail,  "I felt I could handle any  mental effects  better than most. I am already very different up here,"  he taps his temple.  "And that leaving would be safer if we did not refuse his offer of friendship and gifts. I do not know why Svek offered to be carved up too, he must be a little madder than I thought."  The tiefling gives an amused shrug.

 "At some point, we lost track of the witch in the city and there was no time to go looking around. We made a deal with the Karrnathi for their aid raiding the Kundarak bank, where another group of militant warforged were holding territory, and in return we would help them get home." 
 "Inside of the vault we fought a giant bug. I mean  g i a n t . Then we found the last survivor of the Kundarak expedition. However, he was terribly mutated and seemed to believe that other people were fake doppelgangers. Quite mad, and forced to eat his fellows to survive trapped in the bug's vault. He opted not to return. Said there was no place for him out here." 

Finished with his part of the story, Aanash concludes,  "And that is all that I remember!" 
 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Listening to the discussion, Adam can understand the challenges.  After all, it wasn't like the Last War ended because everyone gave up.  It ended because they were exhausted, and the Mourning gave them pause.  Especially as they didn't know where it might strike next.
Before he can start giving a report, Aanash speaks, and quickly gives a colorful report.  After he finishes, Adam speaks up.  " We started in Salvation, where we picked up the wine that House Kundarak had offered to provide.  It was essential to success, and we knew it would be at the time, so collecting it was a priority.  We distributed it evenly, which, as it turned out, was something of a mistake. "  He shakes his head at his distraction, and jumps back into the tale.  " But with supplies in hand, and a rough idea of where we were going, we headed into the Mournlands. The border was horrifying, as always.  As though all the souls of those who died in the Mourning were trapped, and screaming. Surge proved invaluable in guiding us through the initial barrier, and into the twisted interior. "
Adam pauses to take a drink from his waterskin, before continuing.  " Eternally grey sky, signs that modrons were present in perfectly straight forests.  Overall, not a major threat so long as you don't interfere with them.  We didn't.  Continuing on, we encountered stripped lightning rails, an ancient battlefield which did have intact conductor stones, about a mile or so, which might interest House Orien.  Some of the stones had been damaged, releasing lightning elementals, which we were able to handle fairly easily.  In the aftermath, we encountered a magical sword, claiming to be one Finas Teyas, of the seventh infantry regiment, who had sworn an oath to return to Eston.  Honor is still carrying that sword, and with it, the spirit.  Afterwards, we passed an abandoned campsite, and shortly thereafter, we set up our own camp on a hill. Nothing notable happened that night. "
Continuing to deliver his report, Adam's voice remains level, a soldier reporting in.  " We continued onwards, and encountered a church of Warforged, and approached them in hopes of direction and information about local threats.  They were deeply suspicious, but we were able to allay their fears, and started to talk.  They claimed to have seen a caravan pass through, which we assumed was the Kundark expedition.  Svek then tried to speak with one of the silent warforged, which prompted the theoretical leader, Delver, to make a political speech and try to incite them to murder us.  It seemed that he was afraid that polite conversation might shatter his desire to claim Cyre for his cult.  And I suspect that any organized efforts to reclaim the Mournlands will end up in conflict with that cult, as the cult relies on that to drive recruitment.  We won that battle, but some of the warforged fled, which will no doubt be used to build more hatred for travelers after their leaders spin the encounter. "  Adam shakes his head, clearly saddened.  " Such leadership will always find a way to start a fight, because their power is dependent on doing so. "
Still, he had a report to deliver, and he pressed onwards.  " After we left, we passed through an abandoned village, with a strangely active tavern, with music playing, food and drink on the tables, and all together screaming that something was terribly wrong here.  Fortunately, I was able to convince everyone to leave before the trap triggered.  Next, we encountered an abandoned signaling tower.  Exploring it, we were able to locate a pair of deceased gnomes, eliminate the aggressive plantlife, and put the dead to a proper rest.  Continuing onwards, we noted a collection of landsharks around a building, and avoided them before later encountering an abandoned warforged scorpion, which we eliminated.  Shortly thereafter, Surge vanished, caught in some sort of wild magic surge.  We never saw him again.  We continued onwards, eliminated an artillery position that took offense to our presence, which might have a recoverable siegestaff.  Regardless, our journey continued, leading us to a town with a fallen warforged colossus, which we felt might make for a secure resting spot.  After clearing out the hostile warforged and oozes inside, we explored the ruin for anything of value.  The warforged had apparently been attempting to recover working components, which suggests that they had dreams of operating a colossus.  The next day, we reached Kalazart. "
Adam pauses his tale to take another drink.  " After some investigation, we noted that at least one of the gates were guarded by warforged, but we headed in through the breach near the lightning rail.   Inside, we were given a letter by a strangely mutated bird, from one Ecsimizt, inviting us to visit.  We continued on, before encountering some Karrnathi undead, who promptly attacked us.  We tried to de-escalate, however, that failed, and we started to fight.  They had been ordered to take Kalazart for Karrnath.  After we had destroyed a few of the undead, The Iron Witch was taken away by another wild magic surge, and an officer arrived, and ordered their soldiers to stand down.  This is how we met Major Alarich.  After some discussion, we suggested that perhaps we could message you and the Princess to get them updated orders.  I didn't have a sending spell prepared, so a tentative peace was made, and we learned of the factions in Kalazart.  Namely, Ecsimizt and his fleshwarped horrors, the warforged, and the Karnathi, as well as mutated former people of Cyre.  After this conversation, we decided to pay a visit to this Ecsimizt.  Along the way, we encountered an enchanted statue, which resulted in us being blessed and cursed in different ways.  Also, several magical items.  We rested, and then continued further onwards, where we were attacked by a collection of fleshwarped horrors.  After a hard fight, we eliminated them, got ghostly excrement tossed on us, and eventually reached the building occupied by Ecsimizt, a demon or devil of some sort.  It demanded gifts, and Aanash decided that he wanted an implanted stinger tail.  I have concerns about said tail.  But so far, nothing bad seems to have resulted from it.  Svek wanted to become more dragonlike, which, well... sort of worked as well.  We were then able to leave. "  Adam shakes his head, conveying his disquiet with those deals, before he continues his tale.
" Next, we decided to explore several of the abandoned buildings, which led to some conflict with a variety of mutated and ghostly enemies, and some additional items acquired.  Finally, we rested for the day, allowing me to prepare sending, and make contact with you, confirming our alliance with the Karnathi who had agreed to provide a distraction to enhance our ability to reach the vault.  On our approach to the vault, we were unable to avoid conflict with the warforged, but we did make it inside.  Within, we encountered several ghouls and other monstrosities, which we eliminated.  We were also able to acquire the documents that House Kundarak had requested, as well as a small fortune in platinum and magical items.  On the way out, we encountered one of the survivors of the Kundarak expedition, who had, it seemed, been driven mad by a deal with Ecsimizt and had slaughtered his companions.  We retrieved what personal goods we could from the fallen before we left.  After another brief conflict with the warforged, we reunited with the reduced Karnathi forces, and headed back out of the Mournlands. "



 
 Spoiler: OOC 

Here's a tale!  Mostly words, but Adam is basically falling back on reporting, so is not being very creative.  Also, this took 45 minutes to write and I only have so much time.
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 64/64  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

Honor, impressed by Adam's lengthy report, didn't feel the need to repeat the entire thing.  "Adam's recollection and report encompass everything. I'll submit a written report if required, but there isn't much point. He covered everything."  
 
 
  
Amnestic
The Prince listens intently to the description. His eyes may dart around, always watchful, but there's never a sense he isn't paying keen attention to every details.  “The loss of Surge and the Iron Witch is truly regrettable, though that they disappeared so suddenly leaves us with some hope they might reappear equally as suddenly. Missing in Action, at least for now,"  he says with a sigh.  “There will be no need to write a report, though Duvi may find you later to clarify some of the details for mapmarking, but that can wait. I don't expect any Orien expeditions to be made out to recover the stones, at least not yet. The effort of recovering them is likely prohibitive, even if they are relatively close to the borders." 

The news of the warforged foes doesn't seem to surprise him at all, but that Kalazart proved such a battlefield does.  “It seems that, for now, we may have to give up on our plans to use Kalazart as an outpost. This Ecsimizt is too unknown an entity, and if he can twist creatures anew while not relying on goodberry wine...I fear any attempt we made would be at a severe disadvantage. Even so, I'm not going to give up on negotiation and peaceful coexistence with the warforged. Whatever hostilities they've born, their assistance will be crucial to retaking Cyre. Their aggression is regrettably and understandable, but hopefully we will be able to find a way past it."  It's not good news, but the Prince seems only partially put out by it. That you were successful in your primary goal clearly takes priority.  “Duvi will be along later to take possession of the papers, and we'll arrange payment in full once we return to New Cyre." 

By the time you've circled back to the meeting point, the tent is set up. Alarich and Haydith have returned, along with Lieutenant Meira. Inside is a short table that has seats enough only for four, meaning you are expected to stand. Whether that was intentional or a limitation of what they had available remains unstated, and the Redcloak's face offers no hints. At the very least the tent isn't cramped.

 “Now then, if we're all seated and comfortable,"  Oargev begins with an amiable air, despite the distinctly brutalist chairs.  “We have to get the Major home, correct?" 
Haydith nods, her genial attitude slipping away to that of a Princess proper.  "When peace arrived in the most terrible way, scant few years ago, many soldiers were left beyond their home borders. The Treaty of Thronehold helped ensure they could return home without fear of reprisal." 
 "The Treaty  also  gave a hard limitation on when those soldiers should be back in their country,"  the Lieutenant notes in a prim voice.  "It did not offer a free allowance for troops to roam freely, armed, armoured, and ready for a fight." 
 "These are exceptional circumstances!" 
 "How exceptional, exactly? How many more battalions did you have on  Cyran  soil yet unaccounted for? Should we expect another four hundred on our border next month?" 
 "That's- That is-"  Haydith stutters. Oargev saves her, raising a quiet hand to interject.
 "I believe proposals would be more productive than hypotheticals. Lieutenant?" 
 "Major Kessler's forces survived in the Mournland for four years, apparently just fine. They have no need to enter our lands. They can march back the way they came and head to Karrnath via Talenta. A far more direct route, with none of the political headaches." 
Haydith goes to reply, anxiety mounting in her voice, but Oargev cuts her off again, his voice calm and level, giving her a moment to centre herself.  "Your Highness?" 
 "Arrange for a ship to take them home,"  she says simply after a short breath.
 "The closest port is Aruldusk, deep in Thrane territory. You plan to march your men through the Silver Flame's lands?"  Scorn bordering on mockery bites deep into the suggestion, but she isn't wrong. Breland lacks any viable ports along its northern edge, and going south would mean travelling the length of Breland, and then circling the entirety of Khorvaire to get to Karrnath. There are few routes that would take longer, even if they did somehow get permission to travel through the country. The idea that Karrnathi undead would be able to step foot on Thrannish soil seems unlikely, certainly in their numbers.
Oargev looks between the two, and then to the undead across from him.
 "Major, do you have any opinions on the matter?"  The Prince opens the floor to the bone knight who has otherwise sat silently, watching the proceedings play out.
 "I sacrificed soldiers ensuring your agent's mission was a success, on the agreement that we would not have to cross this...Mournland in full. Breaking this agreement-" 
 "An agreement they were in no position to make. And neither are you."  She cuts off Oargev before he can say anything, and he lets the matter lie.
 “Perhaps my 'agents' as they've been called have an opinion on the matter? Might you testify as to the Major's character?" 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 64/64  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 6 / 6 d10 HD 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Lay on Hands- 30/30 

Honor speaks up promptly, without any hesitation.  "The Major was instrumental in our successful pursuit of our mission. Without him and his troops we would not have been able to breach the bank or escape afterwards. He took losses. He took risks. Under a promise that they would be able to return home. If someone has an issue with soldiers returning to their home, give them gold until they are not. I am willing to aid in any negotiations or assurances that must be made, and I am not opposed to finding the least problematic path between the powers involved. But if you would reject the promises we made, to those who would aid the cause of peace and finding a home for Cyre, then I will resign my commission and turn around to guide them back through the Mournlands." 
 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (7) 

Standing to the side of the table, Aanash watches with rapt attention - not to the politics, but to the  drama . He chews his old chunk of wood, now worried down in grooves along its surface. Part of him secretly hopes that the angry shifter woman will come to blows with someone. When called upon by Oargev to voice his opinion, Aanash raises a brow and looks at him curiously, then pulls his teeth free with a chunky motion.

Aanash does not bother announcing peace to be with Lieutenant Meira as he bows, for he truly would rather fight about it.  "While truthfully the politics and maps of your land remain unfamiliar to me, I have taken the time to speak to Major Alarich during our march,"  he declares, after Honor has said his piece. It is a very good piece. Aanash would walk with him if he followed through - and not just for the joys of another Mourning expedition.  "I believe that I have come to understand the man, a little." 
 "It was Major Alarich who put a stop to our conflict with the Karrnathi in Kalazart, and he has displayed no affection for violence to its own ends. All that he has voiced is loyalty and obedience to his country,"  swirling his fingers, Aanash rolls his eyes a little.  "That part is reminiscent of things I very much dislike about my homeland. Too much obedience and too little free thinking,"  taking a few steps to the side, he traces up his tail with two fingers.  "But I would wager good gold that  Major Alarich  will not be the initiator of any drawn blades or disagreements in his travels, and he will keep his soldiers on task."  There is a playful gleam in his eye, and a malevolent one in his teeth (or maybe it's just the metal), as he suggests,  "You're not worried that your own soldiers lack their discipline, are you...  Lieutenant ? Meira?"  he pauses for a moment to recall her rank or title or whatever it is attached to her name.
 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam frowns thoughtfully at the problem presented to him, letting both Honor and Aanash speak up in defense of the Major while he pondered the problem.  Finally, after a few minutes, he speaks, carefully keeping his voice level, and reasonable.  " Major Alarich acted on both of our words to save his soldiers.  That is a sacrifice that I don't think any of us should ignore.  How often do you see Karnathi troops lost since the Mourning working to help a Cyrish team in the Mournlands complete a mission to help Kundarak, launched from Brelish lands?  With a bit of polish, I can easily see the tale being used as another sign that the Last War is over, and that isn't simply a fragile peace waiting to be broken. "  He pauses, and takes another breath.  " That might not be able to get enough public support to get the Thranish on board, but with a bit of a spin I can see it being enough to get them through Breland, although the journey by boat would be long.  It might also be enough to get Aundair to agree, especially if Thrane objects, especially if asked in the name of Cyre.  Maybe? "  He pauses, and looks to the far more experienced politicians.  " Alternatively, we could try sidestepping the issue? "  He looks to the Major.  " How are you and your troops with water?  It might be possible to take the waterways through Scions Sound, and head up the Karrn river?  But I don't know what sort of defenses the Thraneish might have to watch out for undead traveling underwater.  We did recover a cloak that would let someone breathe underwater as well, so we might be able to provide a guide? "
 
 
  
Amnestic
 “'A home for Cyre',"  Oargev ruminates the thought, scratching one gloved hand across his chin.

Haydith takes up answering the question of aquatic undead.  "Though they don't need to breathe or worry about pressure, ocean currents and beasts pose just as great a threat. Tactics utilising sea-floor advances  have  been tested, and unfortunately proved a failure every time. I fear even the Mournland would be safer."  She doesn't seem to consider it a concern admitting this in front of a Redcloak - either she's too flustered to consider it, or the Brelish are well aware of this limitation.

 "It's irrelevant,"  Meira says.  "The Major's character is not being called into question, nor that of his soldiers. You're suggesting marching enemy soldiers-"   “We are not enemies, anymore."  Oargev's tone is relaxed, but his interruption swift and precise.  "This peace wasn't bought with hope, it was bought with fear that the Mourning might repeat itself. Speak political all you care to, but four years of a false peace does not so easily wash away a hundred years of war. Breland still bears scars of Karrnath's undead legions. They will not march through our lands." 
 "And I will not have them marching back through the Mournlands. They deserve better than that."   "Do they? If a squadron of Brelish troops arrived on Karrnath's doorstep, would  King Kaius  be so magnanimous?"  The air drops a few degrees, noticeable, but it comes from Haydith, not Alarich.  "My brother is one of the staunchest advocates for peace - real  peace. His response would be the same as mine - to arrange passage home. One battalion is not worth jeopardising what we have, regardless of whether it was hope or fear that bought it." 
 “A predictable impasse,"  Oargev remarks idly, then tosses you another glance, ever-eager to include you, though to what end you can't say.  “Though the aquatic suggestion appears to have sunk before it left port, perhaps you have another suggestion on how we might solve the issue of Karrnath's  soldiers ?"  The emphasis on the word comes only in the glimmer of his eyes and the crease of his smile.
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (7) 

Oargev's look is not lost on Aanash. There's mischief in it, and Aanash  likes  it. But he is also not the keenest at reading the man's meaning.  Soldiers , is it?

 "Well,"  Aanash throws up his arms, and laughs,  "The warforged were all soldiers, and now they've been declared citizens, free to go where they wish. Is this not so? Why can't  undead  be citizens? Let the battalion be disbanded and immigrate as citizens of New Cyre. I am sure there should be no issue with  Cyran citizens  traveling where they wish. Yes?" 
 
 
  
Amnestic
 "Wha-" 
 “What a novel idea!"  The Prince exclaims, immediately turning back to the assembled seated.  “While I'm not so sure we'd be able to fold them into Cyre quite so easily, I do believe my friend has hit upon an option which will allow for everyone to be satisfied, to a greater or lesser extent. Should the 201st resign their commission, honourably, in the presence of their Princess, they might be disarmed and allowed a modicum of more freedom to move about." 
Meira leans back in her chair, arms folded, clearly understanding the cogs at work.  "You won't be able to truck a hundred undead, armed or not, through Thrane, and I'm not so sure I'd get them through Breland either. Not over land. No offense Major, but you're not warforged. Your presence would cause a panic." 
 "None taken."  Alarich remarks simply. Flatly. There's no emotion to be found. Yet, there's still a kernel of  something  there. Or perhaps you're imagining it.
 "And if they didn't have to cross through Thrane or Breland?"  Though he's leading them along a merry chase, Oargev's energy is politely restrained.  "I will lay out my proposal in full, to avoid ambiguity. With the exception of Major Alarich, the 201st return to civilian life. As a temporary measure, we shall host them as guests and labourers in New Cyre, where they can assist with the construction efforts." 
 "How temporary?"  Haydith asks, scepticism thick in her voice, though not thick enough to obscure that she seems to be coming around to the idea.
 "Until we finish construction on an airship tower. Lyrandar's expressed an interest in building it, it would add an additional stop in east Breland, but what we've lacked is capable and free hands. The 201st aid us in its construction, and then take an airship all the way home. No need to worry about Thranish docks." 
 "And myself?" 
 "I'd suggest you remain as you are, serving your Princess, as bodyguad and aid. Her presence is lovely,"  he shoots a winning smile to Haydith, who returns it with the grace of royalty.  "But she has had precious little of her homeland during her stay here, and the Lieutenant is quite right - this peace  was  bought by fear. I would hate for that fear to lead to something terrible befalling her Highness. Breland can afford one undead, as their hostage's sworn bodyguard, I'm sure?"  His attention turns to Meira, carefully bouncing between the three of them, all off the singular suggestion that  he  planted.

Neither Haydith nor Meira seemed truly enthused by the solution. It would means perhaps months more until the 201st returned home, but they would do so in safety without any more political headaches. It would mean months of undead being on their lands, disrupting things, but they would be disarmed, and aiding Breland's infrastructure with critical manpower.

But none of them spoke up to deny that it was a fine compromise, and that they each stood to benefit from it, with acceptable losses.

 "Major?"  Haydith prompts him to answer first.
 "So long as my soldiers might be allowed to re-enlist on return to the homeland, these terms are...acceptable." 
 "Of course, I would not deny you that."  Haydith nods at him, and then at Oargev.  "We - Karrnath -  accept the proposal." 
Meira still doesn't look happy, but her keen eyes spot that she's been outmaneuvered. Objecting here, she seems to realise, would reflect more poorly on the King she represents, and that is a line she is unwilling to cross.  "Breland accepts this proposal." 
 "And of course, so does Cyre."  Oargev finalises with a flourish. He turns to you once more.  "I expect we'll be hashing out the exact details of transportation and timescales for some time - the mundanities of leadership that are necessary to keep the peace. You're free to go, rest and relax in the camp. I'm sure you've more than earned it. Duvi will no doubt find you and will respond to any needs she can until I'm finished. Try to play nice with the soldiers, they'll be on edge."   Because of the Mournland.  It went unsaid, but it hardly needed to be stated.
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (7) 

The whole theatrical display is quite fun. Alas, it must inevitably give way to the boring mundanity of downtime.  "Mm, about how long do you estimate until we are needed?"  he asks the prince, glancing over at Honor.  "We do still have a ghost to escort home." 
 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Frowning as Meira turns down all of his ideas, Adam is furiously trying to think of another approach when Aanash finds a different solution.  If soldiers were the problem, then make them not soldiers.  It wasn't something that had occurred to him because of the risk, but, as it turned out, it was exactly what the Prince was looking for.  While the Major didn't seem to be exactly  happy  about it, he also seemed to accept it, which, was... probably good enough?  With that rather unenthusiastic endorsement given, he could turn his thoughts to the next part of the mission:  Dealing with House Kundarak, to return the paperwork they desired as well as determining what percent of the vault treasure would be returned.

Nudging Aanash, Adam quickly speaks up.  " After we talk with the House Kundarak representative about the retrieved documents and determine what percent of value will be claimed on other treasure retrieved from the vault. " 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 73/73  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d10 HD 
 Spell Slots- 4/4 1st, 3/3 2nd 
 Lay on Hands- 35/35 

Honor salutes the Prince, nods to Adam and Aanash, and without ceremony lifts his gear and heads towards the camp, ready for the closest the warforged comes to rest and recreation.
 
 
  
Amnestic
 "I'm afraid I didn't invite dear Kellar to this meeting. I doubt he'd have come even if I had. You'll have to wait until we return to New Cyre to finalise Kundarak's mission. We'll travel back together, should be sorted by the morning."  Oargev says with an easy smile. Now that you're out of the Mournland, it's not as if you're going to be in any particular danger. Probably.

Haydith perks up at the mention of a 'ghost', but Oargev redirects her back to the situation at hand with a gentle glance. Even so, her interest is unmistakable. It seems quite likely she'll pry the story out of Oargev or Honor directly before all is said and done.

You're left essentially alone to act as you want for the rest of the afternoon and evening, without any sort of time pressures.

 
 Spoiler: OOC 

Gonna give party a bit of a chance to split off.

Major Locales/Considerations to how you're spending the afternoon, some of which will be using Xanathar's rules for downtime, just heavily compressed. You can pick the same one as someone else, though I'd probably not dedicate more than one person to shopping.

Chatting with the Cyran squad (Rumour Gathering/Fame Boosting for New Cyre)
Chatting with Haydith's Karrnathi (Rumour Gathering/Fame Boosting for Karrnath)
Chatting with the Brelish (Rumour Gathering/Fame Boosting for Breland)
Chatting with Alariach's Karrnathi (Martial Training)
Shopping in Salvation (lets you sell/buy at the Salvage Shop/Blacksmith)
Drinking in Salvation Tavern (Carousing or Gambling)
Helping out at the Silver Flame Chapel in Salvation (Religious Service)
Relaxing alone (Secret boost)

Everyone gets to pick one activity! Even Svek.
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
After the meeting resolves, and everyone splits up to go their own way inside Salvation, Adam heads towards the Karrnathi camp, looking for the Major.  After being directed to him, Adam waits for the man to have some time to spare before approaching him.  " For what it's worth, I'm sorry.  I knew it was going to be challenging to arrange transportation back, but I didn't expect Breland to outright refuse passage.  I was expecting it to be a journey to one of the ports, then a long trip via ship back, not months more waiting to build an airship spire, of all things. " 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (7) 

Admittedly put out that they couldn't go marching right back through the screaming crowds to escort a ghost home. Aanash thinks about what to do with his dreaded  downtime . Haydith had perked up a little at the ghost talk, and his Karrnath-curiosity is still fresh in his mind.

So, he finds himself gravitating towards the princess' assembly once the meeting is adjourned.  "You take some interest in the macabre, princess,"  he says conversationally, following the entourage like a fickle stray cat.  "It comes with the territory, I imagine. Alarich and his soldiers  are  very interesting." 
 "It is a strange quality these Mournlands have. Ghosts drifting, and memories stuck in place, repeating on a loop. They raise many thoughts of life and mortality to the wondering mind." 
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 73/73  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d10 HD 
 Spell Slots- 4/4 1st, 3/3 2nd 
 Lay on Hands- 35/35 

Shouldering his way towards the encampment, Honor stops in his tracks. Tilting his head up towards the sky, he stood for several moments, having an internal conversation... or perhaps argument... with himself. Then he headed towards Salvation, meaning to speak with a skilled smith. Preferably a brother in arms. He thought of the smith he met last time he was here. He hoped he was still alive. But who knew, these days.
 
 
  
Amnestic
 Honor 
Honor finds most of the traders in Salvation in the salvage hall. They carry a wide variety of trinkets and little things pulled from the Mournland. Some large, some small, most useless to everyone, and even more useless to you specifically. Some of them might serve as mementos. Still, among the junk, there are some things that might serve your purposes.

 
 Spoiler: Items for Purchase 

Any consumables have 2d4+1 of each on offer. Non-consumables are unique.

Potions:-
Healing - 50gp
Climbing - 75gp
Animal Friendship - 100gp
Greater Healing - 100gp
Water Breathing - 100gp
Superior Healing - 500gp
Supreme Healing - 5000gp
Invisibility - 5000gp

Misc:-
Bottle of Instantaneous Insight - 25gp
This bottle of grey mist was captured from the ash cloud at the edge of the Mournland and has been mixed with jalep root. Consuming it grants the character advantage on Insight checks for 1 hour. And may have a side effect.

Ouralon's Premiere Poultice - 25gp
This cloth contains a souring mixture of curdled cheese and clay from nearby pools, culminated into a green-tinted paste. Applying it ends the Charmed condition. And may ahve a side effect.

Potion of Resolve - 50gp
A drop of liquid from a silver lake and bone broth from a cranium rat make up this potion's contents. Consuming it grants 1 hour of immunity to Frightened. And may have a side effect.

Hapti's Hasty Hock - 100gp
This bag contains jerked Kalazart snail that tastes heavily of sage and cumin. Consuming it as an action grants the effect of the haste spell for 1 minute. And may have a side effect.

Deck of Oracles - 2000gp
(Requires attunement)
The illustrations on this deck of oracle cards move or change subtly when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day. Roll a d20 and record the number rolled. Once in the next 8 hours, immediately after a creature within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can use your reaction to discard the d20 roll; the creature must use the number you rolled in place of its roll.

Additionally, while holding the cards, you can cast Divination from them. Once this property is used, it can't be used again until the next dawn.

Rogue's Mantle - 1500gp
(Requires attunement)
This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:
     Darkvision.  You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision's range by 60 feet instead.
     Move in Shadows.  While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
     Willful Enmity.  You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can't cast the spell again until the next dawn.

Robe of Serpents - 800gp
(Requires attunement)
A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with 7 stylized serpents, all brightly colored.

As a bonus action on your turn, you can transform one of the robe's serpents into a giant poisonous snake. The snake instantly falls from the robe, slithers into an unoccupied space next to you, and acts on your initiative count. The snake can tell friendly creatures from hostile ones and attacks the latter. The snake disappears in a harmless puff of smoke after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). Once detached, a snake can't return to the robe. When all of the robe's snakes have detached, the robe becomes a nonmagical garment.
 


Beyond the Salvage Hall is the town's singular blacksmith, whose hammer seems to ring night and day without end. Most of what is in this human's shop is of poor quality - rusted blades from the war beaten back into shape, armour suits a mishmash of works all melded together. In another life it might be a testament to Galifar's unity to see the Five Nations' armour formed into single suits. Here, on the edge of the frontier? It's a sign of just how little quality items they have available.

Still, they might look iffy, but they'll do the job as sure as any others.

 
 Spoiler 

Non-magical armour/weapons of all types on offer for standard price, though they are all  Salvation Forged  - their design and make is clearly of a substandard quality, and anyone looking at you will see that lack.

He also has unique magic items, salvaged from the Mournland and looking far better than the other items on offer:-
Greatsword of Vengeance - 700gp
+1 Breastplate of Acid Resistance - 1400gp
+1 Mace of Terror - 1200gp
+1 Shield - 500gp
 

 Aanash 

Haydith spends most of the day in the 'meeting' tent hashing out details for transportation, disarmament, and other logistics that would bore the mind but are nevertheless necessary to ruling. When she does finally return to her campsite, the relief is clear on her face. She speaks amiably with her forces, who respond with the polite respect that a Princess' title demands of a soldier.  "I have lived my life around spirits and the undead,"  she replies to Aanash.  "I had undead tutors and a spectre for a matron. Others look on them as monsters and abominations. But they're just people, no different from you or I. Their bodies might look different, their minds might work strangely, but they're still people."  She speaks loud enough that some of the Brelish keeping watch couldn't help overhear.

It's not a surprising position for Karrnathi royalty to take, but there's care in her tone that goes beyond just recognition as a political position. It is clearly personal for her.

 Adam 
 "It is not ideal."  The Major states simply.  "But we will have peace, for a time. Years of rotating shifts ever on watch. Over. A few more months before we return home is an acceptable payment to not lose more men in Cyre. A soldier goes where he is ordered. If the Princess had commanded I march back home, I would have done so. If she had commanded I march on Sharn, I would have done so."  That he would have had to kill many Brelish to do so doesn't elicit any sort of regret in his tone. Nevertheless, he pauses.  "I am glad she did not have to give that order." 
 Svek 

The kobold finds it somewhat difficult to ingratiate himself with the Cyran squad. The opinions, as he reads them, are mixed - while there's some respect there regarding your group's actions in striding into the Mournland and coming back alive, they're also clearly on edge with the fleshweaving he's received. A combination of disgust, pity, and caution keep them at arm's length. His history only goes so far, and inevitably the conversation peters out into a quiet awkwardness as they don't wish to engage with him further, but aren't able to reject him outright.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam nods, slowly, at the Major's response, although he doesn't seem to quite agree with it.  " It's a good thing that the war hasn't restarted over this, but also a very bad sign that even the Brelish weren't willing to allow passage out of their lands. "  He sighs.  " I had hoped that the Mourning, for all the horror it inflicted. "  His eyes seem to fill with the memory of his wife and children, forever lost to the Mourning, while he was far away, and unable to offer any assistance.  " Would be enough to drive peace.  But it hasn't been. "  He shakes his head.  " Sometimes, it seems, all of them are unwilling to even try to move forwards, blindly reaching for a throne that is not something that they can ever achieve by force. "
He sighs, before continuing.  " Until we reach New Cyre, it might be wise to keep at least some watch going.  While I don't expect any significant trouble, not with Brelish approval, I can definitely see Thrane trying to cause issues.  Between their hatred for Karrnath, their hatred for undead, and their probable desire to not fight Karrnath alone, plus the Brelish actions here today... "  He shakes his head, before a more thoughtful expression appears on his face.  " How are your soldiers at fighting non-lethally?  It might be wiser to take prisoners if there are issues, rather than resorting to lethal force immediately. " 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (7) 

Chuckling deeply to himself, Aanash holds up one of his hands. It's a patchwork of metal growths and skin so tough and dry it may as well be living leather. The newly added tail swishes back and forth behind him, seated on a camp bench.  "I am familiar with the concept,"  he says, playfully.  "I do not even particularly mind the kinds that chew on things, so long as they're chewing on the  bad guys . So what if they smell?  I  probably smell.  I've  been wading through monster guts for a week! Alas, those encountered in the Mournland are usually not very friendly." 
 "So, you are a..."  he waves his hands in the air, a little.  "Hostage? I think I may be misunderstanding this word. Hostages are... tied up and held at knifepoint, no?" 
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 73/73  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d10 HD 
 Spell Slots- 4/4 1st, 3/3 2nd 
 Lay on Hands- 35/35 

Shifting through goods and taking everything in the shops in with a critical eye, Honor finds some things that he thinks will work well for their group dynamic, as well as ordering a custom job on the adamantine armor he had found (Begrudgingly, considering the quality of the forge and ore). It would be good to get in full plate, even if it was made of pig iron. He didn't trust the name of the Rogue's Mantle, but if it did what the shop keep promised it would help him slay his foes. He pondered if House Kundarak would mind their shopping spree, but shook his head. They deserved, and likely would need, upgrades to tackle the challenges ahead. If Kundarak wanted to get picky about where the coin went other salvagers probably steal from them rather than bring in salvage. Shopping done, Honor heads back to find the others and distribute the goods.
 
 
  
Amnestic
 Aanash 
 "Political hostages get a bit more leeway, a few less knives, but I'm still bound to Breland's borders. And I'm expected to make regular appearances at court so they can parade me as a peace trophy."  Haydith offers with a mild shrug.   "Two of King Boranel's children were sent to Karrnath as well - Halix and Borina. We exchange letters sometimes, as comrades in 'captivity', though I expect every single we word we write is scrutinised by at least a dozen agents on both sides of the border."  It does go some way to reinforcing how fragile the peace is, that captive royals are needed in each other's nation to ensure peace.

 Adam 
 "We are trained to kill. If we are attacked, we will respond in kind, unless ordered otherwise."  The suggestion doesn't seem to have fallen on deaf ideas, but perhaps old wounds heal slowly, even for the undead.  "If we are at peace they would be mistaken to attack us, especially under the eyes of two royals." 
 Party 

True to Oargev's expectation, the matter isn't finalised before you retire to bed in the camp. Space is made for you with the Cyran squad, though they seem as unnerved by Aanash as they are by Svek, and keep their distance. The night passes peacefully, if with some tension in the air. In the morning, Oargev sweeps into tent and conveys the message that he appears to have spent most of the earliest hours of the morning hashing out: The Karrnathi undead will be disarmed and escorted by the accumulated military forces, under Oargev's watch, back to New Cyre. With the amount of troops to be moved it would take longer than a small cadre returning alone, and so he wishes to send Duvi, Haydith and the Major back with you, ahead of them, so you can start preparing things for their arrival.

It's four days from the border back to New Cyre, during which Haydith - among other conversation topics she entertains - inquires as to the nature of Finas.  "If you wish, I could rebind him to the blade and allow him a touch more freedom - it would allow him to bind to others freely, rather than being confined to only one body. It would also allow whomever bonded to him a more stable connection. The bonded body would be able to utilise some of his abilities and knowledge. At a...minor cost. He'd be borrowing a bit of your life force." 

The offer provokes the understandable question of  how , and she explains  "I told Aanash I've been around spirits since I was young. I'm a trained Binder, able to contact and pact-bind spirits temporarily. It's normally too risky to do it for the untrained, but since Finas is already bound to the mortal plane, it should work fine. This time." 

It's hardly been any time at all since your exit from New Cyre, and so when you do return you find it essentially unchanged. One of the buildings is slightly more completed, but other than that it's business as usual. Duvi hops down from your carriage first, and dusts herself off.  “It will still be the better part of a week until His Highness returns to town. He's instructed to have rooms made up for you at the manor, but in the meantime should you require any meetings with any of the House representatives, including Kundarak, please let me know so I can arrange it. His Highness recommends that you get your rest while you can, however if you wish to contribute to the town's efforts I will ensure you are put to work in a manner appropriate for your skills." 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam nods.  "I understand that.  However, prisoners may be more useful.   But I'm not asking you to compromise your safety either. "  He pauses.  " I've been a soldier as well.  It's never as simple as we might like. "

However, as the conversation draws down, the night draws to a close, the next day starts, and Adam does his best to patch things up with the skittish Cyreish, which is perhaps a bit harder than he would like, with his own wariness interfering.

Along the journey, Adam tries to shift between the various marching groups, hoping to try and keep everyone calm, at least reasonable friendly, and working together.

Finally, reaching New Cyre, Adam can't help but be both disappointed, and gladdened by the sight.  Saddened, by the loss, but gladdened by the effort made to rebuild.  He knew it would last only until the war resumed, but just maybe peace could become self-fulfilling.  Maybe.  As Duvi gets off of the carriage, and clambers down, making her announcement, Adam gets down as well, and stretches.  " It's been a long few days.  I think a night's rest in more comfortable surroundings will do us good, but afterwards, we should meet with Kundarak to complete the mission, unless his Highness had alternative instructions? "  His tone is slightly inquisitive, but Adam clearly doesn't expect any alternative instructions to be given. 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (7) 
 Haydith 
 "That sounds terribly boring,"  Aanash commiserates,  "It is no wonder to me that you enjoy being here with Oargev."  The tiefling chuckles.  "He is  very  fun for a politician." 
 New Cyre 

The attitudes of the Cyrans don't bother Aanash much. He's used to the looks; even before the tail, he always stood out in the crowds here. He makes no comment on Haydith's offer. It sounds good to him, and he's intrigued to watch it, but it's not his decision to make.

 "Oh, please yes,  anything  but downtime,"  Aanash readily jumps to attention at Duvi's offer.  "I doubt there's much fighting to do, but something physical? I can help with lifting."  The exercise high is nothing compared to the thrill of danger, but it will tide him over.
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 73/73  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d10 HD 
 Spell Slots- 4/4 1st, 3/3 2nd 
 Lay on Hands- 35/35 

After a few moments of internal conversation, Honor nods to Haydith.  "Corporal Finas would like that. As would I. I will continue to bear him, but it would be good for him to be portable, in case something happens to me. I'd see him home... even beyond my death."  

When Duvi looks for volunteers in the construction of New Cyre, Honor is right next to Aanash, volunteering for similar duties.
 
 
  
Amnestic
Haydith's ritual occupies the better part of a day with Honor, forcing him to temporarily sit out the assistance of New Cyre while she works. The ritual is long, and frankly quite boring for any onlookers. Honor is forced to sit at the centre of a binding circle, connected to another circle in which Finas' sword rests, while Haydith quietly chants incantations, lights incense, and occasionally lights some other sacrificial items on fire. The process is harmless to all, however, and though Honor does feel the odd pang of emptiness after Finas is extracted, he is no worse for wear.

The blade itself physically appears unchanged. It does thrum with magic when held, however, and Haydith helpfully provides instructions on how one can bind to it, if they so wished.

 
 Spoiler: Vestige Binding Blade - Finas 

  Vestige Binding Blade - Finas  
 Wondrous Item, Uncommon 

The blades were created originally to help supplement a Binder's vestige powers, but anyone can make use of them. Each vestige binding blade is crafted using a portion of the essence of specific vestige, that cannot be changed once forged. In order to bind it to you, you must carve the symbol into a place on your body using the blade, which then dissolves into the symbol. Doing so does not require attunement, but does reduce your hit dice total by 1, and appropriately lowering your maximum hit points by half your average hit die amount + your constitution modifier for each hit die removed. This ritual to bind a vestige takes 4 hours. Unbinding also takes four hours, and when done the Vestige Binding Blade appears adjacent to you. If you die while bound, the vestige immediately unbinds from you. Regardless of how you unbind from it, you cannot rebind to it until you complete a long rest.

You cannot use more than one Binding Blade on yourself at a time. When you first bind to a Vestige Binding Blade, and on completion of a long rest, make a charisma ability check with a DC of 11. If you roll below this, you make a poor pact and are subject to the vestige's influence on your personality and ideals. If you are proficient with Binder Ritual Tools you can add your proficiency bonus to this ability check.

 Finas 
 Dedicated Soldier 
 Rear Shield 
Finas' training allows you to strap a shield to your back, in place of a cloak, to gain the AC associated with it as if you were wearing it normally, but leaving your hand free. You must still be proficient with a shield to utilise this feature.

 Soldier's Luck 
When you roll a 1 on an attack roll you can reroll the die. You must use the new result, even if it is a 1. If you are a halfling, you instead reroll with advantage. Once used, it cannot be used again until you roll initiative.

 Shortsword Master 
You gain proficiency with shortswords and can manifest two spectral, non-magical shortswords as an action. They vanish if they leave your hands. While wielding two shortswords you gain the benefits of the Dual Wielder feat. At 7th level these swords become magical and gain a +1 bonus to attack and damage rolls. These increase by a further +1 at 14th level.

 Pact Information 
Once a halfling, Finas now appears as the floating blade that his spirit inhabited for years - a rusted shortsword, covered in nicks and darns, with a dulled blade. His voice is casual, even kind.

 Physical Sign.  A large scar crosses your neck, echoing where Finas was beheaded. When attention is drawn to it, it leaks blood, though this does not harm you.

 Legend.  Finas was once a soldier who fought for his home nation - unremarkable in almost every way. He attained no great battlefield victories, slew no great foes, nor turned any tides. What he did possess was an uncanny luck, even beyond that of normal halflings, and an incredible determination that seemed to spread to his fellow soldiers. When he left to go to war he made an oath to return home, and this oath so empowered him on his death that his spirit persisted, for years and years, until his spirit - bound to the blade he clung to at the time of his death - turned into a vestige.

 Influence.  If you make a poor pact with Finas, he influences your personality in one or both of the following ways:

     Personality Trait.  If someone is in trouble, I'm always willing to lend help.

   Ideal.  Responsibility. I do what I must and obey just authority.
 

 "If you do find yourself possessed by any other wandering spirits, do let me know. I'm sure I'll be able to help." 

Once she's finished with him, your gnomish overlord points the Warforged warriror towards aiding with the construction of the Silver Flame chapel. He finds a few already hard at work, shifting stone and sawing wooden beams. Two are of note, and pointed out to you by Duvi before you arrived. One is man with a fully shaved head despite otherwise appearing to be in his mid-20s, dressed in vestments of white and pale blue, marked with the sigil of the Silver Flame. 'Father' Haldrus, the priest of the would-be chapel.

Beside him, thrice his age and yet somehow still bearing more hair (greyed though it is) is a man bearing the dragonmark of Sentinel, the scion of House Deneith that was sent to New Cyre to serve as a representative. The armour he wears is light and appears mostly for show, but the scars on his leathery hands say he was more than just a display piece, once upon a time. "Another new face,"  Arrun d'Deneith remarks, dark blue eyes appraising Honor. It's said without judgement. Yet.  "How long?"   ...did you serve . The remainder of the question is implied.

 Adam 

Duvi sets Adam, as the least weird looking of the bunch, to treat with Kellar. The dwarf proves as cantankerous as ever, even as he meets you in the relative luxury of Oargev's manor.  “Oargev sent you to rescue a salvage team, we funded six of you, and you return with four of your own and none of the others."  He snorts dismissively.  “Did you at least manage to recover the notes?" 
 Aanash 

For Aanash, the ever capable majordomo sets him on hunting and patrolling with what other scouts they have. Even a distance from the Mournland, the wilderness isn't totally safe, and any creatures you end up killing can always feed hungry bellies. An unexpected accompaniment on the expeditions is the second-most notable gnome in the small township - the scion of House Sivis, Syra d'Sivis. While many House Sivis employees tend towards deskwork, Syra appears as the exception, mounting her steed as capable as any trained rider. It swiftly becomes clear that while the leather-clad dragonmarked is a capable rider and passable hunter, she's mostly interested in Aanash's transformation and history.  Very  interested.  "Information provided by Duvamil suggests that your unique physiology allows you to rest and recuperate in the Mournland while others - save for the Warforged - cannot. Is this true? How did this come about? Was it a gradual matter or instantaneous? Might I have samples of skin, blood, and bone? Or brain? Do you feel any different inside the Mournland? Are you afflicted by particularly negative dreams? What is your relationship like with your mother? Have you ever swallowed a live creature? Do you know which moons were shining when you were born? Do you experience any discomfort from  not  being in the Mournland? Do you have a psychological connection or draw to it? Have you mated since the change took place, and if so, what was the result?" 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (7) 
 Outskirts Scouting 

It's not the  most  exciting work, but scouting the surrounding wilds at least lets Aanash run, jump and gallivant about without the townsfolk looking at him like a weirdo. Not that it would have stopped him.

 "So full of questions chronicler,"  the tiefling observes as the gnome rattles off one after the other.

Finding a place to take a break from the hunt, he takes a seat on a mostly flat, moss-covered rock.  "Again, one at a time, and slowly,"  he instructs the gnome.  "I'm still improving in your language." 

Unbothered by the scribe's prying nature, Aanash works through her questions, as much as he can answer.  "It is true. The Mournland does not bother me at all. I like it, in fact. I felt the pull the first time I laid eyes on it,"  reaching up, he raps one of the metallic plates on his chest, with an equally metallic sound.  "My old master... in the master-apprentice sense. He taught me that I was born of the energy of a place called Shavarath. A plane of war, he said. So, it makes sense, then. That I would feel the pull of the greatest monument of your 'Last War'." 
 "On an expedition into the Mournland, I was struck by lightning from one of the storms,"  he describes the moment of change, flexing his fingers, where lingering red flickers of energy arc between them at his beckoning.  "I was unconscious after, so I do not know if the change was instant, or if it took time. Ever since, I felt this  bond  with the Mournland. Comfortable there. Dreams... strange, sometimes. But are dreams not always? Would not call them bad, though."  Casually, he brings his tail up and begins to work the tip under one of his smaller plates, just above the elbow. Eyes glancing at the appendage he adds,  " This  is new though. A gift from a daelkyr fleshshaper." 

With grit teeth, he severs the small chunk of metal, tearing away some skin with it, much as he had done to gift one to said daelkyr. It would grow back. Reaching out, Aanash offers it to the gnome.  "Got some blood on there, skin, and the metal is the same as my bones, if my teeth are any indication,"  his guillotine smile spreads wide.  "The brains will remain in my skull, I'm afraid. Even I am not so mad as to let you pick at them with a knife." 

As if nothing had happened, he resumes where he left off.  "It isn't uncomfortable to be out of the Mournlands. But it is uncomfortable to be  at peace . Idle. I always feel the pull of battle. That's not new. Always has been, even in my homeland of Riedra."  The topic of home leaves Aanash looking wistfully towards it. Normally he would struggle to recall the direction, but the giant wall of Mournmist makes an easy landmark.  "I know neither my mother nor my father. I was found as a baby. In an alley, covered in bloody metal sharp-bits. I do not imagine she fared well."   With a wave of his hand, he shrugs.  "I know not what moon it was. Nor what day. If anyone still lives who recalls, they are far, far overseas." 
 "And,"  Aanash concludes,  "I have never swallowed a live creature, nor have I ever  mated ,"  he chuckles at the word.  "Have you?" 
 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 20(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Before meeting with Kellar, Adam makes sure to collect the document pouches, as well as the items and coin acquired from the vaults.  Not bothering to sit down in response to Kellar's abrupt beginnings, Adam frowns at the dwarf, even as he reaches for the documents.  " Of course.  We did locate the team, or at least a survivor of the team.  From what we could tell, he was driven mad by his experiences in the Mournlands, thought all of his companions were replaced by something, and had apparently killed them all.  We gathered what personal effects we could, in hopes that their families might at least know what happened to them. "  Despite his frustration with Kellar's words, Adam tosses the bag of documents over to the dwarf, and quickly follows it with the personal items taken from the fallen team.  " We also recovered a portion of the coin and other item that were within the vaults despite the army of warforged that had based themselves around it, thanks to the aid of some of the Karnnathi soldiers in the city. "  He pauses.  " If you would like a more complete report? "  As he speaks, he moves to take a seat, hoping to indicate his willingness to talk and discuss on more equal grounds. 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 73/73  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d10 HD 
 Spell Slots- 4/4 1st, 3/3 2nd 
 Lay on Hands- 35/35 

Honor looks over this greyed man with the Dragonmark and says  "Nearly the entire conflict. I was an early model. From my perspective, my entire life has been dedicated to Cyre."  Honor extends a three finger hand in an offered hand shake.  "One soldier spots another. And likewise."
  He holds Finas' blade, fresh from binding, but holds it by the sheathe.  
 
  
Amnestic
 Honor 

Arrun takes the hand, shaking it without reproach. If he feels any way about warforged, it appears diminished in the face of a fellow former soldier.  "Too long, but the work never ends. At least this is productive. Know anything about woodwork? It's never too late to learn."  Know it or not, Honor finds himself drafted into a new war for the rest of the week - that against timber, varnish, and the ever present smell of woodshavings, as he helps in the construction of the new chapel. It seems that, for the moment, Father Haldrus gives his services from his own home, something he's rather eager to change, if only to have a bit more sitting room. He's a kindly young priest, an earnest believer dispatched by the church in the hopes that his youthful energy will help inspire some of Cyre's lost.

Arrun is an old soldier. Too old for patrolling, too tired to train new recruits. His post in New Cyre is essentially his retirement from the House's primary activities, but idle hands make for the demon's work, and so he finds plenty of ways to keep busy. Deneith holds no real sway over New Cyre, and Arrun seems little interested in changing that or forwarding the position of his House. Mostly, he'd just like to build houses.

 Aanash 

Syra listens intently, jotting down note after note, and carefully taking hold of the sample, storing it away for later examination.  "I have swallowed no fewer than thirteen live creatures of varying sizes, including two Mournland 'natives'."  She says with not a hint of shame.  "And have given birth twice. Would you be interested in mating with a suitable partner to confirm the resultant offspring's nature and how your own might affect it? House Sivis could arrange this, though we would need some time to confirm a match." 

The Sivis scion accompanies Aanash on future hunts throughout the rest of the week, peppering him with questions and providing her own observations. She volunteered for the position, entirely so she could study the Mournland, though whether she's seeking to replicate it, prevent it, or acclimatise to it isn't clear. When not hunting, she's often seen going to and from the Manor, carrying stacks of notes and dragonshards. She does the bare minimum required for her House directly, and it soon becomes clear that her pursuits are primarily her own. Whether that makes her more trustworthy or more dangerous is yet to be seen.

 Adam 

Kellar's attitude doesn't soften at the news that their salvage team had been wiped out, nor at the notes, nor at the salvage. Nothing, it seems, can soften the dwarf's attitude. Some people, it seems, prefer to live angry and upset.  “Well it seems you at least did  your  job right,"  he offers, in what might be the most praise you'll ever get out of him.  "I don't need to hear the full story. Waste of words for both of us. Oargev will arrange payment, and your reward for salvage will be issued within a week. Half of what you brought back, as per standard rates. If I find out you skimmed anything, I'll have you thrown in prison."  He says it almost as an afterthought, but the threat is no less there.

The meeting with Kellar takes the better part of the afternoon, and has no follow up. Duvi assures you it's nothing personal, and directs you instead to 'Daen' - no last name. The young half-elf man serves as half-banker, half-dreamer. An excoriate of House Lyrandar, he has intimate knowledge of airships and their workings, and is one of Prince Oargev's other advisors. The news that Oargev had somehow wrangled a hundred undead soldiers to help build an airship tower knocks the otherwise grim-seeming man down with laughter, and his mood immediately improves. For the next week, he uses Adam as an assistant in drawing up plans and arranging the logistics of the tower's construction - materials required, its height, expected manpower, and all other aspects. For the most part Adam is used as a sounding board, but his presence is nevertheless clearly appreciated.

 The Full Party 

And with that your week of relaxation concludes. You've met a few more of the New Cyre faces, both important and less so. Oargev returns, at the head of a host of Karrnathi undead, now disarmed. The Brelish escort brings them as far as the town limits and then leaves them to their own devices. It's not long after his return that Prince Oargev calls you back to the room you first met, complete with its table-map of Cyre. Duvi is there, as is Princess Haydith, and two more you don't recognise. Svek, however, is not.

 “Well then, I hope you've all enjoyed your diversions, made some friends, hopefully not any enemies."  He winks genially.  “Kellar wouldn't say it aloud but I read the report he sent back to his House and it contained a mark of satisfaction, which is high praise from him, and I have no arguments there. Alas, not all is good news. Your colleague and comrade Svek has been exhibiting strange symptoms following his return - hints of madness and strange colourations on the body. We're not sure if it's an effect of the flesh-shaping he was subjected to, or the Mournland itself, but for the moment he's agreed to be quarantined so we can run tests and examinations. I'm taking a personal interest in this, so please rest assured he is in the best of hands we can provide. No harm will befall him if we can avoid it." 
 “With the loss of the Iron Witch and Surge, I'm afraid that does leave your numbers somewhat diminished, in the face of what I hope will be your acceptance of a further task. To that end I've requested the assistance of these two,"  he gestures to the two newcomers - a redheaded half-elf in leather, and a slightly battered warforged that nevertheless seems to be in working order.  “I'll leave it to them to introduce themselves, but I have every confidence they'll prove an asset to Cyre."  He gestures to the pair, and to the party, giving you open moments to chat, before he digs into the real meat of the meeting. A trio of servants enter at Duvi's direction, carrying trays of wine and sweet pastries, setting them out for you to pick at at your leisure.
Waistcoatwill
  R.I.T.A.C.  

A somewhat bizarre sight greets the party as they gaze upon one of the newcomers. The clean lines and form of the standard warforged variants are replaced by something more beastial, possibly even feral. A cyclopian red eye glows dully from their stone faceplate, itself part shattered and spiderwebbed with cracks. Their mouth is formed from sharpened fangs and a tangle of vines and leaves make a sort of wild mane behind their head. The wooden fibres of their muscles are gnarled and knotted, with buds and leaves emerging in many places. In contrast a smooth orb of dark metal criss-crossed with delicate crystalline tracery sits in the centre of their chest, a pearlescent glow flashing through it at erratic intervals.

Their manner, too, is odd. Constant limb twitches and flicks of their eye betray an unease at their surroundings. Frequent lifting of head looks uncannily like sniffing the air. As the party, Honor had received a small nod, Aanash and Adam the hard glare of a brawler sizing up a potential opponent. They seemingly paid the other newcomer in the room no attention, as if dismissing the half-elf as a threat.

Despite this minor thuggish posturing, they listen attentively to the Prince before turning their glare back on the group. A grating low growl begins to escape its mouth before the orb flashes, seemingly cutting it off. With an irritated flick of the head they introduce themself.

 This one's Designation is Red In Tooth And Claw .   Flash flash   the single eye seems to roll upwards, followed by an irritated snort.  But you can call me RITAC. I served in an experimental wargorged unit out on the Eastern front during the war, counter raiding against the Valenar and Karrnathi....  He seems briefly lost, looking into the middle distance until brought back to the present by another   flash  . After a slight shudder he continues.  I can scout, infiltrate, mimic the forms of beasts to fight, and I have some command of primal magics.  
 
 Spoiler: Subtext 
The insightful amongst pick up elements of fear aggression and seeking to assess a the hierarchyin this new "pack" rather than any actual animosity. Rescue dogs come to mind. Something about the glowing orb may be moderating his behavious a bit.

Honor can clearly recognise that the orb is a docent.
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Post-mission reporting, finale
Adam nods, attempting to convey simple acceptance, before passing over several hundred pounds of platinum, gold, treasures, and magical items for Kellar's disposal.  "That's the agreement.  There was quite a bit of gold remaining in the vault, although there was also an army of warforged around it.  We did clear out the platinum and miscellaneous items present."  After his final piece of information was shared, and with the conversation and accounting done, he departs.

Acting as a manager for the construction of the airship tower, a go between between the somewhat dreamy Lyrandian and the rather more down to earth Karnnathi, Adam finds himself bouncing between groups, managing taskings, and revising expectations down(Sure, decorative carvings would be nice, but perhaps they can be filled in later?)

After a long, and very relaxing week not in the Mournlands, the return of Oargev and the abrupt meeting, Adam is feeling somewhat nervous as he clanks into the requested meeting, and as news of Svek's issues arises, he looks at Aanash with some concern.  " That is grave news, Prince Oargev.  If you are able to help Svek, I think Aanash will definitely appreciate the information, as I suspect he is looking towards the same future.  We can hope that both Iron Witch and Surge are alive, somewhere, so they may return someday, but all we can do for them now is pray. "

With his attention pulled to the pair of newcomers, Adam, a young, if tall and muscular human wearing dark full plate, a warhammer on his belt, a strangely shifting cloak on his back, and a shield, marked with a simple symbol of the Host hangs from his arm.  His face seems to be darkened by the horrors he had seen, like many Cyrans, which is clearly visible as he turns to give the two newcomers a look over, taking in the somewhat battered and scarred appearance of Red, no RITAC as he introduces himself, before Adam returns the favor, and extends a hand for a handshake.  " Good to meet you, RITAC.  I'm Adam, a cleric of the host, formerly of the Cyrish armed forces, working for Prince Oargev.  It sounds like you will be bringing skills that we have been sorely lacking. "
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 73/73  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d10 HD 
 Spell Slots- 4/4 1st, 3/3 2nd 
 Lay on Hands- 35/35 

Honor stands at attention in the presence of the Prince, but relaxes slightly when he begins to speak. After his words, he looks to the red haired woman and the... odd... model of warforge. His feral cousin appeared to be beating his chest a bit, betraying some anxiety. Natural for being incorporated into a new unit, though exhibited bizarrely. He was hardly surprised with such and exotic chassis. Honor inclined his head to both of the new companions, eyelights neutral and shining grey. He was an older model of warforged, with just three fingers, primitive joints and plates, and a hinged jaw. However, there were several signs of improvement- adamantine plates were mixed with pig iron ones, and it looked as though he had lovingly restored a number of deep, penetrating blows, dents, scratches, and scrapes. This warforged looked like it had almost been taken apart, jumbled a bit, and then assembled back together, but still he stood.  "I am called Honor. I hope our work together is productive and patriotic."  
 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (7) 
 Outskirts Scouting 

The gnome's candid response only elevates Aanash's amusement.  "Oh, Mournland creatures even?"  he repeats the detail with a manic giggle.  "Which ones? They must have been small... unless you had magically increased your size."  The idea prompts a moment of deeper thought.  "If you swallow something while enlarged, will it shrink when you do, or will it burst out of you like a most terrible parasite?" 

To her offer of finding him a 'mate', Aanash shrugs with all the commitment of someone being offered a strange food for the first time.  "Sure, why not. Let us give it a try." 
 Oargev's Warroom 
 "I am not worried,"  glancing back at his tail, Aanash scratches at his lower back. He shrugs off Adam's concerns.  "I  was  worried for the little dragon. But he and I, we are not made of the same  substances . My body is far more compatible with the bizarre." 

The last of the trio stands casually, hands slipped into the pockets of a ragged old Cyran officer's coat that hangs around his shoulders, too large for him and clearly not his own. That it is too large for him speaks much to its former bearer's credit - orcish blood, perhaps, or just abnormally large. The man who wears it now is anything but small. Tall, with dark tough skin like leather and a wiry build. His body is marked with metallic growths that cover portions of his flesh, including bristly grey hair like steel wool. He gnaws at a soggy, well-chewed cylinder of wood lodged between a set of equally metallic teeth like guillotine blades. Around his waist is a large belt that looks like it may have once belonged to a circus strongman. Custom loops have been attached, holding a warhammer in place.

Behind him lashes a purple-ish tail, a different color from the rest of him, with a whiplike shape and a bladed tip.

Prying the chewing block out with no small effort, he makes a formal bow that somehow feels less formal on his frame than a simple nod or a wave.  " Namaste , newcomers. I am Aanash, a far traveler from Riedra, come to explore and enjoy your mad paradise. I greet you in peace." 
 
 
  
Infernally Clay
      
  Danica "Danny" Morningstar 
  Half-Elf Bard 7 
 AC:  13  | HP:  52/52
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  3/3  | 4th:  1/1
 Spells Known: 
Cantrips - Vicious Mockery, Mage Hand, Minor Illusion
1st - Healing Word, Feather Fall, Command, Identify, Detect Magic
2nd - Invisibility, Enlarge/Reduce
3rd - Hypnotic Pattern, Major Image, Counterspell, Conjure Animals
4th - Psychic Lance

 Bardic Inspiration (d8):  5/5
 Active Effects:  None
 Concentrating:  None
 Conditions:  None  
 
  
 Danny is a young looking half-elf, more human than elf perhaps, but certainly more casual and cheerful than an elf would normally be. There's a bounce in her step and a smile on her face that's almost infectious. On her back is an unusual musical instrument, one some may never have seen before, but it is clearly something Danny takes great care of and pride in and it hums with magical power.

"I can certainly promise our work will be  productive ," Danny says to the man who calls himself Honor, with a gentle bow, "My name is Danica Morningstar, but everyone just calls me Danny. I've heard much of your group and your successes. I only hope I can live up to the standard you have set. So what's the next job?" 
Amnestic
 “Before that, I commissioned Haydith for your reward. Alas, our treasure vault isn't quite as filled as I'd like it to be, though it's a work in progress."  Oargev flashes another winning smile. Haydith tugs a small bag from beneath her chair and tips its contents onto the table, revealing a collection of small tokens made of carved bone.
 “They contain a small fragment of a spirit, not enough for a consciousness, but enough to convey a bit of the knowledge that they had in life. Trying to use more than one can have severe side effects, so just the one each, if you please." 

Perhaps it's a gesture of his faith in your continued service, but Danny and RITAC are not excluded from the token selection.

 
 Spoiler: Spirit Token 

A character can only benefit from one token at a time, and must spend a short or long rest acclimating to it, as if attuning to an item - though it does not take an attunement slot. For tokens that have variable boons such as Feat or Sorcerer tokens, you choose the details when you first select this token, and they can only be changed by exchanging the token with Haydith.

A token can be exchanged with Haydith at any time she's around for another, at a nominal cost of 500gp for her time and efforts.

If the token duplicates a class/feature you already possess (such as Arcane Recovery, Sneak Attack or uses of Rage), then the duplication is wasted, you do not gain additional uses or boons for 'doubling up' on a feature. Haydith cannot enhance what already exists, only grant you knowledge you did not already possess.

Feat	- Gain one Feat of your choice. You must meet the requirements for the feat.
Artificer - 	You gain access to one Infusion that a 2nd level Artificer could use.
Barbarian - 	Twice per long rest, you can rage as if you were a 1st level Barbarian.
Bard -	You can grant Bardic Inspiration as if you were a 1st level Bard once per short rest.
Cleric - 	Twice per long rest you can cast the Bless spell without requiring material components.
Druid - 	You can Wild Shape as if you were a 2nd level druid once per short rest.
Fighter - 	You gain one Fighting Style and can Second Wind as a 2nd level fighter once per long rest.
Monk - 	Twice per short rest you can take the Dodge, Dash, or Disengage actions as a bonus action on your turn
Paladin - 	Twice per long rest when you hit with a melee weapon attack you can choose to deal an additional 2d8 radiant damage.
Ranger - 	You gain the Favored Enemy and Canny features, as if you were a 1st level Ranger.
Rogue - 	You gain the Sneak Attack feature as a 1st level rogue, proficiency in Thieves Tools, and Expertise in one skill you have proficiency in
Sorcerer - 	You gain one Metamagic which you can apply to a spell once per short rest.
Warlock - 	You gain one Invocation that a 2nd level Warlock could use.
Wizard - 	You gain the Arcane Recovery feature, as if you were a 3rd level Wizard.
 

 “The next request I'd ask of you doesn't come from a House, but the Church of the Silver Flame, through Father Haldrus. They won't say it aloud, but this is  also  a request from Thrane. The Mournland's borders have stayed static since its emergence, but there's no guarantee it will stay that way. They've sent a delegation carrying what they call the 'Everflame', a small fragment of the Silver Flame's power. They hope to place this at a few key locations near the Mournland's border, but need an escort. Given your familiarity with the monsters that emerge from the mists, I'd like you to take up the job."  The Prince leans back in his chair.

 “To be honest, I don't think this will do anything. If the Silver Flame's powers could be used to beat back the mists, I would have expected them to start working by now, but it gives us a chance to curry some favour with the Church, and show we're willing to stand on the larger stage. If Cyre wishes to be recognised as the nation it is once more, these little moments will add up, bit by bit. And, despite appearances, I  am  happy to be proven wrong - in this, at least." 
Infernally Clay
      
  Danica "Danny" Morningstar 
  Half-Elf Bard 7 
 AC:  13  | HP:  52/52
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  3/3  | 4th:  1/1
 Spells Known: 
Cantrips - Vicious Mockery, Mage Hand, Minor Illusion
1st - Healing Word, Feather Fall, Command, Identify, Detect Magic
2nd - Invisibility, Enlarge/Reduce
3rd - Hypnotic Pattern, Major Image, Counterspell, Conjure Animals
4th - Psychic Lance

 Bardic Inspiration (d8):  5/5
 Active Effects:  None
 Concentrating:  None
 Conditions:  None  
 
  
 "Fragments of a bone housing fragments of a soul?" Danny mused, quietly considering how her current benefactor got his hands on something so necromantic, "A generous gift, thank you."

She picks up one of the fragments, this one in particular housing vague memories of a sorcerer, and gives it a gentle squeeze. When the prince explains their next job, Danny merely nods. "It never hurts to get in the good books of someone like the Church of the Silver Flame."

 
 Spoiler 
History check: [ 13 ] (rolled on Discord)

To determine what Danny knows about the Church of the Silver Flame.
 
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (7) 

Sifting through the bones, Aanash plucks out the paladin's bone, twirling it between his fingers.  "And this one, it will allow me to flash-smash our enemies as Honor does, yes? Sounds useful."  With one last twirl, he tucks it into a coat pocket and buttons the pocket shut, then pats it with a palm.
 
 
  
Waistcoatwill
     
      R.I.T.A.C.     
 Warforged Circle of the Forged Druid 
 AC: 17 HP: 59/59  
 Temp HP:0  
 PP: 17 PIv: 11 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/1 4th 
 Wildshape- 2/2  
 
  

The beastial warforged almost recoils at Adam's outstretched hand. After a brief pause, punctuated by a flurry of flashes, he gingerly shakes the clerics hand. A welcome without agression or an immediate power struggle is clearly not he was expecting.

He warily watches each of the other party members in turn, unsure if this is some kind of trick.

  I don't understand, aren't these a group of warriors?   The neutral tones of Perceptor enter his mind once again, bringing a modicum of calm.   Indeed, the organisation and command structure of your previous unit are highly atypical. Attempt to emulate them if you can.  

As the Prince lays out their prize, RITAC leans low over the collection, seemingly sniffing the contents. He draws forth a token bearing the symbol of a dagger and small vines emerge to quickly bind it to his chest.

 Thank you for this equipment.  His speaks awkwardly, before returning to his uneasy silence.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Listening to Aanash's response, Adam does his best to conceal his inner misquiet.  Hopefully, the words of his companion weren't being shaped by the being he'd chosen to make a deal with.  As Danica introduces herself, he offers her a respectful nod, but before he can find the right words to respond, Oargev and Haydith speak up, and start discussing their next plans.

Rather than diving into the collection of spirit tokens Haydith was offering, Adam listens to Prince Oargev's request, and thinks.    Placing wardings along the edges of the Mournlands, shortly after a small army of Karnnathi left Cyre?  I think that Thrane has more in mind than a simple gesture. 
   His frown gives away some of his thoughts, but he soon voices them.  " That's an interesting decision on the part of Thrane, so soon after the 201st left the Mournlands.  Do you think their decision is linked to the revelation that there may be surviving Karnnathi forces remaining withing the Mournlands? "
 
 Spoiler: OOC 

 (1d20+2)[ 5 ]  Religion:  What does Adam know about the actual effects of the Silver Flame.  Could it be used as a sort of sentry, or warding thingamabob against undead?
 

 
 
  
Amnestic
 
 Spoiler: Danny History  

The official state religion of Thrane as of roughly 80 years ago when the Last War was starting proper. They're a religion dedicated to fighting evil, with a hierarchy to do so. Evil mortals fall on the 4th most important, following extraplanar fiends and aberrations at first, creatures of evil nature that are native to Eberron (such as undead and lycanthropes) second, 'innate' evil in third - a controversial category that covers some monstrous humanoids such as yuan-ti and medusas. The final category is the Evil Within, that of the Shadow Flame.

Though primarily centred in Thrane, they have adherents everywhere - as is evidenced by the chapel being built in New Cyre. Any church that large has issues with some adherents having different approaches towards their doctrine. Followers are called the 'Purified'. Despite the Church's state doctrine, most adherents are just people going about their daily lives, instead of Crusaders. There current leader is an eleven year old, Jaela Daran.

There have been concerns in recent decades that their ties to politics is distracting from their core mission.
 

 
 Spoiler: Adam Religion 

You rolled a 5 for your own religion, that's embarrassing huh.

It wouldn't be out of the question for them to have a power that could ward against monsters or undead. It is definitely in their area of expertise. It might not be permanent or infallible, but there's a strong chance it would do what they say, at least for a while.
 

 "A fun theory and one certainly not without merit, but I doubt they had enough time to put this plan together and send us the request in the short time since the Major's forces arrived. No I expect that they've had this in mind for a while. That it might have an extra benefit for them is something of a happy coincidence for them. Or perhaps they're kicking themselves for not getting around to it sooner and now New Cyre's due an airship tower. Who can say? Ask them yourself if you're curious, see what they say."  His eyes glimmer with cheek.  “The delegation is a pair of priests with two Templars of their own for escort. I expect they'll make you do all the heavy lifting, but such is the cost of doing business." 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam nods at Prince Oargev's words.  " It might be an interesting conversation, in between the inevitable conflicts we will need to resolve. "  He pauses, and mentally shifts from theoretical discussions to practicality.  " Where and when are we to be expected to meet them, and what is the Silver Flame offering as a reward? " 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 73/73  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d10 HD 
 Spell Slots- 4/4 1st, 3/3 2nd 
 Lay on Hands- 35/35 
 "Thank you for this boon, my Prince. I will make sure to use it wisely."  Honor selects his fetish and secures it to the underside of one of his plates with a twist of twine.
 
 
  
Amnestic
 "They'll be waiting for you at the Chapel tomorrow at dawn, ready to head out. No time like the present, and all that."  Oargev says as if the platitude has been forgotten the moment it leaves his mouth.  "They tried to suggest that serving the good cause was reward enough, but when I pointed out that doesn't fill a hungry belly, they relented. To New Cyre, they've offered vital supplies - materials and food. To you, some training from their templars. A few secret techniques you can incorporate into your repertoire - to be offered on completion, of course. I expect you'll pick up some treasure along the way - they've waived all rights to any items recovered on the little expedition, so you've got the lion's, tiger's, wolf's, and eagle's share of whatever you might find." 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (7) 
 "You know me,"  Aanash responds playfully to the prince,  "I am more than happy to be paid in the experience."  Turning to the party, he spreads out his arms.  "What shall we do until tomorrow? Get to know our new companions over some food?" 
 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam nods at Oargev's response.  " I think we've got supplies to collect, equipment to make sure is prepared, and a dwarf to talk to about our portion of the salvage, as we won't be here to collect it when it arrives unless it is here now.  Unless there is something, else, Prince Oargev, we'd best get started. "
While waiting for the Prince's response, Adam finalizes his selection of the token, taking one of the warlock tokens.

 
 Spoiler: OOC 

Time to do some purchasing of food, maintenance of equipment, checking if someone here can complete Honor's Adamantine platee...
 

 
 
  
Waistcoatwill
  RITAC  

The warforged stays silent for the rest of the meeting but carefully watches his new companions. He stiffly mimics their manners as they leave the Prince's presence.

When they're outside he follows the party.  I am ready to leave now, but I can help you get supplies if it will make things quicker. 

The wind changes briefly and his hackles rise. A grinding growl rumbles in his throat as he looks across the settlement towards where the undead were stationed.
 The sooner we're back the better, I don't feel happy leaving with so many of them here. 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (7) 
 "As could I,"  Aanash agrees with RITAC.  "But the Flame priests need to prepare their... firemaking kits, I assume."  He notices the none-too-subtle stress response towards the Karrnathi, and grins mischievously.  "Feeling the urge to chew on a bone?"  he rudely jests.
 
 
  
Waistcoatwill
  RITAC  

At the mention of chewing on bones, RITAC is overwhelmed by a rush of sense memories. Battles in the dead of night, dark magics tearing at him, the taste of bones old and fresh, and the crunch as his dire wolf form snapped them into pieces.

The low growl becomes an enraged snarl. He takes a step towards Aanesh, only arrested by a blaze light from the orb in his chest. He freezes for a moment, shakes his head violently from side to side, then begins to stalk off in the opposite direction.  Dawn then , he spits over his shoulder.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Seeing the discussion between Aanash and RITAC go sideways quickly, Adam takes a step forwards, looking to defuse the incipient fight, but before he can, RITAC moves away.  Instead, he approaches Aanash, speaking softly.  " I think this trip is going to be more interesting than I thought. "  He sighs, and shakes his head, before speaking loudly, to make sure that everyone could hear.  " Regardless, I've got to buy supplies, and see if our reward from the previous mission has been assembled.  You can follow, or not, as you please. "

With that, he starts walking, his armor clanking considerably less than it had been during the return from the Mournlands, as he sets out to see a dwarven banker and visit a sundries shop.

 
 Spoiler: OOC 

Shopping montage?
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (7) 

When the wild warforged growls and steps forward, Aanash's eyes go wide. Not in fear - his grin widens too, and he shifts his foot into a ready stance. There's mild disappointment when the orb-thing dissuades him from a fight, then the tiefling shrugs.  "Eheheh, do not worry so much. Any time you want to  throw down  as they say, just give me a howl."  With nothing better to do to kill time until they leave, Aanash follows Adam at a casual pace.
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 73/73  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d10 HD 
 Spell Slots- 4/4 1st, 3/3 2nd 
 Lay on Hands- 35/35 

Honor follows Aanash and Adam, more out of habit than anything, looking curiously back at RITAC when Aanash mentioned sharing food. Shrugging, he figured they could at least watch the others eat.
 
 
  
Amnestic
For those interested in shopping, Dalsin's Store has a few new items, and some old ones, in stock:-

He also has the following magical items for sale (some from  Eccentricities of Eberron ):
 
 Spoiler 
 Consumables: 
Tanglefoot Bags (2 bags, 50 gp each)
Thunderstones (3 stones, 30 gp each)
Smokesticks (4 sticks, 40 gp each)
Goodberry Wine (1 bottle, 100gp)
Potions of Healing (4 bottles, 50gp each)

 Scrolls: 
Detect Poison and Disease (75gp)
Shield of Faith (100gp)
Absorb Elements (100gp)
Earth Tremor (75gp)
Shatter (180gp)
Alter Self, x2 (250gp)
Summon Undead (450gp)
Erupting Earth (350gp)

As a reminder, scrolls can be used by any character without any ability check per the house rules.

 Weapons/Armour/Wondrous: 
 
 Spoiler: Belt of Growth, 250gp 

Belt of Growth
Wondrous Item (Belt), Uncommon

This thick brass belt looks like it is riddled with cracks. It bends as though it has been stretched out of shape. As a bonus action you can cast the Enlarge function of the Enlarge Reduce spell. This does not require concentration. The belt's magic can be used once, refreshing at dawn.
 

 
 Spoiler: Blindfold of True Darkness, 500gp 

Blindfold of True Darkness
Wondrous Item (Blindfold), Uncommon

This black, silky piece of cloth is completely opaque when held up to the light. You become Blinded to all forms of sight while wearing this, save for gaining blindsight (30ft). You are likewise immune to any attacks or effects that rely on your sight.
 

 
 Spoiler: Circlet of Wild Surging, 300gp 

Circlet of Wild Surging
Wondrous Item (Circlet), Uncommon

This thin, platinum circlet depicts blasts of wild energy across its surface. While wearing this circlet, whenever you cast a spell that expends a spell slot, you may use this circlet's energy. It increases the effective level of the spell cast by +1 (to a maximum of 9), and automatically triggers a Wild Surge.
 

 
 Spoiler: Wolf Fur Armour, 700gp 

Wolf Fur Armour
Armour (Splint), Uncommon (requires attunement)

Carefully curated lupine fur layers this splint armour. As a bonus action you can activate this armour once per day to increase your Strength score by +4 (to a maximum of 30). This lasts until you complete a short or long rest.

Once per turn, if you attack a creature adjacent to another one of your allies, you can gain advantage on that attack.
 

 
 Spoiler: Devastation Gauntlets, 800gp 

Devastation Gauntlets
Wondrous Item (Gloves), Rare
Stylized flames rendered in scarlet enamel encircle these steel gauntlets. When you critically strike with a weapon while wearing these gloves, they erupt into a burst of flame. Creatures other than you within a 10ft radius take 2d6 fire damage. For each 6 you roll on this eruption, you roll an additional dice, repeating until you do not roll a 6.
 

 
 Spoiler: Cape of the Viper, 750gp 

Cape of the Viper
Wondrous Item (Cloak), Rare
This viridian cape is shot with threads of greenish metal. While wearing this cloak, you can Polymorph yourself (as the spell) into a Flying Snake as an action, without using any spell components.
 

 
 Spoiler: Onyxian Hide Backpack, 1000gp 

Onyxian Hide Backpack
Wondrous Item, Rare
This bag, crafted with the scales of Onyxia, functions as a Bag of Holding, but with far deeper capacity. The bag can hold up to 1500 pounds, not exceeding a volume of 200 cubic feet.
 

 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (7) 

As the party peruses the magical wares, Aanash scratches his backside, examining the items with mostly mild curiosity. The wild circlet catches his eye, but it's not particularly suited to his spell repertoire. He ends up purchasing a scroll of Shatter with his personal funds - a good omen, for sure.  "We may wish to consider upgrading the bag of holding and trading in for this better one, yes?"  he suggests.  "It would be much easier to carry dwarf corpses that way." 
 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Looking over the items available in the market, Adam picks out the goodberry wine, the four potions of healing, the Backpack, and the cape, before glancing over at his other companions while Aanash makes his purchases.  " I think getting these would be wise, as options are good.  Are any of you interested in anything else? " 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
In the silence that follows his question, Adam reaches into his bag of holding, and starts pulling out stacks of gold coins, and passing them to the vendor as he purchases the backpack, the cape, and five of the bottles of liquid.  Afterwards, he leads the group through the collection of miscelaneous adventuring gear, purchasing food for himself, restocking his tinderbox, his candles, buying a bit more thread for his needle and thread, and in general stocking up on things for a journey.

Once everyone has had the chance to do so, he looks to Aanash and Honor, not really excluding Danny, but, at the same time, not really including her.  " We probably need to speak to Prince Oargev about our reward from our adventure, and figure out what we want to do with it.  We could bank it, but we could also loan it to Cyre, which may pay dividends going forwards. "
 
 
  
Waistcoatwill
     
      R.I.T.A.C.     
 Warforged Circle of the Forged Druid 
 AC: 17 HP: 59/59  
 Temp HP:0  
 PP: 17 PIv: 11 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/1 4th 
 Wildshape- 2/2  
 
  

RITAC trudged back towards the centre of the settlement.
Perceptor had lectured him at length on the numerous instances where discord within a unit or adventuring group had led to disaster. Eventually boredom had overcome his earlier rage and he sought out his new allies once more.

The unquiet Karrnathi dead still ranked him. The thick bloom of honeysuckle that now adorned his mane diminished it somewhat, but not enough. He realty couldn't risk being left behind. He couldn't let the Prince down so soon after he had been accepted into his service. He would finally make something good bloom.

He quickly found the group leaving one of the few supply emporia, the knife-toothed warrior's scent was not strong but it was certainly unique. Sullenly he stepped towards then, staring at the ground just behind them.

 I am back....sorry...for leaving...some memories from the war are still quite...fresh. I will not abandone you again.  The reluctant words come through gritted teeth, but they are at least sincere.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam reaches over and lightly grasps RITAC's shoulder, attempting to form a bond of comradery.  " All of us were impacted by the war.  We understand.  Injuries of the body?  Healed, by now, for most.  Injuries of the mind?  Those are far harder. "  He shakes his head, sadly, and his voice is softer, saddened by what he was about to say.  " And so many victims. "  He shakes his head once more, before continuing, his voice far more business-like.  " We've finished collecting supplies for the trip, and were heading to visit Prince Oargev to discuss what to do with the reward we received from our last trip to the Mournlands.  You're welcome to come, if you'd like? "
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 73/73  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d10 HD 
 Spell Slots- 4/4 1st, 3/3 2nd 
 Lay on Hands- 35/35 

Honor nods his agreements to the purchases Adam recommends, running his fingers over the dragonscales of the bag. Magnificent craftsmanship. Hopefully they didn't encounter any prickly black dragons. When RITAC explained his behavior, Honor saluted him in the Cyran fashion.  "Only way to move on from old memories is to bury it with new ones. Live. Thrive. Grow. It doesn't destroy them, but if you bury them in experiences you value, the tough memories get drowned out in rich experiences. And those will keep you going when all is lost."  Not normally this verbose, Honor frowns, almost as though the words tasted bitter in his mouth, then shrugs.  "Your milage may vary." 
 
 
  
Waistcoatwill
     
      R.I.T.A.C.     
 Warforged Circle of the Forged Druid 
 AC: 17 HP: 59/59  
 Temp HP:0  
 PP: 17 PIv: 11 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/1 4th 
 Wildshape- 2/2  
 
  

RITAC tensed, waiting to be struck or screamed at. The sympathy and empathy were bewildering. He couldn't process what it made him feel, let express it to others. Even still he managed what he hoped was an acceptable nod, before letting out an over load snort at Honor's last xomment. He clapped his fellow warforged on the shoulder and followed after the group.
Amnestic
The gold reward is transferred for safekeeping in Oargev's manor - it's really the safest place in town, and carrying the amount would be completely restrictive. Duvi ensures it is kept safe under lock and key in a vault, though reiterates that this is a temporary measure and that she'd really rather you either spend it or move it elsewhere. While she doesn't anticipate any bandit attacks on New Cyre, if word did get out about the lifetime-of-luxury in coinage they had stored, it could cause problems in the future. Quietly, she suggests that once you're done with your next task, you take a shopping trip to Sharn.

 The Next Day 

When you gather at the chapel, you find Father Haldrus, Arrun d'Deneith, and three - not four - new faces. Two are dressed in priestly robes and carrying satchels bulging with ritual equipment, while the third is wearing armour emblazoned with the Silver Flame's symbol. All are human, though this isn't surprising - the vast majority of Silver Flame adherents are. Both the priests appear barely past the cusp of adulthood, with the nerves of novitiates clear in their expressions, while their Templar guardian is close to his mid-40s. Father Haldrus waves you over, inviting you into their conversation. With the numbers the gathering goes from a group to a crowd.

 "Good morning,"  Haldrus says, despite the weather being decidedly overcast and threatening imminent rain.  "I'm afraid I have some ill news. One of the Templar guardians has taken ill, and the magics we've attempted have proven ineffective in dealing with his condition. For the moment, we've been forced to quarantine and observe in the hopes he can fight it off with ministrations and herbal care. But it means-" 
 "It meas nothing. I alone am sufficient to carry out this mission."  The Templar interrupts curtly. Arrun looks at the man twenty years his junior with pity and understanding, but keeps his peace. Haldrus presses on, unconcerned by his elder's rudeness.
 "It means you'll only have three travelling companions instead of four. Ladies?"  He gestures to the two priests. One, with dark hair, immediately bows her head, while the other, a blonde, seems more hesitant in the face of your eclectic and unusual group - especially Aanash, with his monstrous appearance. She starts making a quiet gesture of prayer, only to stop when nudged by her companion. She eventually bows also.  "Sisters Millenia and Elena will carry out the ritual. They may be young but they understand exactly what is required. Sir Zera will serve as their guardian." 

Despite their lack of synchronisation for initiating, the bow, they both raise their heads in perfect timing with each other.  "For your assistance you have our, and the Church's, thanks. Do you have any questions before we leave?"  Millenia asks, polite restraint in her tone. It appears she, at least, has suppressed her nerves.
Waistcoatwill
     
      R.I.T.A.C.     
 Warforged Circle of the Forged Druid 
 AC: 17 HP: 59/59  
 Temp HP:0  
 PP: 17 PIv: 11 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/1 4th 
 Wildshape- 2/2  
 
  

RITAC relaxed slightly at the curtness of the tenplar. He was far more used to his manner than those of hus new companions. He might be swift to anger or take offence, but that was no matter. RITAC would keep his distance.

He turned to the two priestesses.  Thank you. I am RITAC.  He intoned with an awkward bob that vaguely approached the bow they had just given.  Your ritual, what do you do in it, for how long? Knowing will help us protect you.  He cocked his head slightly as he awaited a response,
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
With the gold handled, Adam spends the remaining time of the day wandering New Cyre, and thinking of how it might be improved.

 The Next Day 
Gathering in the chaple, Adam's surprise briefly shows at the presence of only three silver flame clerics, rather than the expected four.  And rather than the experienced priests he had expected, a pair of novice priestesses, and the overconfident templar who was to accompany them.  It did not seem like a good combination.  Not a bit.  " What ailment has struck down your fellow templar, Sir Zara?  Is it possible that yourself and the sisters are also infected?  What magic was tried? "  Adam's voice is filled with concern, a cleric of the Host working to do his duty to care for the ill.
After all, if magic couldn't cure the Templar, then it was likely less a disease, and more a curse, and wasn't that an interesting thought.
 
 
  
Amnestic
 "A weak soul, perhaps."  Sir Zera says.  "Those safeguarded by faith would not fall victim to such maladies."  Father Haldrus offers slightly more information.  "We have attempted restorative and curative magic, neither of which proved effect. If it is a poison or disease, it is beyond the mundane. No one else has exhibited symptoms, so we do not believe it contagious." 
 "There are three locations the Church has identified as potential nexuses of energies along the Mournland border that we will seek to perform the ritual at. To detail the ritual in full would require hours, but to reduce the ceremony down to an outsider's view, it involves prayer, incense, and takes approximately six to eight hours."  Given how much they are carrying, it sounds like Millenia is dumbing it down considerably for you.  "The nexuses are located in dangerous spots - a crypt, a gaol, and a chapel, and so we will require your assistance in clearing them of danger before we can begin the rituals. We know of their location, but not of what lies within, if anything. While you carry out the initial cleansing, Sir Zera will ensure that any evil that gets past you does us no harm." 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam listens, a slight frown forming as Sir Zera demonstrates the sort of ally he would be, before smiling at Father Haldrus's much more reasonable explanation.

However, before he was able offer to help, the young priestess tries to cover for Ser Zera's aggression, offering her explanation of the ritual.  He continues to listen, nodding to express his understanding, before looking back at Sir Zera and Father Haldrus.  " Forgive me, Father Haldrus, but I may be able to bring more potent magic to bear, which might prove sufficient to help your ill charge.  However, if it is a curse, I am not prepared to break one today, but could do so tomorrow, should the Host prove willing. "  He looks to Sister Millenia, offering her a quick, if grim, smile.  " It doesn't sound like the rituals are so urgent as to require forfeiting the chance to restore your other Templar Knight to a fighting fit state, and the delay would give us a chance to talk about what sort of monsters are present within your desired ritual sites. "  With his attempted encouragement delivered, his face frowns abruptly as he realizes his mistake.  " Forgive me, I got caught up in seeking to help. My name is Adam, of Cyre. "
 
 
  
Amnestic
 "We have no need of your assistance in this matter."  Sir Zera interjects before Father Haldrus can reply.  "His faith will overcome the malady, the Church's time is not so cheap that we can merely wait around for what you  hope  might do  something . You were recommended as people of action, not layabouts seeking to derail our mission. In this matter you work for us. There will be no delay." 

Father Haldrus looks between you, and intuits the follow up question.  "Sir Zera has seniority in this matter and leads the mission, we can but defer to his wisdom and experience in this."  Placating words, perhaps, though Haldrus doesn't seem to exactly be taking Zera's side.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam frowns deeply at Sir Zera's hasty answer to his question.  His response is slow, that of a man trying to be patient, and seeking to understand where his fellow was coming from.  " Is there a time limit on this journey?  I can certainly understand the need to move swiftly, should the mission require it, but if there is time, it may make sense for me to break whatever curse your fellow Templar is suffering under.  If, however, the time limit is so pressing as to require such actions, perhaps you could tell me what led to your fellow being afflicted?  Is it related to the job we've been hired for?  Or some other local threat that the Prince should be informed of?  I would prefer to not leave behind a situation likely to lead to the suffering of innocents behind, if I can avoid it. " 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 73/73  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d10 HD 
 Spell Slots- 4/4 1st, 3/3 2nd 
 Lay on Hands- 35/35 

Honor seems concerned by the questioning that Adam is giving them.  "I've done more with less. If you think this is a sufficient force, we have no options but to make due."
  Honor had no special relationship with the Silver Flame, but he respected the discipline and the dedication of their servants. 
 
  
Amnestic
 "I am unsure how I was unclear?"  Sir Zera remarks with a raised eyebrow.  "I will repeat myself: We do not require your assistance in this matter. You have imagined it to be a curse, despite knowing no symptoms. You have imagined your involvement to be desired, despite me saying otherwise. You were hired to be escorts, not to stick your nose in where it is expressly not wanted. Do you believe the Church so lax? Are you making a mockery of us?" 
 "You overstep, Sir Templar,"  Haldrus snaps. They share a silent glare, but Haldrus also doesn't offer any further information - he doesn't override what Zera said, merely stopped him from continuing.
 "The Church believes that letting any evil fester is a matter of utmost importance,"  Sister Millenia cuts in primly, though with the clear aim of moving the conversation along.  "Better to cut it before it can take deeper route. As nexuses of energy, the sooner they can be purified the better. While there's been no evidence of the Mournland's walls encroaching in these areas, the activity - foul undead that might threaten innocents - has been reported. There is no guarantee that waiting a day will cause a tragedy. Yet, there is no guarantee of the inverse. Father Haldrus believes he can care for our comrade in the meantime. They do not appear connected." 
 "Idle hands make for the demon's work,"  mutters Sister Elena.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Faced with obstinate, and rising anger on both sides, Adam does the only thing he could do.  He takes a deep breath, and slowly lets it out, before taking another breath, and releasing it.  On the third, he sighs.  " Sir Zera, I believe I may have done you a misjustice.  I thought you a man glad to see his fellow downed, so that he might claim the glory of completing his mission. "  He pauses, just for a moment, but not quite long enough for Sir Zera to get a word in edgewise.  " I saw far too much of that in the war.  I had to leave far too many behind, only to find that it was all worthless, and everything I had fought for was ash in my mouth. "  Adam's words are grim, and clearly filled with pain.  " But that's not you.  You want to complete the mission, to ensure your fellow's death was not in vain.  But I also made the assumption that the Silver Flame would not send incompetents on such a mission, and as you already said:  Your fellow's faith should have protected him from any mundane disease.  And yours should have certainly sufficed to cure him of a simple poison or disease.  Which is why I thought a curse. "  He shakes his head slowly.  " Assumptions are dangerous, both in war, and in peace.  They lead to situations like this, where two men who should be working together find themselves at odds because of them. "  He shakes his head once more, his voice slow, and soothing, before he looks to Father Haldrus.  " Would it be possible for me to see the fellow Templar?  I may be able to treat him, or at least identify the cause of his suffering, and if it is a curse and if he can be moved, I may be able to carry him, and break it tomorrow. "  He looks to Sir Zera.  " If a few minutes is too long, you can leave, and I will catch up, provided you can share our destination before you go. "

 
 Spoiler: OOC 

Trying to calm things down.  And also get away from Sir Zera, so he can hopefully find out what is going on.
 

 
 
  
Amnestic
Sir Zera remains quiet for a moment as all eyes turn on him.  "If it will move this matter along so we can get on with the mission, then fine, we can satisfy your unnecessary curiosity. Sisters, begin preparations to leave. Father, if you would."  He gesture for Haldrus to lead the way, while the Sisters and Arrun remain where they are.

Haldrus leads you - and Sir Zera - to the guest room of his home. It is a sparse affair, not quite ascetic but not far from it. The singular bed is occupied by a man of Sir Zera's age and form. Brothers not in blood, but clearly in how they were raised and how their lives have been lead. He appears unconscious, though his body is still spasming from pain. His skin is sallow with signs of blisters, slick with sweat, his breathing short and ragged. He does not wake when you enter, despite the clanging of armour and heavy footfalls.  "Five minutes."  Sir Zera says shortly.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Arriving into the room with the ill man, Adam imediattly smells the foul scent of illness in the small chamber as he looked the man over.    Blisters, sweating, pale skin... poison.  Not a curse.  But also not a natural poison.  This was deliberate.  What had these knights been doing before coming here?  And resistant to curative magics as well?  
Refusing to allow signs of his thoughts to show on his face, Adam approaches the ill man, and reaches up to remove his holy symbol, the slightly tarnished piece of twisted metal small in his gauntleted hand as he lifts the chain from around his neck, but despite the seemingly minimal weight of the symbol, he moves it slowly, carefully, and deliberately as he extends his hand to press the symbol against the ill man, and starts to chant a prayer of cleansing.

 
 Spoiler: OOC 

Casting Lesser Restoration(For cure poison) at 4th level.
 

 
 
  
Amnestic
The symptoms alleviate in response to Adam's magic, but only temporarily. Within a minute, they return, as unpleasant as they were before. The magic's dispelling of the poison doesn't appear to have taken, typically a sign that either the magic isn't strong enough or that the source of the poison remains. Neither Father Haldrus nor Sir Zera say anything, awaiting your impression on the matter.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam frowns as the poison returns as swiftly as it was removed, and turns to look at Father Haldrus and Sir Zera.  " Was he injured, bitten, or stung by something?  What did he encounter to put him in this state?  This suggests that either my magic was insufficient, or that there is a source of the poison within him still.  There may be some fragment in the injury site. " 
 
  
Amnestic
Sir Zera shrugs.  "None that we noticed, and he didn't mention anything. Father Haldurs gave him an examination and-"  The Father shakes his head.  "Nothing. Anything else?" 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam frowns at their explanation, before he chants another spell, casting detect magic, and starts to carefully inspect the injured templar, looking for any signs of entry, or anomalous magical signatures.

 
 Spoiler: OOC 

 (1d20+8)[ 9 ]  Perception?
(Note:  Expended Oracle Dice, for a 20 total)
 

 
 
  
Amnestic
Outside of the magic born by your party and Sir Zera, the only other auras are ambient evocation and abjuration, and they seem tied to the room more than any one individual.
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (7) 

Throughout the back-and-forth posturing of religious figures, Aanash tunes most of it out. He stares off into the distance except to grin at the more nervous of the two priestesses once in a while, just to see her reaction. His tail lashes back and forth like that of an impatient cat.

When they reach the room with the sick templar, Aanash peers at him from a safe distance. For all of his questionable self-preservation, catching ill and being stuck in bed is not on his to do list. He scratches idly at his chin and muses aloud,  "Has the man been unconscious for the entire time?"  The question of the nightmare-beasts and their spreading influence is his only real interest in the case. He has, admittedly, not been very diligent in his studies.

 
 Spoiler: Rolls 
 (1d20+1)[ 12 ]  Arcana to determine if quori interference may be involved
 

 
 
  
Amnestic
 "Scattered mutterings, nothing coherent,"  Haldrus replies. Quori don't usually manifest in a so clearly poisonous manner, so it seems unlikely to be one of them.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
With the lack of injury, and lack of magic, Adam tries to reconsider what might be causing this, trying to determine if he had any means by which to help.

 
 Spoiler: OOC 

Ideally, draw upon his previous medicine check, or else...
 (1d20+8)[ 28 ]  new medicine, this time with more knowledge about this thing?
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
After a moment of silence, Adam speaks up again, his deep voice slow, and calm.  " Was there anything unusual about your route here. or did you encounter any strange creatures or places? "  Even as he speaks, he continues, checking any exposed skin for signs of a puncture.

 
 Spoiler: OOC 

(Use that 20 perception from earlier, looking for signs of physical injury)
 

 
 
  
Amnestic
Sir Zera's testiness returns.  "We traveled here from Thrane, mostly on lightning rail, some by carriage, some by horseback. If there were any strange encounters, we would obviously have mentioned them already."  You find no new wounds or injuries.
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (7) 
 "It was clearly not something they ate, or the others would also have it,"  Aanash deduces, hoping that narrowing it down would speed up the detour.  "Mm, something on or in the seats on this lightning rail, perhaps?"  he has only seen them from the outside through windows before, never ridden in one, so he can only hazard a guess about what the seats are like.  "Unless you intend us to go and investigate the rail...  thing ,"  he waves a hand in the air,  "I doubt we will find more answers from this man. Can we go fight some undead now?" 
 
 
  
Waistcoatwill
     
      R.I.T.A.C.     
 Warforged Circle of the Forged Druid 
 AC: 17 HP: 59/59  
 Temp HP:0  
 PP: 17 PIv: 11 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/1 4th 
 Wildshape- 2/2 (1/1 gisnt scorpion)  
 
  

RITAC had let his mind drift from the conversation slightly, soft-body poisons weren't something he had any experience of. Fighting undead, however, that was something he could contribute to!

 Yes, the faster we deal with their mission the faster we'll be back to check on this man. 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Finishing his investigation, Adam looks up at Sir Zera, his eyes conveying his sheer disbelief at the lack of care shown by Sir Zera.  " For general reference, this appears to be a non-magical poison.  Which rings a warning bell in my mind because the poisons that might resist restoration are rare or exotic.  Which means that either Sir Zera is lying about not having done anything but travel here from Thrane because of his orders, or the so far nameless templar was deliberately poisoned by parties unknown.  Either way, we should expect more active resistance, rather than simply clearing out some undead or other unintelligent creatures. "  As he speaks, his voice firm, he steps back from his inspection of the body of the templar, and, after he finishes, he shakes his head, before returning his gaze to Sir Zera once more.
" Who would have known about you mission in time to arrange a bit of sabotage? "

 
 Spoiler: OOC 

Why yes, Adam is wise enough to put pieces together, and note that either Sir Zera did something that he is keeping quiet about, or else someone deliberately poisoned the templar, which suggests complications for the mission.
 

 
 
  
Amnestic
 "It wasn't a secret, but it wasn't talked about widely beyond gossip in the rectory and mess hall. How many knew? More than a few, less than a score, maybe. Who knew about it in New Cyre? Yourself? Who else? Would you even know? Even if you did, who among them might know more about exotic poisons than a Templar and Sisters of the Silver Flame? I will echo your companions: This is pointless. You have had your five minutes, poked and prodded at my comrade-in-arms, found nothing with your spells, and all you can do is suggest - again - that I am a liar. Can you account for your whereabouts? What of your companions?"  He looks over you, especially at Aanash's gruesome body.  "Tell me truthfully, Adam of Cyre. Between our two parties, who do you expect would have more reason to interfere with a Silver Flame ritual? To make Thrane look bad, should it fail?"  He dismisses the question before you can answer with a gauntleted wave of his hand.  "Enough is enough. If you find my presence so untenable you can excuse yourself from this mission, and we will continue without you. Otherwise, the ritual awaits." 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Adam shakes his head once more at Sir Zera's reaction, continuing to find the man's attitude frustrating.  " I do not believe we could have been the source of the leak, as we did not know of your quest until yesterday, and even if we had known earlier, we would not have known your route.  I did not claim that a member of your temple did the poisoning.  The implication was more that they leaked it to a third party, such as the Emerald Claw, whether willingly or unwillingly is irrelevant.  The existence of such a third party would complicate the completion of your mission significantly.  However, you are the one who is the lead, and if you feel that such a group does not exist, then that is a choice you can make.  Equally so, I did not impugn your honor.  If you were assigned a secret mission by the church, you would not discuss it and would lie about it if a priest pressed you about where you encountered a poison.  For that matter, you have barely discussed the current mission we are expected to assist in the completion of. "  He shrugs.  " That too is your prerogative.  The consequences of your choices as a leader are yours to bear, whether they lead to success or ruin. "
As he speaks, he heads towards the door leaving the chamber, pausing, and looking back at the downed Templar, and shaking his head once more, clearly disappointed by his inability to assist, and the attitude of the mission commander.  " Shall we go? "
Left unsaid, but likely easily picked up on, is Adam's opinion on which route this mission is heading due to the competency of the leadership.
 
 Spoiler: OOC 

Also...
 (1d20+8)[ 15 ]  Insight:  Is Sir Zera being entirely dismissive of the possibility of outside interference?
 

 
 
  
Amnestic
Sir Zera appears marginally off-balanced, though whether that's because he's being accused of poisoning his comrade and dereliction of duty, or because he is somehow responsible.

You are saddled on horses for this leg of the journey, and immediately head eastward.  "The crypt is some distance away form the Mournland walls. How it responds to the ritual will help gauge its effectiveness the closer we get,"  Sister Millenia offers by way of explanation.  "We should reach it before nightfall." 

The ride is quiet and tense, the conversation from earlier unforgotten and lingering still. Hours of Brelish countryside pass you by, and only occasionally do your guides need to stop to consult a map. As expected, you do arrive at your destination before nightfall, though only marginally. The sun is already dipping behind the horizon. The entrance to the crypt is some distance from the nearest settlement - little surprise it has become a dangerous location that has gone unaddressed. The squat stone building, promising stairs that descend deeper into the earth, is lined with overgrown vines and hasn't been touched in many years.

 "We shall rest and prepare for the ritual while you clear the way,"  Sir Zera instructs. Despite everything, he even offers a  "Flame keep you from the terrors of the night, and the shadow in your soul,"  a traditional Silver Flame blessing, used both as greeting and goodbye, and occasionally a personal mantra chanted to oneself.

 
 Spoiler: OOC 

If you're going to be prebuffing in any way - spells or abilities that last 10+ minutes, now's the time to throw them out there.
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Riding in silence, Adam keeps a wary eye out as the miles pass by, and as no attacks come, his tension racks higher and higher.  The poisoning of the templar was no accident, but was it a political play by Sir Zera, or an attack by, probably, Karnnath?  Only time would tell.

Reaching the entrance to the crypt, Adam makes sure his hammer and shield are properly attached, before reaching into his pouch, and withdrawing a small collection of bone dice, squatting, and shaking them, before rolling them.  " Shall the priestesses we are escorting remain safe should we all plunge into the depths of this crypt? "

 
 Spoiler: OOC 

Casting Augury.
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (6), Protection from Evil and Good (Concentrating) 

Array of ablative barriers fully charged, Aanash twirls his hammer eagerly. Drawing on the well of eldritch energy inside of himself, he generates a field of polarity to repel the undead and negative energy.

 
 Spoiler: Prebuffing 
The usual False Life, and a Protection from Evil and Good on himself.
 

 
 
  
Waistcoatwill
     
      R.I.T.A.C.     
 Warforged Circle of the Forged Druid 
 AC: 17 HP: 59/59  
 Temp HP:0  
 PP: 17 PIv: 11 PIs: 14 
 Conditions: Holy might, +1 Str, Dex, Con  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 3/3 3rd, 1/1 4th 
 Wildshape- 2/2 (1/1)  
 
  

RITAC seems to sniff the air whilst his eyes dart around for signs of the undead being active nearby. As he does this the leaves on his foliage glow briefly, but nothing seems to change about him.

 
 Spoiler: Actions 
Survival to see if there are tracks etc around the site.
 (1d20+7)[ 14 ] 

Just before they enter he casts Draw Upon Holy Might, but it does nothing until he wild shapes.
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 73/73  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d10 HD 
 Spell Slots- 4/4 1st, 2/3 2nd 
 Lay on Hands- 35/35 

Honor travels quietly, taking in the countryside with the impartial, flat, unimpressed face of a warforged, but with an inner sense of pastoral calm. When the stopped for a break, he removed a small, dog eared book from his bag along with a stick of charcoal, scribbling a few words down, considering them, then adding a few more. He gave one last look at the rolling hills and vibrant countryside, then went back to traveling.

As they prepared to delve into the crypt, Honor's body of mixed quality metallic plates dulled with frost, a thick layer of ice coating him.  "I would like to lead the way, but if Aanash wished to take the vanguard I won't oppose. You have proven both durable and formidable, comrade."
  
 
  
 
 Spoiler: OOC 
Second level armor of Agathys for 10 temp HP and ice spikes.
 
Amnestic
Adam's augury indicates a positive omen, so at least for the next 30 minutes, assuming you do head into the crypt, the Sisters should remain safe. There are no discernible tracks around the entrance to the crypt that you wouldn't expect to see - animal trails and the like, though they do give the grim destination a wide berth.

You descend into darkness, forced to rely on either your own sense of darkvision for limited senses, or your own light sources if you're brave enough to do so. The first room you come to after descending out of the sunlight is lined with six stone coffins - three on each side - interspersed with pillars. Age has turned this crypt into ruins, with stones broken away and intruded upon by dirt, dusty spiderwebs in every corner, and piles of unlit candles that have burned down in ages past into dirty globules of once-melted wax. In the distance, though somehow remarkably closely, you can hear the sounds of battle. The crash of blade on shield, the cries of pain and anger, the wail of death.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
After receiving his augury, Adam relays the results, before drawing his hammer, and following the group down into the depths of the crypt, keeping an alert eye out, and relying on the power of the spirit token he had been given to extend his vision beyond the light.

As he walks, he checks over the various coffins and rooms, looking for signs that they have been disturbed, or that their contents have been animated, but as the sounds of battle come into hearing, he frowns, deeply, and tries to think.
 
 Spoiler: OOC 

So... what Adam's trying to determine is whether these sounds of battle are, well... legitimate, and not some sort of undead trickery.
 (1d20+8)[ 23 ]  Perception
 (1d20+8)[ 14 ]  Wisdom Save
 (1d20+2)[ 9 ]  Religion
 

 
 
  
Waistcoatwill
     
      R.I.T.A.C.     
 Warforged Circle of the Forged Druid 
 AC: 17 HP: 59/59  
 Temp HP:0  
 PP: 17 PIv: 11 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 3/3 3rd, 1/1 4th 
 Wildshape- 2/2 (1/1)  
 
  

RITAC swaps out his staff for a torch as they descend into the crypt, positioning himself last in line between their group and the Silver flame devotees.

As they come across the coffins images swirl in RITAC's mind, hands reaching up from graves in ambush during the war.   Perceptor, can you sense any undead lurking unseen? I don't want to be blindsided by corpses...again  .

The gem at his chest glows and bathes the room in a silver light.

 
 Spoiler: Action 
Perceptor (the docent) castsand concentrates on Detect Evil and Good
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (6), Protection from Evil and Good (Concentrating) 

The sounds of battle yield a primal surge from somewhere in Aanash's chest. It takes all measure of his fragile self-control to keep himself from running after it in pursuit, but his feet shuffle and his hammer hand twitches as the others proceed more cautiously. Plucking the weapon on his belt, he spins it around for something to do.
 
 
  
Amnestic
RITAC senses undead all around him - too many to count, yet also none visible. They're thick in the air, spirits of the dead not gone to their rest. To Adam's ears the sounds of battle are 'real', and not an illusion.

When Adam touches the coffins to look into their remains, all of your minds flash for a moment. The crypt falls away, and instead you find yourself stood in a gladiatorial arena, surrounded by a raucous crowd, watching as warriors crash on the bloodstained sands. Magic crackles the air with the scents of ozone and smoke. Screams of exertion, yells of pain, the crashing of bone and sinew all grow louder. Just as quickly as they came, you blink again, and you're back in the crypt, now surrounded by three spectral ghosts, all clearly hostile.

Ahead of you, blocking your path deeper, is a warrior armoured head to toe, wielding a massive greataxe. To your back and left, a barely corporeal spellcaster still wearing robes and wielding a staff of power. To your back right, a massive pustulent dwarf that, somehow, dwarves all of you. Whatever he was in life, undeath has not agreed with him.

 
 Spoiler: Map 

 

RITAC and Adam are up first.

 Initiative: 
RITAC:(1d20)[20]
Adam:(1d20)[19] (1d20)[16] 

W: (1d20)[19]

Aanash:(1d20)[14]

C:(1d20)[10]
B: (1d20)[8]

Honor: (1d20)[6]
Danny:(1d20+1)[3]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 52/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Reacting almost instantly to the abrupt change in circumstances brought about by his action, Adam draws his hammer.  " Looks like this is going to be harder than I thought!  Aanash!  Take the caster! "

Even as he calls out an order, he follows it with a brief prayer, calling down a burst of radiant energy on the caster, before advancing, positioning himself between the giant dwarf and Danny, shield at the ready.
 
 Spoiler: OOC 

Bonus action:  Commanding Inspiration(Aanash.).
Aanash gets to move up to 30 feet, and make one weapon attack, adding 5 to your damage roll.
Standard action:  Cast Sacred Flame on the caster, for  (1d20)[ 11 ]  Wis save or  (2d8)[ 12 ]  Damage
Move:  10 feet south, and 5 feet east, right in front of the giant dwarf.
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (6), Protection from Evil and Good (Concentrating) 

Feeling a rush of divine inspiration from Adam's command, Aanash whirls around. With a manic grin, he kicks off of one of the coffins and leaps across the room, diving with his eldritch bladed tail like a spear to impale the ghostly mage.

 
 Spoiler: Actions 
From Adam's ability, move 1 SW, 3 S.
Tail stab the spellcaster,  19  to hit for  17  damage, rolled in Discord.
 

 
 
  
Waistcoatwill
     
      R.I.T.A.C.     
 Warforged Circle of the Forged Druid 
 AC: 17 HP: 59/59  
 Scorpion AC: 19 HP: 59 Spd: 40ft Blindsight: 60ft 
 PP: 17 PIv: 11 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 3/3 3rd, 1/1 4th 
 Wildshape- 2/2 (1/1)  
 
  

With a strange grinning noise, RITAC's form shifts into that of a scorpion formed of stone and plant fibres. A fluorescent green colour glows in its eye sockets. The bizarre form rushes over to block the movement of the last remaining ghost, the armoured warrior ahead of them.

I a flurry of lashing claws and tail, the scorpion assaults the figure, only to bounce off the armour.

 
 Spoiler: Actions 
Bonus - Transform using belt, choose acid as element.
Move in front of armoured foe.
Multi-attack - flail uselessly! High roll of 13.
 
Amnestic
RITAC's sudden transformation into a giant scorpion is met with a brutal counterattack from the warrior. When the claws skitter across ghostly armour, it retaliates. One axe blow goes towards Honor, going wide, while the other critically slams down on the giant scorpion.

Adam directs Aaanash to strike, but the tail ricochets off a magical aegis - one which doesn't protect against the radiant flames Adam scorches her with.

 
 Spoiler: Map 

 

RITAC unfortunately misses.
The caster  Shields  against Aanash's attack, granting them +5 to AC until the start of their next turn.
Sacred Flame is a Dex save, not a Wis save, which proves to be important since they would've made their wis-save. However, dex gets failed. They appear particularly  Vulnerable  to the radiant damage.

The warrior moves in and attacks Honor once (miss) and RITAC once (crit,  22  slashing and  24  necrotic).

Aanash is up.

 Initiative: 
RITAC:(1d20)[20]
Adam:(1d20)[19] (1d20)[16] 

W: (1d20)[19]

Aanash:(1d20)[14]

C:(1d20)[10]
B: (1d20)[8]

Honor: (1d20)[6]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (6), Protection from Evil and Good (Concentrating) 

Frustrated by the lack of purchase made, the eldritch tail whips out to try and snare the ghost's leg and slam the spirit into the floor.

 
 Spoiler: Actions 
Action Surge for two attacks.
 (1d20+9)[ 25 ]  to hit vs caster
 (2d4+6)[ 9 ]  damage
If the attack hits, bonus action for Trip:  (1d20+8)[ 20 ]  Athletics vs  (1d20)[ 10 ]  of target's choice of Athletics or Acrobatics
If knocked Prone, move adjacent for Advantage on second attack.
 (1d20+9)[ 19 ]  to hit vs caster
 (1d20+9)[ 29 ]  Advantage if Prone
 (2d4+6)[ 13 ]  damage (x2 for Crit if both attacks hit)
If that crit goes through, I'll use a Bargain Bin Smite for  9  x2 extra Radiant damage (rolled in Discord)
 

 
 
  
Amnestic
Aanash's tail flashes with holy power, and when it flips the caster from its feet, it pierces down with a radiant burst that ends the spectre's unlife in one swift strike. The dwarf seems to take a queue from the swift strikes though, and unleashes a flurry of blows of his own, catching Adam with two. With the cleric in its grasp, it opens its pustulent belly wide, and pulls the man inside, blocking him from his allies. It finishes with an unholy scream. Though most of the party shake off its effects, Aanash falls victim to it.

 
 Spoiler: Map 

 

Aanash's lucky crit and use of smite, plus radiant vulnerability, is enough to wipe out the caster - 9 damage rolled turning in to 36 isn't too shabby really.

The dwarf uses action surge of its own, and first unleashes a babbling scream. Aanash fails the wis-save and is Confused for  (1d4)[ 2 ]  rounds (no additional saves to end early). Everyone else makes the wis-save.
It then attacks Adam  six  times. In order, it hit (through Cloak of Displacement), missed, missed, hit, missed, and then hit again. The first two were Slams for  7  and  9  bludgeoning damage. The third was an Absorb for  14  piercing. Adam is additionally now inside the dwarf, blinded, restrained, and will be at risk of additional damage if he stays inside. An absorbed creature can escape with a successful DC14 Str (Athletics) check.

Party except Aanash is up.

 Initiative: 
RITAC:(1d20)[20]
Adam:(1d20)[19] (1d20)[16] 

W: (1d20)[19]

Aanash:(1d20)[14]

C:(1d20)[10]
B: (1d20)[8]

Honor: (1d20)[6]
 
Waistcoatwill
     
      R.I.T.A.C.     
 Warforged Circle of the Forged Druid 
 AC: 17 HP: 59/59  
 Scorpion AC: 19 HP: 13/59 Spd: 40ft Blindsight: 60ft 
 PP: 17 PIv: 11 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 3/4 1st, 2/3 2nd, 3/3 3rd, 1/1 4th 
 Wildshape- 2/2 (0/1)  
 
  

Seeing his allies to the suffering against the giant dwarf, the scorpion lashes out in a frenzy. RITAC has barely met his new allies, he can't let them die now! Drops of acid drip from his claws as they slash at the armored figure.

 
 Spoiler: Actions 

Pincer attack 1 (using a level 1 spell slot to power elemental strike acid)
 24  to hit for  7  magical bludgeoning damage plus  6  acid damage. The foe is grappled (escape  DC 12 )
Con save  9  vs the elemental strike  DC15  or reduce AC by 2 for 1 minute.

Pincer attack 2
 20  to hit for  9  magical bludgeoning damage

Sting attack
 19  to hit for  6  magical piercing damage plus  35  poison damage (Constitution save of  1  vs  DC13  to reduce this to  17  poison damage).
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 22/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Despite doing everything in his power to avoid the hits of the dwarf, Adam finds himself at first battered, then swallowed, finding himself trapped inside the form of the corpulent body, with only one real option open to him.

He struggles to escape the creature, not wanting to become fuel for the ghost's future growth.

 
 Spoiler: OOC 

Action:  Escape?
 (1d20+3)[ 4 ]  Athletics
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 73/73  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d10 HD 
 Spell Slots- 4/4 1st, 1/3 2nd 
 Lay on Hands- 35/35 

Seeing Adam swallowed, and Aanash stunned, Honor leaves the warrior to Ritac, crossing the room and trusting his defenses to hold against any opportune blows. He charges the large undead, hammer glowing with a dull grey light that dissipated like smoke coming from the flaming maul, and laid into it with a barrage of blows.
 
 
  
 
 Spoiler: OOC 
Two attacks, smite on one that hits, a crit if possible. Taking a -5 to both attacks, but dealing +10 damage from Great Weapon Mastery. First attack, to hit-  (1d20+7)[ 16 ]  to hit,  (2d6)[ 5 ][ 4 ](9)  + 14 damage, plus  (2d6)[ 5 ][ 2 ](7)  fire. Smite is for plus  (2d8)[ 11 ]  radiant (if either attack hits), plus  (1d8)[ 6 ](6)  radiant if undead. Second attack-  (1d20+7)[ 22 ]  to hit, for   (2d6)[ 5 ][ 5 ](10)  + 14 damage, plus  (2d6)[ 2 ][ 2 ](4)  fire.
 
Amnestic
Adam struggles to extricate himself from the ghostly creature, whose ethereal essence proves remarkably sturdy against the cleric's attempts at escape. Honor and RITAC deliver crippling blows to the greataxe wielder. His attempts to retaliate flail in the face of RITAC's grapple, and he deals no damage of his own.

 
 Spoiler: Map 

 

Honor hits once, the first attack narrowly missing.
RITAC hits thrice and the target's AC is now reduced by 2 (failed start of turn save also). However it takes no poison damage, because it is a ghostly ghost. Warrior is now bloodied.
Adam unfortunately is still stuck inside the big dwarf.

Map is unchanged from previous iteration.

The confused Aanash is up.

 Initiative: 
RITAC:(1d20)[20]
Adam:(1d20)[19] (1d20)[16] 

W: (1d20)[19]

Aanash:(1d20)[14]

C:(1d20)[10]
B: (1d20)[8]

Honor: (1d20)[6]
 
Amnestic
The confusing screech should have left Aanash easy prey for the massive dwarf, but as it swings its arms only one of the bulbous things actually lands a hit against the mournling. Adam does suffer from being within its confines, however.

 
 Spoiler: Map 


Aanash is confused.

Map is unchanged from previous iteration.

Adam takes  8  necrotic from being inside the dwarf.
Aanash gets attacked four times and hit only once, for  7  bludgeoning damage.

Everyone but Aanash is up.

 Initiative: 
RITAC:(1d20)[20]
Adam:(1d20)[19] (1d20)[16] 

W: (1d20)[19]

Aanash:(1d20)[14]

C:(1d20)[10]
B: (1d20)[8]

Honor: (1d20)[6]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 14/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Nearing the limits of his endurance, Adam continues to struggle in an effort to break free.

 
 Spoiler: OOC 

 (1d20+3)[ 12 ]  vs DC 14
 

 
 
  
Waistcoatwill
     
      R.I.T.A.C.     
 Warforged Circle of the Forged Druid 
 AC: 17 HP: 59/59  
 Scorpion AC: 19 HP: 13/59 Spd: 40ft Blindsight: 60ft 
 PP: 17 PIv: 11 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 3/4 1st, 2/3 2nd, 3/3 3rd, 1/1 4th 
 Wildshape- 2/2 (0/1)  
 
  

The construct scorpion continues to lash at the axe wielder. It pulls the ghostly warrior north, anxious to free up Honor to assist Adam.

 
 Spoiler: Actions 

Use 20ft moveto drag the axe wielder away from Honor so he can avoid an opportunity attack.

Not sure if the axe-wielder got their chance to save against the -AC effect at the start of their turn, here is a toll for them if not:  (1d20)[ 1 ] 

If they pass then RITACwill try to reduce their AC again with his first successful hit.
 (1d20)[ 6 ]  using a 1st level spell slot.

Claw 1  (1d20+7)[ 22 ]  to hit for  (1d8+4)[ 7 ]  magic bludgeoning damage

Claw 2  (1d20+7)[ 25 ]  to hit for  (1d8+4)[ 12 ]  magic bludgeoning damage.

Tail  (1d20+7)[ 8 ]  to hit for  (1d10+4)[ 7 ]  magic piercing damage.
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 73/73  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d10 HD 
 Spell Slots- 4/4 1st, 0/3 2nd 
 Lay on Hands- 35/35 

Honor continues his assault, pushing more divine, lawful power into the blows to try to end this fight quick and save Adam. He would not lose him. They were not done. His first blow seemed to move impossibly quick and decisively for the normally slow and steady warrior, using his most powerful resources to smash this creature to dust.
 
 
  
 
 Spoiler: OOC 
Let's chop this one down. Attack for  (1d20+2)[ 6 ] , with a -5 to hit for 10 bonus damage. He will use his divinity charge to add +10 to the attack roll. Damage, rerolling 1's and 2's-  (2d6)[ 2 ][ 2 ](4)  bludgeoning, plus  (2d6)[ 4 ][ 3 ](7)  fire plus 4 strength plus 10 feat damage. Second Attack for  (1d20+7)[ 20 ] . Damage, rerolling 1's and 2's-  (2d6)[ 6 ][ 5 ](11)  bludgeoning, plus  (2d6)[ 1 ][ 3 ](4)  fire plus 4 strength. He will use 1 divine smite with a 2nd level spell, doing an extra  (3d8)[ 5 ][ 5 ][ 3 ](13)  radiant, and an additional  (1d8)[ 4 ]  to an undead. All aboard the hammer train, time to punch your ticket, giant dwarf. The smite will be on the second attack unless the first attack is a crit.
 
Amnestic
Honor leaps into the fray before Adam can fall further victim to the vile giant-dwarf ghost's constraints, delivering two divinely-empowered strikes to the creature. Its ectoplasm flickers, falters, and vanishes. RITAC delivers two more crushing grabs as a scorpion, and the plated ghost retaliates with a deadly axe-swing of its own. With Adam freed and Aanash blinking away the confusion, you're able to swiftly and decisively end the last remaining ghost.

As the dust settles once more, one of the coffin lids slides aside, and a skeletal hand reaches up from its depths. For a moment you might fear that another attack is upon you, but instead it holds out in hits bony hand a ring that seems remarkably free from dust.

 
 Spoiler: OOC 

Honor freed Adam before his turn, so strictly he gets one before the warrior...however after damage calculation on RITAC the warrior was on 29HP, not really viable for Adam to kill in one turn unfortunately.

RITAC didn't need to spend the spell slot on debuffing the AC, so can retain/unexpend that one.

I took the warrior's turn (hit RITAC once through disadvantage, for  11  slashing and  12  necrotic). I then rolled Aanash's confusion (9 - can act normally) meaning the party has a full set of turns, and the warrior's death was almost certainly assured, so I'm calling the fight there. Victory!

This was a  Deadly  encounter (2 CR6, 1 CR7) so it's worth  15  exp.

Gonna give a moment in case anyone wants to heal (not in the Mournland! Healing works!).

 Silver Flame Ring 
 Ring, Uncommon (requires attunement) 
This ring, adorned with the symbol of of the Silver Flame, allows you to cast Heroism (1 charge, +3 Temp HP/turn). Aside from its innate magical properties, these rings were generally granted to those favoured by the Silver Flame, and wearing one is a sign to others that you are in the Church's good graces...even if you might not be.

The ring has 3 charges, and it regains 1d3 expended charges daily at dawn.
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (6), Protection from Evil and Good (Concentrating) 

Shaking his head free of the remaining befuddlement, Aanash curses,  "Damnable ghosts. Much too busy getting,"  he throws up his arms and wriggles his fingers beside his temples,  "Into your head. Much too busy to  enjoy  the fight." 

After his small rant, he smooths himself out and peers at the ring with a raised brow. He recognizes the symbol - the same one worn by their clients.  "Well. A sign of favor from... god? Do they follow a god?"  the finer details of the faith were probably told to him at some point, but he did not find it very interesting. Maybe it was just the delivery.

 
 Spoiler: Actions 
No healing needed.
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 14/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
 At the end of the fight 
As the giant dwarf figure fades around him, Adam has mere moments to see the real world once more, and takes another deep, gasping breath, before his gaze settles on the remaining warrior, as it started to attack Ritac.  Chanting a brief prayer, he extends his warhammer, and fires off a bolt of divine energy, burning the creature with the wrath of the host, before he looks to Honor. " Honor, take it! "

 After the fight 
Taking a few moments to try and scrape some of the burning ghost goop from his armor, and patch up his wounds as best he can, Adam shakes his head in frustration.  " Looks like touching the tombs sets off the undead. "  He frowns, considering this in more detail, before he continues speaking.  " If the ritual attracts them, it might be better to disturb them as we go through, rather than risk getting swarmed while the priestesses work their magic. "

 
 Spoiler: OOC 

This is mostly covering the discussion in the OOC.  Adam hit the warrior ghost with a guiding bolt for 14 damage, and is using his bonus action for Commanding Inspiration, which lets Honor use his reaction to move up to 30 feet and make a single attack with a +5 bonus to damage.
Attacking the warrior should have advantage, and assuming he hits(with advantage), 4d6+9 damage has a pretty solid chance of taking down the remaining 15 hit points on the warrior.

After the combat, using both of his channel divinities to restore 2nd level spell slots, then taking a short rest to get to 40 hit points.
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 73/73  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d10 HD 
 Spell Slots- 4/4 1st, 0/3 2nd 
 Lay on Hands- 35/35 

Taking a moment to clean filth and ectoplasm from his maul, Honor takes his position in the vanguard wordlessly.  "I am fine. We should appraise the ring, then continue. We have much to do."  He nods in concurrence to Adam's plan as well.
 
 
  
Waistcoatwill
     
      R.I.T.A.C.     
 Warforged Circle of the Forged Druid 
 AC: 17 HP: 59/59  
 Scorpion AC: 19 HP: 59/59 Spd: 40ft Blindsight: 60ft 
 PP: 17 PIv: 11 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 3/3 3rd, 1/1 4th 
 Wildshape- 1/2 (0/1)  
 
  

The battered construct scorpion briefly reforms into RITAConce more. After conjuring a daunt aura around himself he resumes a scorpion form, now complete and undamaged. Instead of RITAC's scratchy growl, they hear a monotone addressing them.   RITAC has adopted a more defensive configuration but is now ready to proceed. I will continue to monitor for undead threats.  
 
 Spoiler: This isn't even my final form 
RITAC drops the damaged form. Casts protectionfrom Evil and Good, then uses one of his own wild shapes to become a gresh scorpion. He is still under the effects of Draw Upon Hily Might.
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 40/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
As both Honor and RITAC seem to agree with his plan as Aanash remains silent, Adam nods, once, before heading deeper into the crypt.  " Then let's continue, and be prepared to disturb the dead. "

 
 Spoiler: OOC 

Onwards?
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 73/73  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d10 HD 
 Spell Slots- 4/4 1st, 0/3 2nd 
 Lay on Hands- 35/35 

Honor takes the lead, his volcanic hammer glowing in the dark, and his new mantle making him one with the darkness.
 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (6), Protection from Evil and Good (Concentrating) 

There's certainly no complaints from Aanash about marching in and poking things until they start fights. Gleefully regaining his grin, he stomps in after Adam.

 
 Spoiler: Actions 
...
 

 
 
  
Amnestic
Patched up, you press on. The path  would  have branched, to the left and right, but the right path has caved in completely, blocking it off, with no sight or sound coming from beyond it. The left path is still open, albeit cracked. You round a corner to a long hall stretching into darkness, and the to the right. On your left is another short path, opening into a small room that appears to be piled high with hundreds upon hundreds of skulls, layered haphazardly on top of each other.

 
 Spoiler: OOC 

Investigate skulls or move along?
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 40/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Gesturing to Aanash, Honor, and RITAC to stand ready, Adam approaches the skulls, and lightly prods one with his warhammer.

 
 Spoiler: OOC 

Poke.
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (6), Protection from Evil and Good (Concentrating) 
 "I do not suppose anybody brought Svek's fireball wand?"  Aanash asks as Adam approaches the room full of skulls, fully expecting it to animate into a tide of unliving bones.

 
 Spoiler: Actions 
...
 

 
 
  
Waistcoatwill
[QUOTE=Waistcoatwill;26110526]     
      R.I.T.A.C.     
 Warforged Circle of the Forged Druid 
 AC: 17 HP: 59/59  
 Scorpion AC: 19 HP: 59/59 Spd: 40ft Blindsight: 60ft 
 PP: 17 PIv: 11 PIs: 14 
 Conditions: Draw upon holy might 
 Concentrating on: Protection from evil and good. (Perceptor - Detect evil and good) 
 7 / 7 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 3/3 3rd, 1/1 4th 
 Wildshape- 1/2 (0/1)  
 
  

RITAC scuttled to the door of the skull room, ready to support Adam. As he assumed position he reared up slightly, to give Perceptor a better vantage point to scan for any hiding undead.
Amnestic
The skull Adam poked falls to the ground with a clatter and shatters into a thousand shards of bone. Then nothing happens. Sometimes an unusually and threateningly large pile of skulls really is just a pile of skulls after all. Unless you want to dive into the pile to see if there's anything more hidden beneath, you can't see anything else of value to do here.

 
 Spoiler: OOC 

Will take 10 minutes to go through the pile. I don't think that impacts any active spells, but it might, so I'm throwing it out there.
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 40/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
With no reaction forthcoming from the skulls, Adam looks back to Honor, Ritac, and Aanash.  " No reaction, we can investigate it more later. "
That decision made, he starts to head deeper into the crypt, giving time for everyone to assume their desired formation around him.
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 73/73  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d10 HD 
 Spell Slots- 4/4 1st, 0/3 2nd 
 Lay on Hands- 35/35 

Honor gave the skulls a lingering look, wondering if they are a red herring or somehow threatening. Well, he could see why it would be threatening to Aanash and Adam. No warforge heads among them, so maybe he and RITAC were safe. The thought gave him a small, grating chuckle like rusty nails scraping against each other before moving on.
 
 
  
 
 Spoiler: OOC 
Only one way to go I think.
 
Amnestic
Leaving the skullpile for now, you press on, rounding another corner into a mostly dead-end room. Another passage out of it to your right has been caved in and ends abruptly, but in the centre is a winding spiral staircase that descends deeper into darkness. RITAC is forced to squeeze painfully in his scorpion form to descend the narrow stone stairs.

Before you reach the bottom, the sound of flowing water reaches you, and you emerge into a small natural cavern receiving only the smallest of illuminations from bioluminescent mushrooms that cover the walls ground. A fast flowing stream, knee deep, runs through the area. Its opening above you is too small to push through, so your only path is downstream, following the cave cut by years upon years of erosion.

To your left, a pile of stones mostly blocks another passage, and beyond it you can see the flickering of torchlight and the carved stones of hands instead of nature. The path ahead continues also, following the stream's wends and bends, if you want to follow that first.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 40/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
Descending the stairs, and walking along the stream is a nice, almost calming break from the crypts of the tomb above, but despite the almost peaceful surroundings, Adam remains on edge.  It wasn't long before the collapsed passage comes into sight, with with a quick glance, it is clear that breaking in there would consume a not inconsiderable amount of time, and with active spells counting down, there was really one option.  " We can investigate that later, but for now, we'll need to follow the stream, and see what we find. "
With that instruction given, he continues down the path before him.
 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (6), Protection from Evil and Good (Concentrating) 
 "Do you think these tunnels could lead all the way to the Mournlands?"  Aanash suggests hopefully, with a giddy grin. He follows Adam's lead, along the stream's bend. There might be some interesting mutated monster making its den here!

 
 Spoiler: Actions 
...
 

 
 
  
Amnestic
Pressing on for the moment, you follow the stream onwards. The walls break open on your left again, this time into a small natural 'room' filled with yet more bioluminescent mushrooms. On the ground, at the far end of the small enclosure, you think you can see bodies piled against the far wall, bodies covered in the same mushrooms growing out of them. It could be a trick of the light and shadow, and even if they are bodies, they're almost certainly long dead if they're feeding the fungi.
Waistcoatwill
     
      R.I.T.A.C.     
 Warforged Circle of the Forged Druid 
 AC: 17 HP: 59/59  
 Scorpion AC: 19 HP: 59/59 Spd: 40ft Blindsight: 60ft 
 PP: 17 PIv: 11 PIs: 14 
 Conditions: Draw upon holy might 
 Concentrating on: Protection from evil and good. (Perceptor - Detect evil and good) 
 7 / 7 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 3/3 3rd, 1/1 4th 
 Wildshape- 1/2 (0/1)  
 
  

With slow, deliberate steps, RITAC crawls towards the pile of corpses until Perceptor is in range to scan them for signs of lurking undead.
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (6), Protection from Evil and Good (Concentrating) 

Waiting for the scorpion-forged to do his scanning business, Aanash idly wonders if the mushrooms might be friendly.

 
 Spoiler: Actions 
...
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 40/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating:  
With RITAC advancing, Adam holds his ground, shield at the ready and a prayer on his lips for the inevitable unpleasant surprise.

 
 Spoiler: OOC 

Readying sacred flame
 

 
 
  
Amnestic
As you get closer, some of the mushroom-covered bodies begin to shift. RITAC's spell reveals nothing, but despite this the corpses stand, and begin shuffling towards you.

 
 Spoiler: Map 

 

Mushroom 'zombies' aren't undead, they're plants!

You can't ready spells outside of initiative, that's what initiative is for :P

Adam and Aanash are up.

 Initiative: 
Adam: (1d20)[17]  (1d20)[16] 
Aanash: (1d20)[17]

RZ: (1d20)[10]

RITAC:(1d20)[9]
Honor: (1d20)[7]

BZ: (1d20)[6]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (6), Protection from Evil and Good (Concentrating) 

Grinning widely, Aanash comes to a conclusion. Mushrooms are not friendly, but they  might  be fun. Raising his hands, he reaches out to the deathly aura of this place. His fingertips crackle with potential energy.

 
 Spoiler: Actions 
Ready action to cast Wither and Bloom after the Blue Zombie turn, aiming to catch as many as possible and heal RITAC (or Adam if he ends up in melee) after things get more bunched up.
I'll roll saves for all four zombies just in case, vs DC 13 Con.
 (1d20)[ 2 ] 
 (1d20)[ 11 ] 
 (1d20)[ 8 ] 
 (1d20)[ 5 ] 
To halve  (2d6)[ 6 ]  necrotic damage. Any non-magical plants in the area also wither up, not sure if this translates into Vulnerability for the shroom zombies.
If Adam or a damaged RITAC is in the area, they can roll one of their hit dice +2 to heal.
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 40/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Shield of Faith 
Seeing the corpses stand, and start to move, Adam raises his shield, intending to expose the "zombies" to the light, when something about the motion of the plants calls to him, and he realizes that these were not undead, but puppets.
And that with RITAC in the doorway, he would not be able to move through, and act as a shield.

Instead, he chooses to incant a brief prayer, causing a shield of faith to form around RITAC(+2 AC), and a burst of light to shine over the head of the blue zombie he had a clean line of sight to.

 
 Spoiler: OOC 

Action:  Casting Sacred Flame on the southernmost zombie,  (1d20)[ 8 ]  Dex save
Bonus:  Casting Shield of Faith on RITAC, to give him +2 AC.
 

 
 
  
Amnestic
The radiant flame calls the zombies to approach, with two crossing to the armoured scorpion. Though most of their attacks wail against metal pointlessly, one of the mushroom-creatures manages to sneak a critical strike with their lumpy arms.

 
 Spoiler: Map 

 

Sacred Flame hits for 7 radiant.
Aanash readies.
Two zombies move in, four attacks, three misses, one  crit  for  20  bludgeoning damage total.

Honor and RITAC are up.

 Initiative: 
Adam: (1d20)[17]  (1d20)[16] 
Aanash: (1d20)[17]

RZ: (1d20)[10]

RITAC:(1d20)[9]
Honor: (1d20)[7]

BZ: (1d20)[6]
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 73/73  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d10 HD 
 Spell Slots- 4/4 1st, 0/3 2nd 
 Lay on Hands- 35/35 

Honor grinds his jaw, eliciting a spark, when he sees that Ritac's form takes up much of the tunnel. However, the preparations they made had an answer for this puzzle. Honor stepped into a shadow in the light of the glowing mushrooms, then fell down from the darkness of the ceiling behind the battle line that had formed. Surging forward, Honor used the shadow step to bring Onatar's Wrath down on a veggie zombie before it can react.  "FOR BALANCE! FOR CYRE! FOR WAR!"  He reversed his grip, swung the hammer in a meteoric circle, and brought it across the plant thing in a smashing circle.
 
 
  
 
 Spoiler: OOC 
First attack gets advantage, -5 to hit, +10 damage.  (1d20+2)[ 11 ]  to hit, or  (1d20+2)[ 11 ]  to hit. Dealing  (2d6)[ 1 ][ 6 ](7)  bludgeoning,  (2d6)[ 3 ][ 6 ](9)  fire, plus 4 strength plus 10 feat damage. Second attack is at full attack bonus-  (1d20+7)[ 24 ]  to hit. Dealing  (2d6)[ 1 ][ 4 ](5)  bludgeoning,  (2d6)[ 2 ][ 4 ](6)  fire, plus 4 strength. Rerolls- 5, 5 for +7 damage.
 
Waistcoatwill
     
      R.I.T.A.C.     
 Warforged Circle of the Forged Druid 
 AC: 17 HP: 59/59  
 Scorpion AC: 19 HP: 39/59 Spd: 40ft Blindsight: 60ft 
 PP: 17 PIv: 11 PIs: 14 
 Conditions: Draw upon holy might 
 Concentrating on: Protection from evil and good. (Perceptor - Detect evil and good) 
 7 / 7 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 3/3 3rd, 1/1 4th 
 Wildshape- 1/2 (0/1)  
 
  

With a grinding hiss the scorpion lurches forwards, trying to catch both plant zombies and force them closer to the others. It's tail lashes out at the unlucky zombie that foundation opening in its armour.

 
 Spoiler: Actions 

Claw one vs top RZ  (1d20+7)[ 17 ]  to hit for  (1d8+4)[ 6 ]  magic bludgeoning damage, plus grapple DC 13 to escape.

Claw two vs bottom RZ  (1d20+7)[ 25 ]  to hit for  (1d8+4)[ 8 ]  magic bludgeoning damage, plus grapple DC 13 to escape.

Tail vs the zombie that got the crit  (1d20+7)[ 26 ]  to hit for  (1d10+4)[ 10 ]  magic piercing damage plus

If at least one grab is successful RITAC will move into the little cavern to get the red zombies bunched up closer to the blue ones for the wither spell.

Hit die  (1d8+2)[ 10 ] 
 
Amnestic
The dual warforged strike in on the mushroom-animated creatures, cutting one down in retaliation for its critical strike. Aanash's spell drains the life from three of the remaining ones, and causes all the surrounding mushrooms to shrivel and die. Their flailing retaliations strike nothing but metal armour.

 
 Spoiler: Map 

 

Hits from RITAC.
Despite the low roll, the plant-zombies have only 11AC, so both of Honor's attacks hit, killing the southern red zombie.

Blue zombies move in and fail to hit with all four attacks, unable to roll above a 6 before modifiers.
One save vs. Wither and Bloom, two fails. It also deletes all bioluminescent mushrooms in the area, covering it in darkness. Unless you've got darkvision or a light source, zombies are now in a darkness spot.

Adam and Aanash are up.

 Initiative: 
Adam: (1d20)[17]  (1d20)[16] 
Aanash: (1d20)[17]

RZ: (1d20)[10]

RITAC:(1d20)[9]
Honor: (1d20)[7]

BZ: (1d20)[6]
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (6), Protection from Evil and Good (Concentrating) 

With the frontlines sadly occupied, Aanash takes aim past the thankfully low-standing form of the scorpion - at least for its size. He launches a crackling, skeletal red hand at one of the zombies.

 
 Spoiler: Actions 
Chill Touch on the most damaged of the two red and blue zombies next to RITAC.
 (1d20+5)[ 22 ]  to hit
 (2d8)[ 14 ]  necrotic damage on a hit
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 40/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Shield of Faith 
Similarly blocked from direct engagement, Adam attempts to smite the most injured of the zombies, a loud bell like tone signaling the victim of his attack.

Additionally, a small wisp of magic arcs out, and empowers Honor to make another strike.

 
 Spoiler: OOC 

Action:  Cast toll the dead on the most injured surviving zombie.   (1d20)[ 4 ]  Wis save of  (2d12)[ 7 ]  Necrotic damage.
Bonus action:  Commanding Inspiration on Honor, who can use his reaction to make one attack.
 

 
 
  
Amnestic
While not all the damage on the zombies disappears, they do seem to be restoring themselves - save for the one afflicted by Aanash's chill touch. Combined with Adam's necrotic spell, the injuries steadily begin to accumulate against it. One of the grabbed creatures flails at RITAC's scorpion form, to no avail.

 
 Spoiler: Map 

 

No change from previous map.

Both Adam and Aanash stuff hits, knocking south blue into bloodied.

Remaining red zombie attacks RITAC and misses twice, as I remain unable to roll a double digit on a d20 outside of a crit.

RITAC and Honor are up.

 Initiative: 
Adam: (1d20)[17]  (1d20)[16] 
Aanash: (1d20)[17]

RZ: (1d20)[10]

RITAC:(1d20)[9]
Honor: (1d20)[7]

BZ: (1d20)[6]
 
Waistcoatwill
     
      R.I.T.A.C.     
 Warforged Circle of the Forged Druid 
 AC: 17 HP: 59/59  
 Scorpion AC: 19 (21) HP: 49/59 Spd: 40ft Blindsight: 60ft 
 PP: 17 PIv: 11 PIs: 14 
 Conditions: Draw upon holy might, Shield of Faith 
 Concentrating on: Protection from evil and good. (Perceptor - Detect evil and good) 
 7 / 7 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 3/3 3rd, 1/1 4th 
 Wildshape- 1/2 (0/1)  
 
  

The scorpion surges forward before twisting its great length, as presenting his prey to his allies behind. The great claws squeeze and tail lash as he puts the uppity plants in their place.

 
 Spoiler: Actions 

Use half move (20ft) to push zombies closer to the other one and pivot round if possible so that RITAC is no longer between them and Aanash and Adam.

Claw one vs RZ  (1d20+7)[ 20 ]  to hit for  (1d8+4)[ 8 ]  magic bludgeoning damage, plus grapple DC 13 to escape.

Claw two vs top BZ  (1d20+7)[ 13 ]  to hit for  (1d8+4)[ 7 ]  magic bludgeoning damage, plus grapple DC 13 to escape.

Tail vs the zombie which looks most heavily damaged  (1d20+7)[ 11 ]  to hit for  (1d10+4)[ 7 ]  magic piercing damage.
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 73/73  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d10 HD 
 Spell Slots- 4/4 1st, 0/3 2nd 
 Lay on Hands- 35/35 

Fresh from his last hammer blow, Honor disappears into shadow mid swing and appears behind a zombie, with Ritac's scorpion form opposite him, and starts raining blows, trying to mash and incinerate the creatures, focusing on any who have been touched by frost.
 
 
  
 
 Spoiler: OOC 
Advantage on the first attack, so taking a minus 5 for 10 bonus damage.  (1d20+2)[ 7 ]  or  (1d20+2)[ 5 ]  to hit, for  (2d6)[ 5 ][ 6 ](11)  +4 bludgeoning, plus  (2d6)[ 2 ][ 4 ](6)  fire damage, +10 damage, rerolling 1's and 2's on damage. Second attack-  (1d20+7)[ 26 ]  to hit, for  (2d6)[ 4 ][ 5 ](9)  +4 bludgeoning, plus  (2d6)[ 3 ][ 5 ](8)  fire damage, rerolling 1's and 2's on damage.
 
Amnestic
Still grappling two of the spore-creatures, RITAC strikes three, opening Honor up to finish off the most injured one. The lumbering creatures continue to strike metal to no avail.

 
 Spoiler: Map 

 

Only change from previous map is that south blue zombie is now dead.

RITAC hits with all three strikes, Honor misses on the first and kills the south blue with the second.
Remaining blue zombie attacks RITAC and misses twice, as I remain unable to roll a double digit on a d20 outside of a crit. &lt;- this may look like the same thing I wrote last time, and it is.

Adam and Aanash are up.

 Initiative: 
Adam: (1d20)[17]  (1d20)[16] 
Aanash: (1d20)[17]

RZ: (1d20)[10]

RITAC:(1d20)[9]
Honor: (1d20)[7]

BZ: (1d20)[6]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 40/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Shield of Faith 
Adam continues to call down the wrath of the Host upon the most injured appearing of the zombies, trusting to Aanash to counter their regeneration, and coordinating the spell with Honor, giving him a chance to strike once more.

 
 Spoiler: OOC 

Action:  Cast toll the dead on the most injured appearing one:   (2d12)[ 13 ]  Necrotic damage unless  (1d20)[ 15 ]  WIS dc 16.
Bonus Inspiring command Honor, who can then attack with...  (2d6)[ 1 ][ 6 ](7) +9( 19  after rerolls) Bludgeoning+ (2d6)[ 2 ][ 4 ](6) ( 5  after rerolls) Fire
damage, rerolling 1's and 2's.
 

 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (6), Protection from Evil and Good (Concentrating) 

Seeing as his spell is having its desired effect, Aanash decides not to break what isn't broke. Trying to hit anything lying on the floor is too difficult, so he aims for a standing foe.

 
 Spoiler: Actions 
Chill Touch on the most damaged of the still-up zombies, since Prone targets will get Disadvantage.
 (1d20+5)[ 25 ]  to hit
 (2d8)[ 4 ]  necrotic damage on a hit
 

 
 
  
Amnestic
Aanash's spell withers its target, with Adam's tearing a few more mushrooms from its form. Inspired by Adam's urging, Honor slams his hammer into the nearest foe, nearly bringing it down. One of the remaining creatures slams its hands into RITAC's claws, drawing upon a wellspring of fungi strength to batter the metallic scorpion.

 
 Spoiler: Map 

 

Another same-map.

Despite rolling 1 below the save DC, these plant zombos have +0 wis save, so Toll the Dead goes through! I rolled Honor's attack, and it hit too - no big surprise at 11 AC.
Crit from Aanash obviously lands too.

As if proving my point that I only hit on crits, red zombie rolled two 20s(!) on its attack rolls. It crits RITAC for  18  and  22  bludgeoning damage.

 Initiative: 
Adam: (1d20)[17]  (1d20)[16] 
Aanash: (1d20)[17]

RZ: (1d20)[10]

RITAC:(1d20)[9]
Honor: (1d20)[7]

BZ: (1d20)[6]
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 40/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Shield of Faith 
After verifying that RITAC was still standing, Adam repeats his previous strategy, as it had worked fairly well, sending out a ringing bell, and a call to Honor.

 
 Spoiler: OOC 

 (1d20)[ 9 ]  Wis save DC 16 or  (2d12)[ 17 ]  Necrotic Damage
Bonus:  Inspiring Command Honor,  (1d20+7)[ 13 ]  Attack
 (2d6)[ 6 ][ 3 ](9) +9  (18) bludgeoning +  (2d6)[ 6 ][ 4 ](10)  Fire
 

 
 
  
Waistcoatwill
     
      R.I.T.A.C.     
 Warforged Circle of the Forged Druid 
 AC: 17 HP: 59/59  
 Scorpion AC: 19 (21) HP: 9/59 Spd: 40ft Blindsight: 60ft 
 PP: 17 PIv: 11 PIs: 14 
 Conditions: Draw upon holy might, Shield of Faith 
 Concentrating on: Protection from evil and good. (Perceptor - Detect evil and good) 
 7 / 7 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 3/3 3rd, 1/1 4th 
 Wildshape- 1/2 (0/1)  
 
  

Even more cracks appear in the battered stone plates coating the scorpion, but RITAC is implacable. The arachnid claws and tail continue to crush and lash at the remaining zombies.

 
 Spoiler: Actions 


Claw one vs RZ  (1d20+7)[ 19 ]  to hit for  (1d8+4)[ 7 ]  magic bludgeoning damage, plus grapple DC 13 to escape.

Claw two vs top BZ  (1d20+7)[ 13 ]  to hit for  (1d8+4)[ 9 ]  magic bludgeoning damage, plus grapple DC 13 to escape.

Tail vs the zombie which looks most heavily damaged  (1d20+7)[ 26 ]  to hit for  (1d10+4)[ 13 ]  magic piercing damage.
 
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 73/73  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d10 HD 
 Spell Slots- 4/4 1st, 0/3 2nd 
 Lay on Hands- 35/35 

Honor seeks to end the fight, smashing the strange zombies to pulp. His first strike came from an unexpected angle as he leapt from a shadow, and the followup was more precisely aimed.
 
 
  
 
 Spoiler: OOC 
  (1d20+2)[ 19 ]  or  (1d20+2)[ 8 ]  to hit for  (2d6)[ 3 ][ 6 ](9)  bludgeoning,  (2d6)[ 4 ][ 6 ](10)  fire, +10 damage.  (1d20+7)[ 22 ]  to hit for  (2d6)[ 6 ][ 1 ](7)  bludgeoning,  (2d6)[ 3 ][ 5 ](8)  fire.
 
Amnestic
Between Honor and RITAC they're able to finally put down the mushroom zombies for good, their fungal infestation no longer able to maintain an actual 'body'. Most of what the people may have had in life seems to have been eaten by the mushrooms, including portions of armour that has now been ruined beyond repair, but you do still find 21 gold coins that are good for trade, once you clean them a bit.

 
 Spoiler: OOC 

Battle concluded.

 Hard  encounter, worth  12 xp.

21gp loot.

Don't think there's much recovery time needed from this but I'll give it a day just in case.
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 40/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Shield of Faith 
As the last of the "zombies" falls, Adam keeps an eye out as the room is searched and looted, but afterwards, he speaks up to address the challenge. " We're going to need to clear that passageway, as it must lead deeper into the crypt.  Better that we get it done sooner than later. "
 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 73/73  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d10 HD 
 Spell Slots- 4/4 1st, 0/3 2nd 
 Lay on Hands- 35/35 

While he had been circumspect of the nature of his rogue's cowl, Honor was impressed by the results. Now that he was beginning to get the hang of it, being able to see the value of each of his first strikes coming from an unknown direction, the power it afforded... the viciousness... was no doubt effective. Honor reached up and ran his iron fingers over the cloth, gripped it, squeezed it as deep inside him a dark instinct reveled in his brutality, and then took the lead again. That bestial aggression, that willingness to to fight dishonorably, was between him and his halfling passenger, invested to enhance him, but also capable of control if he wished. In Honor's normally bland eyelights there was another presence, and it looked concerned.

 "You are right, Adam. Let us continue our purge." 
 
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (6), Protection from Evil and Good (Concentrating) 
 "Unless I am mistaken, there are other paths to explore before we go digging up that pile of rubble,"  Aanash voices. He points further down the cavern system.  "Here for one. Don't you wonder what's made this its den? And if any undead have wandered this way, they will come too when we do the ritual." 
 
 Spoiler: Actions 
...
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 40/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Shield of Faith 
Reviewing the area again, Adam's attention is brought to the partially concealed passage leading further down the stream.  With a nod, he looks to Aanash, a faint smile on his face.  " You're right, Aanash.  There is yet more to explore here, before we need to clear a way.   "
With that pronouncement given, he heads further into the darkness, to further the exploration of the crypt.
 
 
  
Amnestic
You press on, following the narrow 'river' around a bend. Ahead of you, the water's descent rises into a surge as it plunges off into darkness, though clearly not too far, as you can hear it splashing shortly beyond the opening - descending beyond the hole is likely to not cause you any harm, aside from getting wet.

More pressingly is an opening to your left, which seems to pass into the carved area you saw through the collapsed tunnel earlier.  This, however, is not collapsed at all, and seems freely available for passage.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 40/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Shield of Faith 
With a quick look to his allies, Adam turns to look at the opening, and makes a gesture towards it, before he continues into it, choosing to investigate the waterfall later.
 
 
  
Amnestic
The room in question is dominated by a headless statue of a knight in the centre, clutching a blade that from a glance appears to perfectly viable as a weapon were it not clasped in a stone fist. Two small plinths flank the statue. To your left, the inscription reads  Bearing the sins at birth . On the right, the the inscription states  Bearing the sins at the end . Both are currently empty. At the foot of both plinths are five coins formed entirely of stone. Worthless, save for whatever cause they were placed here. At the statue's back are a pair of what look to be continual flame torches beside a stone door that is shut.

Further north, following the same direction you came from is another room. At the centre of this room is a coffin, like the ones on the floor above, along with four small alcoves in which are funerary urns.
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (6), Protection from Evil and Good (Concentrating) 

Seeing the sword clutched in the statue's hands, Aanash hefts his hammer, and strongly considers the wisdom of trying to smash its clenched fist apart with a booming strike. On the one hand, it might work and he gets a new sword. On the other hand, the statue might come to life and attack them. It is a win-win situation. Building up a charge around the head of his hammer, he begins to walk forward with clear purpose in his eyes, unless someone holds him back.

 
 Spoiler: Actions 
...
 

 
 
  
Waistcoatwill
     
      R.I.T.A.C.     
 Warforged Circle of the Forged Druid 
 AC: 17 HP: 59/59  
 Scorpion AC: 19 (21) HP: 9/59 Spd: 40ft Blindsight: 60ft 
 PP: 17 PIv: 11 PIs: 14 
 Conditions: Draw upon holy might, Shield of Faith 
 Concentrating on: Protection from evil and good. (Perceptor - Detect evil and good) 
 7 / 7 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 3/3 3rd, 1/1 4th 
 Wildshape- 1/2 (0/1)  
 
  

Scuttling along in thr other's wake through the narrow "stream", RITAC is released when the space opens oit. The battered scorpion form rises up to let Perceptor view the coins and funerary items.   Do you records mention anything like this?  

The orb glows, scanning the room as Perceptor considers the situation.

 
 Spoiler: Actions 

Ensuring unobstructed view for Detect Evil and Good.
Knowledge history to see if the statue and coins rings a bell.   (1d20+7)[ 11 ] 
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 40/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Shield of Faith 
Walking heavily into the room, and taking in the statue, the coins, and the religious symbology, Adam tries to think, to see if he knows anything about those proverbs.

 
 Spoiler: OOC 

 (1d20+2)[ 13 ]  #Religion
 

 
 
  
Amnestic
 
 Spoiler: History 

These 'puzzles' are sometimes placed in burial chambers as a way to bless the loyal and punish those who would desecrate the resting places. Failing or otherwise brute-forcing the test could result in negative action that wouldn't be received if you simply moved on.
 

 
 Spoiler: Religion 

It's a Silver Flame dedication. Their teachings are that all are brought into the world bearing sins of our parents, and that through our life, by dedicating yourself to good, you can shed many of these - even if not all. No one dies without fault, and it is only through the Silver Flame that the last of them can be purified.
 
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 40/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Shield of Faith 
After a minute or so of silence, Adam's voice breaks it.  " A silver flame dedication.  We are brought into the world bearing the sins of our parents, and through your life you can shed many, but not necessarily all of those.  None die without fault, and only through the silver flame can the last be purified. "

He looks over the collection of coins once more, before reaching out and grasping one of the coins.  " With ten coins, I would suggest something like six placed into the bearing sins at the birth, three into the sins at death, and carry the last through the flames.  Perhaps.  Unless someone else has a solution in mind?  There are other arrangements that would solve this puzzle based on what I know. "

 
 Spoiler: OOC 

Ten coins, we want more on the birth than the end, but want to make sure to save one for the silver flame, somehow?
 

 
 
  
purepolarpanzer
      
      First Sergeant Honor     
 Warforged Paladin of Conquest 
 AC: 19 HP: 73/73  
 Temp HP:10  
 PP: 11 PIv: 9 PIs: 14 
 Conditions:  
 Concentrating on:  
 7 / 7 d10 HD 
 Spell Slots- 4/4 1st, 0/3 2nd 
 Lay on Hands- 35/35 

Looking around at this puzzled... and trapped... room, Honor's jaw grinds, creating a metallic grinding not unlike Aanash's own chewing.  "I do not know this religion, and I would not offend it in their former holy place, but I will not stop you if you think you can solve it. If not, I will stand with you against whatever comes next. I would NOT" he turned to Aanash as he moved aggressively towards the statue. "advise against attempting to break it... but will not stop you if you believe it will... "solve"... the puzzle."
 

A few seconds later, Honor felt his mouth move without his own accord.  "P..p..perhaps one should solve it while the rest move up the hallway?"  Squeaked out a much more organic sounding voice. Honor, blinking his eyelights in annoyance, shrugs, seeing wisdom in this, and then reconsiders.  "If the Silverflame's punishment is flame, that would be smart. But if it's punishment is a trapped floor, a portal, or something to separate us, I would rather stand shoulder to shoulder with my battle brothers."  
 
  
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (6), Protection from Evil and Good (Concentrating) 

In the midst of winding up and looking for a good angle, Aanash hears Honor's chastisement from behind him. Sawing his jaw from side to side, he takes a step back.  "If you would like to make a try at this... puzzle, test? Feel free."  He could always smash it after, if it didn't work.

 
 Spoiler: Actions 
...
 

 
 
  
Archmage1
After looking at Honor, Aanash, and RITAC for a few moments, Adam approaches the statue, and moves all five of the coins before the Bearing the sins at birth plinth, and transfers one of the coins to the Bearing the sins at the end plinth, before stepping back, and observing.
Amnestic
The statue glimmers a little, but you get the sense that there's more to it than you've currently accomplished. Even so, you appear to be on the right track.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 40/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: 
 Concentrating: Shield of Faith 
Noting the seemingly expectant attitude of the statue, Adam decides to try a different approach, in an effort to reach the final part of the Silver Flame ritual.

He tries to cast Sacred Flame on the coin on the at the end plinth.
 
 
  
Amnestic
The sacred flame consumes the singular coin on the plint, vanishing it in a flash of light. The statue responds in turn, its glow growing until it engulfs you, and swiftly vanishes. You're left with the lingering scent of holy magic on the air, and a lightly gold shimmering edge to your bodies. It seems the blessing has been conferred.

 
 Spoiler: OOC 

The party gains the effect of the Protective Aegis spell for 1 hour. The next instance of damage you take in this time is reduced to 0. The spell effect then ends. While active, you shed dim light out to 5ft.

What next?
 
RandomWombat
      
      Aanash     
 Tiefling Barbarian/Wizard/Warlock/Fighter 
 AC: 19 HP: 72/72 
 PP: 12 PIv: 11 PIs: 12 
 Roboscorpion Stinger Acid Spray: Charged (1d4 hour recharge time) 
 Conditions: Blindsense (10), Arcane Ward (5/5), Temp HP (6), Protection from Evil and Good (Concentrating), Protective Aegis (negate damage from 1 source, then fades) 

Looking at the shimmering glow around his arms, Aanash nods.  "I suppose we do not get the sword, then,"  he mumbles to himself.  "We should carry on. More undead await for the slaying." 

Taking point, he heads towards the door beyond the statue, hammer in hand and ready for the next fight.

 
 Spoiler: Actions 
...
 

 
 
  
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 40/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: Protective Aegis(1 hit) 
 Concentrating: Shield of Faith 
Adam nods in satisfaction as the coin burns away and the blessing settles on him.  " It would seem so, Aanash.  And the next room has a coffin to touch ."  He watches as Aanash starts to investigate the door behind the statue.  " Or perhaps we can get this door open. "
 
 
  
Amnestic
Pushing the massive stone door open is not a quiet activity, but thankfully it seems no one is listening. Ahead is an unnatural split. To your left, more of the carved and careful stone built into the underground, leading to another door. To the right, a break in the tunnel that leads back into natural caves. It's a short split, and beyond the natural cave you can hear the water rushing once more. It appears to lead right back to the river.

Pressing on to the only door remaining, you push this open to reveal another crypt - four coffins lining the walls, and one more ornate one in the centre. The only light here comes from glimmering magical runes on the central coffin.
Archmage1
      
      Adam     
 Human Cleric 
 AC: 21(Cloak of Displacement) HP: 40/52  
 PP: 18 PIv: 9 PIs: 9 
 Conditions: Protective Aegis(1 hit) 
 Concentrating: Shield of Faith 
Heading through the opened door, and then to the second door, Adam takes in the sight of the coffin, and the more ornate and runed state of the central one.  " There may be a more powerful undead here.  Make sure you're ready before we tap the tombs. "

 
 Spoiler: OOC 

 (1d20+2)[ 4 ]  Religion, to see if Adam recognizes the crypt/has an idea of what might be in it.
 (1d20+8)[ 12 ]  Perception/Insight, to provide the same sort of information.
 

 
 
  