Amnestic
As Sam rounds the corner of the tree he hears a scream of pain. Seniyad, in bear form, looms over the druid and tears a chunk of flesh from her with his mighty jaws, raking her arm with his claws at the same time. She collapses, unconscious and severely bleeding. The druid raises a paw as he appears willing to finish the job.

The burst of Senna's magic slams into the hag's eyes, forcing her off balance, and she feels the wave of poisons leave her system just as quickly as it had come, the foul liquid evaporating as the magic sustaining it ends. The hag swipes back with her claw, but half-blinded by the arcane burst the razor claws simply skitter across Senna's shield.


 
 Spoiler: Map 

 

Sam moves.
Senna hits for 9, breaking Poison's concentration. She's no longer poisoned.

Hag rolls an amazing 2 on her claw attack.

Hood-druid misses with his cantrip.
Seniyad hits Faldorn sufficiently to drop her to 0. She's now making death saves. I also rolled one in advance, because Caelyn is unlikely to interact with it, and she rolled a Nat 1. She is on 2 failures/0 successes.
Vala dashes to get to the hag.

Everyone's up now that Faldorn is out of commission.

 Initiative Order: 
 Sam: [26]
Senna: [18] 

Hags: [16]
 Shadow: [12] 

Druids: [8]
Vala: [5]

 Caelyn: [4] 

Faldorn: [3]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 16/48 | AC: 13 HP: Banished 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | --- 

Seeing Faldorn fall, Sam remembers what Senna had said. The hags were trying to open a portal, or summon something. And the situation eerily resembles one they faced in a certain keep. Remembering their mistakes from then, he swoops towards the platform and calls out to the elder druid,  "Seniyad! Hold up!"  he waves his arms.  "It's a ritual, I've seen this kinda thing before. If she dies it might count as a power source! I ain't gonna say something dumb like sparing her life, but don't let her die  yet !" 

Fighting hag Yeenoghu didn't sound like a great way to spend the afternoon.

 
 Spoiler: Actions 
Move 1 NE, 1 E, then fly 4 more E.
Persuasion to get Seniyad to keep Faldorn alive (for now), if needed.
 (1d20+4)[ 22 ] 
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 33/47 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 5 / 6 d8 HD 
 Spell Slots- 3/4 1st, 2/3 2nd, 0/3 3rd 

Caelyn runs around the tree, sticking to the path and heading for Seniyad and the Shadow Druid.  "My brother speaks true! Killing her now could summon something worse!" 
Caelyn turns to face the hag battling Senna, issuing a command to Bokono and a litany of Druidic words that send ashes and sparks from the tip of her tongue, resulting in another barrage of fire.
 
 
  
 
 Spoiler: OOC 
Move 35 feet, which brings Caelee to just under the tree branch. Bonus action command Bokono. Upcast scorching ray to 3rd level at the last hag.  (1d20+7)[ 26 ]  to hit and  (2d6)[ 6 ]  damage.   (1d20+7)[ 18 ]  to hit and  (2d6)[ 9 ]  damage.   (1d20+7)[ 10 ]  to hit and  (2d6)[ 9 ]  damage.   (1d20+7)[ 23 ]  to hit and  (2d6)[ 7 ]  damage. Bokono-  (1d20+7)[ 26 ]  to hit and  (1d6+3)[ 5 ]  fire damage. Bokono moves east, but not into spikes.
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 20 HP: 31/39  
 PP: 17 PIv: 12 PIs: 17 
 Conditions: - 
 Concentration: - 
 Submit to my will!  Senna blurts out as she summons yet another barrage of arcane bolts.

 
 Spoiler 
3rd level magic missiles  (1d4+1)[ 2 ]  x5
 

 
 
  
Amnestic
Sam's impassioned plea makes Seniyad swivel before delivering the final blow. His paw is still raised, the claws razor sharp and still dripping with Faldorn's blood, but he doesn't bring the swipe down upon the fallen shadow druid, instead watching and waiting. Faldorn still bleeds, and - perhaps - Seniyad is willing to let that happen, as he makes no effort to stem the crimson flow. Instead he watches, and waits, letting nature take its course in the most literal sense.

Senna and Caelyn unleash a combination of magical blasts against the hag whose clothes begin to burn from the onslaught. With a shriek she retaliates, launching her own burst of fey magic at Senna. The bolts of chaotic magic strike the cleric past her defenses, causing unpleasant looking welts on her skin.

Having run, jumped, and climbed around the tree's edge, Vala finally reaches the hag and finds herself blocked by the same spike growth that keeps the fey in place. She opts to launch a rock scooped from the ground at the creature, but the non-aerodynamic projectile flies wide, accompanied only by a muttered curse from the spear wielder. Your druidic ally makes up for his previous failing by slamming a ball of flame directly into the hag's chest, causing her to stumble slightly.


 
 Spoiler: Map 

 

Caelyn+Bokono's blasts hit for a total of 29.

Sam convinces Seniyad to not execute Faldorn. For now.
Senna's MM hits for 10.

The hag retaliates with her own magic missile on Senna, blasting her for  12 .

Hood-druid crits(!) with his cantrip for 10 damage. She was bloodied before this, but since it's the last damage in the turn I'll say it here: the hag is bloodied.
Seniyad dodges.

Vala moves up onto the platform, but is unwilling to cross the spike growth. She lobs a rock at the hag and misses.

Since Caelyn might be reviving Faldorn to avoid a fey invasion or something similar, only  Caelyn  is now up.

 Initiative Order: 
Sam: [26]
Senna: [18]

Hags: [16]
 Shadow: [12] 

Druids: [8]
Vala: [5]

 Caelyn: [4] 

Faldorn: [3]
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 33/47 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 5 / 6 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 1/3 3rd 

Caelyn sprints up beside Seniyad and raises her hands before him.

 
 Spoiler: Druidic 
 "I understand your rage, elder. Justice will be done. But wait until the ritual has been collapsed, I beg you." 
 


Caelyn reaches out a hand and touches the bleeding shadow druid, imbuing her with a mote of healing magic.
 
 
  
 
 Spoiler: OOC 
If I can I choose to heal for 1 HP. If not,  (1d8+4)[ 5 ] 
 
Amnestic
Faldorn's injuries knit back together as Caelyn's healing magic washes over her, the blood leakage slowing and then stopping. The shadow druid's eyes flicker open, but if Caelyn had hoped that the brush with near death would have softened Faldorns' demeanour, sadly, she is mistaken. Faldorn stands and thrusts her palm out, launching a thrust of thunderous wind at both Seniyad and Caelyn. Despite his heft, the bear is lifted from the ground and thrown from the platform, crashing down upon the tree's boughs below. The backbreaking damage ends the druid's wild shape and the form of a man returns. Caelyn, however, stands firm in the face of the spell, and somehow manages to remain standing on the now slightly more rickety wooden platform.


 
 Spoiler: Map 

 

Caelyn heals Faldorn for five.

She expresses her thanks for saving her life by blasting Seniyad+Caelyn with a Thunderwave. Seniyad fails the save and gets thrown from the platform, falling down. The fall damage and thunderwave damage knocks him out of bearform.
Caelyn takes  10  thunder damage - she made her save and thus remains on the platform.

Senna teleports to another side of the hag.

 Initiative Order: 
 Sam: [26]
Senna: [18] 

Hags: [16]
 Shadow: [12] 

Druids: [8]
Vala: [5]

Caelyn: [4]

Faldorn: [3]
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 20 HP: 31/39  
 PP: 17 PIv: 12 PIs: 17 
 Conditions: - 
 Concentration: - 

In a very uncreative manner the Scribe of Oghma will surely admonish, Senna repeats her best move yet again. She hopes tenacity is key as she repeats the sigils for the arcane bolts yet again.

 
 Spoiler 
Magic Missile from a 2nd level spell  (1d4+1)[ 3 ]  x4
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 16/48 | AC: 13 HP: Banished 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | --- 

Soaring above Faldorn, Sam slings a pair of energy bolts to slam her back into the ground.  "You okay?"  he shouts down to Seniyad.

 
 Spoiler: Actions 
Move 4 diagonally Up-East.
EB on Faldorn with NL damage, to pummel her down into the platform
 (1d20+6)[ 24 ]  Blast 1
 (1d10)[ 8 ]  force damage and  (1d4)[ 1 ]  impact damage from shove into the ground/statue
 (1d20+6)[ 11 ]  Blast 2
 (1d10)[ 3 ]  force damage and  (1d4)[ 1 ]  impact damage from shove into the ground/statue
 

 
 
  
Amnestic
One of Sam's beams slams into Faldorn and knocks her out before she can cast another spell or do yet more damage. Her body tumbles to the platform floor, breathing but unconscious.

The repeated blast from Senna into the hag's face causes a scream of agony. She remains standing, but now surrounded by creatures and barbed thorns both she draws a small symbol with an elongated claw and vanishes with a quiet  pop , just as he compatriot had before. After a tense moment, the danger seems to pass. Wherever the hag has gone, it seems to be to nurse their injuries instead of continuing the battle. The skyshimmer begins to fade as the ritual comes to an end, finally settling back on the calm summer blue above. Likewise, the rapid plant growth and decay halts as time seems to flow for the plants normally once more. The danger passed, the druid holds a moment before letting the spikes retreat and allowing Senna to move freely once more.

 "I'll live."  Seniyad calls up to Sam as he picks himself up from the fall.  "Can we kill her now?" 
 
 Spoiler: OOC 

I'm gonna call that combat done unless someone has a way to affect the ethereal plane I don't remember, but I'm pretty sure you don't. Time to decide what to do with the hostages.
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 23/47 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 5 / 6 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 1/3 3rd 

Caelyn, ears ringing and blood in her mouth, spits.  "Do as you wish. Her judgement is in your court, not our."  She moves to stand with Seniyad, watching the execution with a determined, hard glare in her eyes.  "Let this stand as a warning for any Shadow Druids who would destroy the balance." 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 16/48 | AC: 13 HP: Banished 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | --- 

Descending to the nook in the tree Seniyad had fallen into, Sam offers the old druid a hand as the last of the fey magic fades back into the clear, true sky.  "No complaints here. Want me to fly you back up?"  This was the druid's grove, after all, and he its master once more.

Though he is not entirely at ease yet.  "I do want to know what they were planning, and where the hags have gone, but... fanatics like Faldorn can't really be reasoned with."  He goes to finish off the fallen hag for good while leaving Faldorn to Seniyad. Helpless and unconscious, maybe. But also a creature of evil, and perfectly capable of slipping into another plane if they try to hold her as the others have displayed.
 
 
  
Amnestic
Seniyad gratefully accepts the help up. He could climb, and from the ways his eyes case their way up the tree he probably has done before, but a helping hand isn't turned away. He executes the unconscious Faldorn with the same swiftness that he did the previous bandits, without saying any last words for her.  "A portal to the feywild that fed on death. Perhaps they planned to make it a permanent bridge and twist the the material? A wound in reality powered by death."  He ruminates on their plan after you regroup.  "There weren't any other druids here. Maybe they're elsewhere?"   He sounds almost hopeful, and it's clear he hopes that not all are as lost as Faldorn.  "Or she killed them to feed the spell."  Vala suggests, but Seniyad doesn't have an answer, only speculation.

 "It will take time to undo what was done here, but you have my sincere thanks, and that of my Circle. We have little in the way of riches as a reward for what you have done here, but name a boon and if it's in our power I will see it done."  Vala opens her mouth to suggest something but hesitates and turns away, her desire buried.
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 20 HP: 31/39  
 PP: 17 PIv: 12 PIs: 17 
 Conditions: - 
 Concentration: - 
 We have little to gain from riches either. Our path is one of danger, massing wealth is just not sensible. There are two things I would request of you however. The first is a druidic spell I know: Would you be so kind as to enchant a feast of berries for the starving men of the mines? No living being should suffer because of this conflict. Their chances of reaching the city would be improved greatly, and realistically my sister needs any magic she can muster for the same travels. Secondly, if you could aid me in removing these boots, I would appreciate it. 
 
 Spoiler 
Asking for a multitude of Goodberries for the miners, and Remove Curse, though I discovered for some reason 5e removed the spell from druid spell lists.
 

 
 
  
Amnestic
 "I fear any berries would not last the journey back, they lose their enchantment after a day."  Seniyad replies, before nodding to his companion who heads into the tree's depths.  "I lack the spell to shatter curses, but if Faldorn has not yet plundered our stores we may have an oil that will suffice." 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 16/48 | AC: 13 HP: Banished 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | --- 

Returning from dealing with the last hag and searching her for any clues, Sam joins in the discussion.

 
 Spoiler: OOC 
 (1d20+5)[ 13 ]  Investigation to search the KO'd hag.
 

 "If she killed them we would have found bodies, right?"  Sam suggests, hopefully. The ones below weren't ones Seniyad recognized after all, so there's still hope.  "I'm not really sure how to find them though,"  he adds.

Facing Seniyad, he holds out a hand to shake and offers a fanged smile.  "I think having friends wherever we can find them is a greater boon than riches. But I won't argue against help curing my sister's boots." 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 23/47 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 5 / 6 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 1/3 3rd 

Caelyn watches the elder druid dispatch the Shadow druid with a dispassionate gaze, but that does not reflect the bloodthirsty joy that blooms within her chest that this defiler of the balance has been made to pay for her crimes. When Seniyad speaks of boons, Caelee has to shake herself from watching the bleeding corpse.

 "A disenchantment for my sister would be a perfect boon, elder. As for me... if you have any dominion over the realms of dreams, something to quell the anger that besieges me nightly would be more than I could hope for, or even a direction to pursue for such aid." 
 
 
  
Amnestic
Sam's investigation of the hag finds little of worth or note among her rags and bags, save for a thumb-sized gemstone, crimson in colour and shaped to be similar to that of a humanoid heart. Its touch thrums with magic.

 
 Spoiler: Heartstone 

Hags use these in order to pass into the ethereal plane. Once per day their touch can be used to cure (supposedly) any disease.
 


In response to Caelyn's request Seniyad ponders.  "Sehanine Moonbow would frown upon those who intrude upon dreams, especially if you are a favoured child of nature. If she allows this I fear it is due to another god's influence, or it comes from within."  He moves to place a palm against the great tree, his touch clearly going beyond the superficial bark as he shuts his eyes.  "A solution is not within my grasp, yet I may be able to hold back the worst of it. If you would hand me your staff, I may be able to add my power to its own." 

As he speaks, the hooded druid returns bearing a bottle of oil, which he hands to Senna with instructions: simply pour on the boots and they should pop right off.  Should  being the operative word.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 16/48 | AC: 13 HP: Banished 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | --- 

Having collected the Heartstone, Sam stowed it in a pocket. Uncertain what to do with the hag's remains, he left them below, to defer to Seniyad on the matter.

 "Do you need any help cleaning up and looking for the rest of your people?"  the dragonborn offers.  "After this, I think we're headed to the Gate again if you wanted us to pass along any kind of ambassadorial messages about the mine,"  Sam adds, remembering Grepha's council about establishing an alliance between the druids and the city authorities.
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 20 HP: 31/39  
 PP: 17 PIv: 12 PIs: 17 
 Conditions: - 
 Concentration: - 
 I thank you for this aid.  Senna says as she applies the oil onto the boots.  You were nice and saved me from a pinch, but you were really really weird this time.  she tells to the inanimate cursed things.

 If it succeeds: 
 Now, what do we do with them? Would Vala wear them instead? These would have saved you much running about. Other than that, we could throw them to the genie. 
 
 
  
Amnestic
The oil flows surprisingly smoothly, and has a cleansing smell that is a little bit of a cross between mint and lavender, with notes of both and neither at the same time. Almost as a capstone to their teleportation shenanigans, when the curse breaks the boots teleport from her feet, with one appearing on her head (before quickly falling to the ground) and the other on the end of Vala's spear. She shakes it off, tossing it to where the other one fell.   "Tempting, especially after all the running I just did, but I'll pass. Don't want ta get teleport sickness."  She shakes her head.

 "You have already done enough, and I would not impose on you further. Clearing this place will take time, but time is something we have plenty of, and I'm not sure I can say the same about you."  Seniyad politely declines.  "Tell them that they had best send a messenger and no more to us first if they wish to step in these forests again. Any movement in force will be met in kind." 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 23/47 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 5 / 6 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 1/3 3rd 

Caelyn smiles wistfully as the boots finally come off. She ponders making a joke about unwashed feet, but instead turns to Seniyad, some amount of sadness and anxiety returning to her features as she hands over her staff.  "While I wish your answers more directly spoke to my affliction, I am encouraged that your wisdom leads in the same direction as my own. I can't pretend to be an expert on Sehanine Moonbow, but I firmly believe that she will have some measure of comfort for one of her children... misguided and misbegotten an elf as I am."  Caelyn stepped forward suddenly, placing a hand on Seniyad's cheek for a moment and meeting his eyes before looking down again.  "Thank you for your wisdom, elder. I will try to temper myself and my... darker urges... with the guidance you've given me."  She then produced her staff and held it out.  "It seems this staff gets more and more powerful as we go. I'm eager to see what you can add to it."  
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 16/48 | AC: 13 HP: Banished 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | --- 
 "I'll see what I can do,"  Sam nods. Hopefully he could find someone in the Gate who would listen and negotiate with the druids on respectful terms. He folds his arms and exhales a small puff of smoke as Caelyn speaks to the druid.  "I'm here too if you need me."  A glance up at his empty shoulder and he adds in a brief exchange with thin air,  "Grepha says she is too. Yeah, you did. Okay, but you were  thinking  it." 

And speaking of Grepha. Patting at some of his pouches, he hums.  "Do you happen to have any ritual components for summoning familiars? Charcoal, incense, herbs? I should get Grepha back in shape before we head out." 
 
 
  
Amnestic
Seniyad takes the staff in hand, measuring its weight and balance, but equally the tender grip shows a respect for the magic at work.  "Let me see what we still have, for this and your...familiar."  He nods at Sam, leaving you on your own for a short time to relax. The other druid busies themself with cleaning up the bodies and taking an inventory of what remains, and though marred by Faldorn's machinations you do get some time to bask and marvel in the great tree's energy.

When Seniyad returns, the staff has a trio of white feathers and a small white gemstone tied near the head of the staff with dark thread. Caelyn and Senna both note that a clump of Seniyad's hair is now missing that was there before. A soft wave of serenity passes through Caelyn when he hands it back, though it goes just as quickly.  "I can make no promises, but I hope this aids you in your journey." 
 
 Spoiler: Caelyn's Staff Upgrade 

 Seniyad's Safeguard 
As an action or bonus action it can now cast Calm Emotions once, refreshing at dawn. If this feature is not expended before you Trance, it can be used to instead suppress the Dreams - for Caelyn alone.
 


With the staff handed off he also produces a small bag of incense for Sam.  "Will this suffice?"  A quick inspection confirms that yes, it will.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 16/48 | AC: 13 HP: 17/17 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | --- 

Gratefully accepting the ritual components, Sam finds a quiet spot in the glade down by the water to perform his ritual. The same place he'd been trying to relax after the fight. After the chanting comes to an end, Grepha reforms in a tiny flow of hellfire and stretches her wings and tail before returning to raven form.

 "Note to self, fly higher away from the ground when fighting druids." 
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 20 HP: 31/39  
 PP: 17 PIv: 12 PIs: 17 
 Conditions: - 
 Concentration: - 

Senna pulls the shoe from the top of her head and silently listens to Seniyad's musings. After some deliberation and all too obvious things happening, she finally comes to a conclusion.  Is the tree just very powerful, or are we standing on a nexus, a leyline? Or is this just the best most defensible place? I worry about the damage to the divisions between worlds the ritual could have caused. I mean the time flow was already altered a bit and the sky changed colors. Do you have this under control or do you need some clerical support to seal this plane again? Or would you rather prefer no one else learned about this place?

I feel I know your answer already, but false pride and reclusive behavior might be a mistake. 
 
 
  
Amnestic
 "We could just not fight any more druids. Seems easier."  Vala quips to Grepha.  "Not that there's many in the Gate, that I know of at least. Though there were rumours about a sect of sewer druids who commanded all the rats in the city." 
 "Secrecy is our shield."  Seniyad seems almost surprised Senna would suggest bringing in outsiders, but perhaps it's his own (limited?) perspective that draws such shock.  "The great tree does hold a well of power within it, I think it no coincidence that Faldorn and the hags chose this site for their ritual instead of somewhere less notable. Inviting outsiders here..."  He shakes his head.  "Some might be good and true and keep their secret, but could I trust all? Were it not for the druid among you,"  he nods to Caelyn,   "I would have refused you, no matter what help you offered. Outsiders tore up the earth for their iron, I only dread to think of what they would do should knowledge of our tree spread to those who wished to plunder it. Whatever Faldorn has wrought here, druids will find a solution. Alone. You may call it false pride if you will, but I will not live to see our home uprooted by greedy powerseekers."  His eyes turn north, and though you can't see it, he is clearly looking towards the city.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 16/48 | AC: 13 HP: 17/17 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | --- 

Turning up her beak, Grepha makes an exasperated sound.  "Must you say such things, Vala?  Now  we are all but certain to venture into the sewers, because you've tempted fate." 

Chuckling at the two of them, and glad they're back to their more playful barbs rather than the glares and snippy comments at each other, Sam follows Seniyad's look north.  "He has a point. I'd hate to see something like this ruined by greed,"  he agrees, looking up at the vast boughs of the tree.  "... But it would be good to remember the last threat to her didn't come from outside, hm? It came from a druid." 

Taking up his bag, Sam nods to his sisters.  "Bout time we got moving then, hey? Can't let Senna's boyfriend have all the fun up at the Gate." 
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 20 HP: 31/39  
 PP: 17 PIv: 12 PIs: 17 
 Conditions: - 
 Concentration: - 
 You are probably right. Even if I told someone I trusted I cannot tell if they don't accidentally get the word out to someone we would not trust. I am sorry for bringing up this idea. But for now, I am unsure if I can brave more dangers in these woods without much more magic. What about you guys? 
 
 
  
Amnestic
 "A wise woman once said 'a sewer is just an urban dungeon'. Not that it really counts anymore, but good gold says you would've ended up down there even if I'd kept quiet." 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 23/47 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 5 / 6 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 1/3 3rd 
 "I am ready to leave. Though I feel I could learn so much here... our path leads onward. To the Gate."  Hey eyes followed Seniyad's gaze with a hint of excitement mixed in with her muddled emotions. She felt energy pulsing through her staff. Her staff. Recovered from the Shadow Druids and empowered with her own magics as well as Seniyad's. It felt good in her hand. Caelee then turns and smiles at Senna.  "Though I'm not on the front line anywhere near as much as you, sister. Perhaps now that your boots are less hostile I can take my share of the blows. If you need to rest, better to do it here, I think." 
 
 
  
 
 Spoiler: OOC 
I'm good to keep going, but I wasn't locked it deathbattles with multiple hags.
 
Amnestic
You bid farewell to Seniyad and his companion, leaving the great tree behind you as you head west, judging it to be the fastest route to exit the Cloakwood and get back onto the roads that are hopefully a little less bandit ridden. The forest proves itself an ample supply of food wand water to collect on your way, and you have little issuing supplying yourself. Even making decent time however, you are unable to breach the wood's borders before night is upon you and you settle in for the night.

Safeguarded by her staff's improvements, Caelyn is able to trance without concern, but Senna and Sam bear no such aegis, and find their minds assailed by yet more nightmares.

 
 Spoiler: Senna 

Gone from the forest, when you open your eyes, darkness surrounds you. The ground is rough stone, stained by what you can guess are all manner of bodily fluids. A small pile of straw represents the sole 'bed', and a bucket reeking with the scent of dead flesh rests in a corner. Above you a small barred window emits a dull grey light, the only illumination with which you have to see. Three walls are the same stone, but one is thick iron bars.

Beyond the bars is no freedom however. Instead, what lays past your prison cell is another prison cell, adjoined and connected, with no way out. A creature wreathed in shadow paces back and forth on two-jointed legs, though its clear the cell is far too small for its size. Its four arms each end in claws that drip with crimson blood, the only colour to be found in the cells. The creature scrapes the claws against stone, the sound piercing into your mind. As you observe it, it turns to look back at you, matching motion to motion. Its face is elongated and noseless, with blank voids were its eyes should be. It lacks any lips with which to conceal its row upon row of sharpened teeth.

It lurches forward, its massive arm reaching through the bar towards you, and you're forced to press yourself against the back wall as flat as possible, head turned away from the creature. The claw wafts past your face, slicing the air but just barely avoiding your skin, and for a moment it seems like you're safe. Then the metal bars begin to creak and buckle.

A deep resounding laughter follows you as you awaken.
 

 
 Spoiler: Sam 

Images of your conquests and triumphs pass through your mind as darkness takes you - a fortified cam, secluded from the outside world, flush and fat with bandits and brigands that fall before oyu as you move about them. Then you are descending deep within the earth, through the mines and the depths that they held, the vampire overseer falls as the rest of them had. Water flows around you, its rushing tide carrying out south to the great tree, where the hags collapse merely at your passing. You float up, up beyond the tree to float above the forest, surveying all that came before, and to the north all that might come soon.

You turn to look to the south, to Candlekeep, and come face to face with yourself. A likeness in stone exact to the smallest detail. From the stone comes a voice, accusing and yet amused.  "Such pride undeserved, great predator, when your whole being is borrowed. Credit where it is due, and dues where payment is demanded." 

A dagger of bone rises up between you and your onyx doppleganger, twisting in the air before piercing the stone square in the chest. It cracks slightly, but the pain  you  feel is as if you are being rent asunder.  "You are made as you are,"  taunts the voice,  "and so you can also be broken." 

Even when you awake in the morning, your chest still twinges with pain.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 55/55 | AC: 13(+3) HP: 23/23 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | --- 
 
 Spoiler: Dreaming 
It feels distant, wandering through the memories as if lost. Seeing them fall to the ghosts of unseen attacks, falling weightlessly to a ground that feels far and away. Soon, beneath the tree, the ground falls away entirely and becomes far in truth. Drifting above the branches to survey the land.

Something compels Sam to turn and look back, to the place that started it all, and it is his own face he sees. Carved in dark stone. Everything becomes clear, and he narrows his eyes.  "I did not ask for this. I owe you nothing." 

As the dagger rises up between them, Sam tries to reach for it, but finds his arms locked and bound. When the dagger jabs through the chest of the effigy, he feels a searing pain and jerks awake.
 


Bolting upright in his bedroll, Sam grabs at his chest and heaves gasping breaths as if the wind were just punched from his lungs. Already awake after taking last watch, Grepha is poised upon a branch above with quills upon her stinger tail bristling.  "Another nightmare?" 

Pulling himself from the sleeping bag, Sam shakes his head and rubs his chest.  "First one that came with sensations like that." 
 "And yet Caelyn remains sound as a babe,"  the imp looks down at Caelyn in her meditative trance, while tamping down the bothersome quills with a claw.  "Seems the druid's staff has served its role well, after all." 
 "Lucky Cae,"  Sam grumbles while packing up his sleeping gear, then he stops and sighs.  "Sorry, didn't mean it to come out like that."  He looks up into the tree branches.  "Did it hit you with anything too?" 

Grepha shakes her head.  "I had hoped our arrangement would take some of father dearest's the attention off of you. Alas, it seems it will take more to ward off his intrusions. Take heart at least in knowing it  can  be done." 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/1 4th 

Caelyn's eyes open in a flash at Sam's words, and at first there is a relaxed smile on her face. It felt SO GOOD to trance, as she was meant to, instead of her nightmare wracked sleep. But her pleasure was dulled when she realized from her brother's words that his own night was not as peaceful. She looked to Senna, checking her for traces of the bloody imagery that had so plagued Caelyn for so long, before turning to Sam to speak.

 "If the dreams continue... if they plague you and Senna the way they plagued me... we can take turns with Seniyad's blessings on my staff. That way we are all at least spared some torment. It was after one of those nights when we all dreamed that my repeated nightmares began. Please... if either of you suffer as I was, you must let us know. The thoughts and ideas that assailed me were... dangerous to all of us."  
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 55/55 | AC: 13(+3) HP: 23/23 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Mage Armor (Armor of Shadows) 

Offering a forced smile, Sam holds up a hand.  "It's alright. I can deal with it, find some way... you shouldn't have to go back to that after finally getting a rest,"  he softly refuses, picking at some of his trail rations. Above them, Grepha stretches her wings and yawns, flexing a claw and conjuring a spectral suit of black, misty armor around herself.

 "Speaking of... it seems your power continues to grow,"  she observes, turning over her arms and examining the protective layer. Shifting into raven form makes it less obvious, but leaves some trails of black smoke drifting behind her as she glides down to rest on Sam's shoulder.  "Perhaps your Bahamut can offer some protection,"  she suggests, thinking idly as the party packs up their campsite.  "I will remain outside if we visit any chapels or cathedrals, naturally." 

Rubbing his chin, Sam ponders to himself.

 
 Spoiler: Rolls 
 (1d20+7)[ 12 ]  Sam Religion check to know if Bahamut's church has any installations in the Gate.
 (1d20+2)[ 17 ]  Grepha Religion check to know if she can even enter holy ground.
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 PP: 17 PIv: 12 PIs: 17 
 Conditions: - 
 Concentration: - 
 
 Spoiler: Dream 
Senna tossed and turned. Her tried to pray but her voice was silenced. All her ears, all her god could hear was claws scrapping on the floor, metal bars creaking, vile snarls. The beast was after her, maybe consuming her essence. After a few moments, feeling like eons, Senna shoots up.
 


Senna shoots up as well, pulling herself up to a standing to evade a now invisible assaillant. Her cold sweat is caught in the breeze, finally giving her a different sensation to wake her up completely.  Really poor metaphors Father uses.  she finally cracks a joke.  A caged monster clawing at me? A bit heavy handed but it brings the point across.  Her humor did not cover up how shaken she was from the experience. As usual, Senna retreats to pray first thing in the morning, ruminating over the Divine Metatext. There must have been more secrets hidden in it. If a mortal had it all, they could understand the Weave, and the universe. Not that it was her thing to usurp gods, but recently it felt it was her duty and only defense to understand divine matters.

Refreshed and unusually solemn, she returns to the group.  However horrible the night was, it has passed, and I am steeled for a new day. And with new blessings.  Senna radiated health like never before. Her skin was clear and her movement unhindered, her step full of purpose. Maybe the lacking illusion of the chaotic boots was part of it, but Senna felt more secure.  We have to hurry. Maybe we can satiate our inner bloodlust by getting justice served. Do we want to give the boots to the Djinn by the way? I don't think I could give a trader cursed boots in good conscience. 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/1 4th 
 "I would speak against giving the boots to the genie. I can only guess what sort of pranks it could play on people with a cursed pair of boots. I'd be much more in favor of taking them with us. Perhaps we could get the curse fully removed in Baldur's Gate. I know I would be in line to utilize it's protective magic if not for it's dangers."  Caelyn watched Senna with worried eyes, and no shortage of guilt that he night was easy compared to her siblings for the first time in a long time.
 
 
  
Amnestic
Once you've finished packing up, you continue on your path eastwards. You notice an unusual chill in the air, a stark contrast to the heat of the days before, and some of the leaves are already fully turned. Autumn has arrived, far sooner than you would have expected.

It's day eastwards to exit the forest, and then two days north upon the road in order to reach the city. Observing it as it slowly builds upon your horizon sees a great wealth of buildings that stretch along the river's edge and fill your vision as far as it will go - Baldur's Gate is a sprawling, bustling metropolis, choking with people. At a distance, the narrowed streets and orderly building, crested by a great keep here, a tower there, look beautiful to behold, a true vision of civilisation, though the veneer of glory begins to lose its sheen as you get closer, with the buildings appearing dirtier, the harbour clearly in dire need of repairs, and you feel a general sense of malaise hanging over the city. Great walls that at a distance seemed pinnacles of engineering now loom, encircling the city as a restriction as much of a protection.

The city proper stands across the river, cut off from the south except by way of a great stone bridge easily a mile long, with multiple portcullises at regular intervals along the path to hold back any would be invaders. The gates are open, at least, but a long queue of wagons, animals, and merchants stretching the length of the bridge indicates all is still not well within the city. The queue is being actively policed by Flaming Fist, who patrol up and down its length to keep people from skipping or causing trouble with one another during the long wait. Even just observing it as you make your approach you note that its processions is exceedingly slow, and it could be hours upon hours of waiting if you were to proceed as everyone else is.
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 PP: 17 PIv: 12 PIs: 17 
 Conditions: - 
 Concentration: - 

So close and yet so far. Baldur's Gate was nothing compared to the pristine if aged walls of Candlekeep. The Keep had its walls meticulously maintained, warded from age by work and magic. Beregost was a small but well maintained town, but this reminded Senna of Nashkel. Dirty houses, cramped spaces, but life. So much life.  I am starting to see why you druids don't like the city, Cae. In any case, this looks like a stream of fugitives more than a daily amount of merchants. The dangers the bandits and Iron Crisis provide seem to make people anxious. The Gate seems cramped enough as is, and without good reason we will not be let in. And if we claim to be the people who freed a mine, we are either laughed at or questioned, both things I would probably want to avoid. Any ideas? 

She looks at Sam and Grepha. Those two seemed more "at home" in such a situation.  Do you think you can help me get a bit of info from the line of people, scope out the situation from a bird's eye view?  She brushes her brother's wings.  Well, I think it is clear whose job is whose. Unless you want to create a minor panic because a fierce dragon man attacks. 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 55/55 | AC: 13(+3) HP: 23/23 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Mage Armor (Armor of Shadows) 

Plucking one of the colorful leaves as they draw to the forest's edge, Sam looks it over. On his shoulder, Grepha eyes the leaf intensely and looks back at the canopy.  "It is far too soon for autumn,"  she remarks.

 "Does that mean something?"  peering up at his shoulder, Sam flicks the leaf into the other piles underfoot.

 "I don't know. But I don't like it." 



Upon the stone bride, Grepha still seems on edge. She communicates telepathically with Sam, not wanting to spread panic with her suspicions just yet.   When you are asking around, ask them what the date is. Month and year.   Spreading her wings, she takes off to perch atop one of the tone portcullises and survey the long line in front of them.

Scratching his chin, Sam approaches some of the folks waiting ahead of them. He makes some idle conversation about the weather and what's been going on in the city and along the coast lately, explaining that he's been traveling abroad and just returned.  "I'm still a little out of sorts,"  he laughs.  "Do you know what the date is? ... Actually, what year is it? It's been a while since I looked at a calendar." 
 
 Spoiler: Rolls 
Grepha Perception  (1d20+3)[ 14 ] 
Sam Persuasion to gather information  (1d20+9)[ 24 ] 
 

 
 
  
Amnestic
Grepha's observations from on high show her little you did not already observe from the ground - a slow moving line of travelers and merchants, carefully patrolled by the Flaming Fist. Occasionally one will get held up and removed for a 'snap inspection' but otherwise most of the delay appears to be a rigorous check at the main gate to the city itself.

Sam's appearance garners some surprise from their fellow travellers, but given how no one else seems to be reacting abnormally they calm down quickly enough, though they still seem somewhat skeptical of the question itself.  "Bang your 'ead or sommat? It's 13th Leaffall 1369."  A quick mental calculation figures that it's almost two and a half months later than you would expect it to be if time had flowed normally for you.

 "I doubt they're playing us. Seems the hags stole some of our time."  Vala mutters quietly to the group, keeping her voice low.
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/1 4th 

Caelyn frowned as Sam and Grepha were speaking of the early passing of the season. Lifting her palm, she whispered murmurs of divination, summoning a small symbol to tell the coming weather to confirm that it would be chilly the next day. While she casts her spell, she turns to Senna and says  "Rather than claiming we cleared the mine we may wish to remind the Fist at the Gate that we cleared out the bandits in the forest with them. And that our healing saved the lives of several of their members. Less questions, more appreciation, I'm guessing." 

When Sam confirms that time has leaped forward, Caelee frowns and sags a bit.  "Damn hags skipped my birthday..."  she says quietly, reaching up to stroke Rosc Roche's neck and face like someone would caress a worry stone.
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 PP: 17 PIv: 12 PIs: 17 
 Conditions: - 
 Concentration: - 

Senna takes a moment to grasp the situation.  Seventy days? This is not good.  She hears Caelyn's complaint about her birthday. She takes a moment.  Well, maybe we could just aim to spend our gold for a birthday party for you, Cae. It is both a valid reason for a short stay and something they would not question further. Plus our alibi would be perfect if we actually had a party for you.  Senna smiles genuinely and hugs her sister. She turns to Vala.  You're helping me baking a birthday pie for her. We're gonna ruin some poor tavernkeep's kitchen. 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 55/55 | AC: 13 HP: 23/23 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Invisible, Spider Form 

Up above, Grepha deactivates her shadow armor for the time being to avoid drawing attention. Changing shape into a small spider, she makes herself a web parachute and vanishes from sight, gliding down towards the Fist to shadow them and eavesdrop on the types of contraband they're looking for.

 
 Spoiler: Rolls 
 (1d20+5)[ 11 ]  Stealth if needed
 (1d20+5)[ 8 ]  Invis Adv
 (1d20+2)[ 22 ]  Perception to eavesdrop
 


Setting a finger to the side of his head, Sam receives some small updates from her, but nothing noteworthy so far.  "Zu probably thinks we died in the woods somewhere... Maybe we should try namedropping the captain of the unit we helped. Does anyone remember his name?" 
 
 Spoiler: OOC 
 (1d20+3)[ 18 ]  Intelligence to remember if we know the Fist captain's name from the bandit raid.
 


When the subject of Caelyn's birthday comes up, Sam perks up immediately.  "Yeah, absolutely!"  He grabs Cae in a big hug.  "Happy belated birthday! I'll have to go shopping right as soon as we get inside and find you something good!" 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/1 4th 

Caelyn flushed when Sam wrapped her in a hug, grinning weakly at Senna. She suddenly felt younger rather than older, reminding her of birthday parties back home at Candlekeep. Gifts were simple then, usually home made, and certainly not anything like they could afford now. She got a little excited at the prospect.  "Don't go too far out of your way. Our funds are better spent on magic equipment for saving our lives than gilded hair ties or whatever this city has in store for us."  Caelyn also tried to remember the name of the Fist Captain who they fought beside. Even though it was recent it felt like so long ago.

 
 Spoiler: OOC 
Advantage to Sam. Oh, and a small retcon, if possible- Caelyn would have found a quiet spot for a dryad seed in the giant tree's grove.
 

 
 
  
Amnestic
Grepha glides down, invisible to the Fist, yet whether it's the airflow or just a sixth sense they waft a hand at nothing, blowing Grepha on her web parachute off the bridge. Before she slips out of sight and sound, she catches a snippet of them asking (in a rote tone) about  "-metals, weapons, magical objects, spice, or-" . Whatever else is said is drowned out by the sounds of chattering people above and the river below.

A deep recall of your mind is that the highest ranking officer you interacted with was Corporal King. It seems unlikely that the namedropping the spy, Ender Sai, would be of much use at this point.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 55/55 | AC: 13 HP: 23/23 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form 

Blown over the ledge, Grepha shifts into raven form to glide underneath the structure. As she circles around to find somewhere new to perch, she relays to Sam,   Looking for metals, weapons, magic, and spices from what I could catch. They do not sound particularly stern or pointed. I expect these are standard customs procedures to report.  
 "Sounds like they're just doing some standard customs checks,"  he informs his sisters, and after a moment's thought he raises a finger.  "Aha. Corporal King was the one we worked with. There's the other guy too, but I'll need to be more  careful  about contacting him."  He makes exaggeratedly pointed side-eye glances, look a too little excited to play at spycraft, without any real clue as to the dangers said career involves.

Taking out some papers, Sam looks at Senna.  "We should probably go through our stuff and figure out what we have to report, and if any of it is going to get confiscated or expected to take somewhere for some reason." 
 
 Spoiler: Rolls 
 (1d20+5)[ 24 ]  History to know if any of their magic items would be marked contraband by the laws of the Gate
 (1d20+5)[ 23 ]  Adv if Helped
 

 
 
  
Amnestic
Magic items are generally not frowned upon in Baldur's Gate - it's a large city after all, and there are magic shops on street corners - but they may still ask you to declare them and any ones that look  concerning  might be subject to additional inspection - your Miss Fortune card, for example, bears demonic imagery.

Otherwise, you shouldn't have much to concern yourself with for any bag or contraband checks, assuming they even ask.
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 PP: 17 PIv: 12 PIs: 17 
 Conditions: - 
 Concentration: - 
 I am an ordained priest of the Scribe of Oghma, I am pretty sure they should trust me to handle our magic. Chances are still they are either unknowing or unwilling to accept this. At least we are not murder god cultists. Do you think it's a good idea to mention Skie and Lord Silvershield? Or does that put too much attention on us? I guess druidic stuff is fine, and there is no reason to hide what you are, Cae. Just maybe dont summon too much fire. The hag's heartstone and your card deck I would hide, Sam. 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 55/55 | AC: 13 HP: 23/23 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form 
 "We killed a hag,"  Sam answers the question of the Heartstone with a shrug.  "Anyways, hiding stuff is just asking to be asked more questions about it. If they don't like the card I'm  fine  turning it over to a temple to be exorcised or something." 

Not terribly worried, Sam wonders if he could pass the time in line by getting people singing.
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 PP: 17 PIv: 12 PIs: 17 
 Conditions: - 
 Concentration: - 
 Have you ever BEEN to a city, Sam? Neither was I? For all we know these guards are country bumpkins. They see evil items and take them. But by that logic, they would not even recognize their power.  Senna sighs. Her complicated way of thinking was not sound here.  I guess you are right. But we have to be wary if the Iron Throne is already powerful enough to warrant a search for us. I doubt we are this important but we did cost them a fortune AND influence with the local lords. 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/1 4th 

Caelee grins at her siblings and wraps an arm around each of their shoulders.  "For just a few minutes can we try to enjoy ourselves? I'm as worried as the rest of you about the Iron Throne and their base of operations here. No matter how we talk of birthdays and shopping, we're here for business. But for just a bit can we just focus on the fact that none of us have ever been to a place this big, with this many people, with this many options? I mean, as a druid this is supposedly the opposite of the balance I'm supposed to reinforce, but I'm still terribly excited! Let's try to worry about the danger tomorrow, can we?" 
 
 
  
Amnestic
As your discussion continues the line moves, ever so slightly forward, and it's not long before Sam - more than anyone else - catches the Flaming Fist's attention. Two soldiers in their by now characteristic plate and wielding their typical halberds approach with a little caution while still clearly trying to give off an air of authority and control.  "Inspection."  One says, without so much as an introduction.  "Identify yourselves, declare your purpose and point of origin, and any sensitive objects or items you may be carrying."  What those items are they don't list - yet. A thought strikes Sam that this may be to get people to declare more than they have to.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 55/55 | AC: 13 HP: 23/23 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form 
 "Hi, my name's Sam,"  the half-dragon greets the Fist soldiers amicably.  "We're adventurers here to do some trading, visit friends, and celebrate a birthday,"  he pats Caelyn on the back, to indicate her as the birthday girl.  "We come from down around Beregost. Do you know Corporal King? We've done some work with him before, it'd be nice to catch up sometime while we're here,"  he adds by means to name drop their (sort of) friend in the guard.

 
 Spoiler: Rolls 
 (1d20+9)[ 27 ]  Persuasion to avoid trouble
 (1d20+9)[ 24 ]  Adv if Help is given
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 PP: 17 PIv: 12 PIs: 17 
 Conditions: - 
 Concentration: - 
 Senna Candlebright. I am a scholar from the south; and a cleric of Deneir. I have come to see the House of Wonders, where Gond's fabulous works are on display. Maybe even a bit of shopping.  She looks around.  Ah, ye, my tabard is magic, it aids me in learning about subjects better.  Senna is incredibly nervous but tries to play it off as excitement about the Temple of Gond.  It is one of Deneir's core tenets to use magic to preserve and improve life, but I have to declare a dagger for defense and a magic armor for the selfsame purpose. Truth be told, we are adventurers, and one needs to protect themselves in these days sadly. Other than that, just a cart full of mixed things and a horse. But that is my sister's, so she should do the honors.  Senna was never inspected by a guardsman and is understandably nervous.
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/1 4th 
 
"Caelyn Syol'arael. My staff, bow, and ring are enchanted for offensive power. Which I am good at controlling, and will not be causing trouble with... sir. Druid's honor."  Caelee grinned and tried not to look as anxious as she felt. No one had ever really investigated her weapons, nor had anyone ever had to approve of them for very long. The fact that these soldiers had input was laughable to her after she had been jumped so many times by foes. She'd no longer give up her weapons then she would give up her wand... gods, they wouldn't take her wand, would they?

 "And my horse. And supplies. And it's my birthday, like my friends said! And we're very excited to be here!"  She continued, after a possibly awkward pause. 
 
  
 
 Spoiler: OOC 
Advantage to Sam.
 
Amnestic
The Flaming Fist listen to your introductions (including Vala's  "Vala, from Cormyr." ) and look distinctly pensive when you finish. One leans over to the other, scratching their chin in thought.  "Ain't these ones meant to be dead?"  To which his companion shrugs, before turning to look down the bridge and making a signal with his arms, one that's echoed in turn by his compatriots, creating a wave of the signal to the far end.  "We were expectin' you two months past. What, did you get lost? Over our heads at this point. Bloody adventurers, comin' back from the dead..."  He doesn't wait for an answer, his voice switching from casual curiosity back to practiced instructions.  "You're going to have to come with us. Keep your weapons and magic stowed, make no sudden moves. Am I clear?" 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 55/55 | AC: 13 HP: 23/23 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form 
 "I'm not sure you would believe us if we told you,"  Sam comments, with a small laugh. He assumes either these guards are in contact with the Silvershields or with Corporal King, and gladly goes along.

Perched high above, Grepha gradually follows the party below as they advance across the bridge ahead of the crowd.   Be on watch for anyone suspicious around,   Sam sends up telepathically, all the same. Doesn't hurt to be cautious.
 
 
  
Amnestic
The Flaming Fist march you up the length of the bridge, past almost uncountable onlookers who regard you with curiosity and a little bit of fear. The city walls grow larger and loom ever higher as you slowly make your way across, for what feels much longer than the 15 or so minutes it actually is.

Rather than head directly through the open portcullis - through which you can see bustling city streets paved with cobblestone and awash with activity - you're lead into a small door off to one side into a tower, through what you might guess is a Flaming Fist office or stopover. A few hammocks line the walls, along with spare weapons and armour. The two who escorted you salute the figure behind a wooden desk.   "Sarge, them adventurers who we were expecting from the slaves and King's report are here, fi-"  He catches himself from saying 'finally', though not quite fast enough to avoid starting it for all to hear.  "Thought you'd want to talk to 'em." 

The sergeant is a woman of some thirty, or perhaps forty, years. Her dark hair is kept in a tidy bobcut, and her tanned face is marred with scars across one cheek and sliced through here eybebrow. She nods and dismisses them, leaving you with her and two others who are sat at separate desks poring over reports. All are armed and armoured, though the others beside the sergeant toss you only cursory glances before returning to their work.  "I'm Sergeant Schael Corwin. Your reputation precedes you and further introductions aren't needed, even if we did give you up for dead. My commander - Scar - is interested in hiring you for a job, though he won't tell anyone why or what for. Will you hear him out?" 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 55/55 | AC: 13 HP: 23/23 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form 

With a small laugh, Sam explains laconically,  "Sorry we're so late. Unexpected Feywild visit."  His posture relaxes once the woman reveals herself to be a friend (or at least work friend) of King. Their commander has a bit of an intimidating name, but judging by the woman's appearance scars aren't too uncommon among the Fist.  "I don't know about my sisters, of course, but I'm always happy to help if I can. Where should we go to see 'im?" 


Meanwhile outside, Grepha remains perched above and watches the exterior for anyone paying a little too much attention to the guard post.

 
 Spoiler: Rolls 
 (1d20+3)[ 16 ]  Perception from Grepha
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 PP: 17 PIv: 12 PIs: 17 
 Conditions: - 
 Concentration: - 

Senna shoots Sam a dirty eye as he instantly agrees to whatever trouble they might have.  We....uh...have a bit much on our own plate. But we can hear them out. Truth be told, we could use a few friends in town for our own troubles. But I cannot promise we can spend much time on it.  Senna takes a small pause to gauge the room before adding:

 How are the MINERS doing? I refuse to adress them as 'slaves'. This is not what they are nor what they should be referred to by the  official  guard of Baldur's Gate.  she simply adds. Senna wasn't trying to be abrasive or assertive, but this distinction bugged her all the way here.  And if that much time has passed, has there been a result in investigating where the Iron Poison came from? The best we could figure out that it was some sort of alchemical concoction and not magic. And an operation of that scale that does not originate from a wizard is bound to leave traces. 
 
 
  
Amnestic
There's a marked silence as quills suddenly stop scratching at Senna's outburst, and the two otherwise unspoken guards stop their work to look up. Schael remains passive, tenting her fingers as she leans forward on her desk.  "They weren't voluntary miners any more than they were voluntary slaves. Refer to them however you care to, but they  were  slaves, and now they are not. The word is appropriate. If you wish to submit a complaint you can file one at our compound on the western side of the city in writing."  The scratching resumes.  "Your other questions aren't my department. They tell me what I need to know, and no more. Right now, they told me to float a job offer. If solving the Iron Crisis was my department I wouldn't be sat here."  If she's unhappy about that arrangement she doesn't show it.

 "While Scar would have been prepared to meet you had you arrived earlier, he is now otherwise occupied. I will send word to him and he will find you when he's ready. Until then, enjoy the city, spend your coin, and stay out of trouble."  She nods towards another door, one that presumably leads into the city proper as an effective dismissal, though she stops short of having you marched out - there's a chance to ask a question (one that hopefully she can answer) if you so wished.

Grepha sees nothing she wouldn't expect to spot, with little in the way of anything suspicious.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 55/55 | AC: 13 HP: 23/23 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisible 

Any dirty looks shot Sam's way are either unnoticed, or duly noted and ignored. Before they go he asks, the guardswoman,  "If someone was looking to petition a claim to an abandoned frontier fort, where would they go?" 

After the brief exchange, he heads through the guard station and out, at long last, into the city of Baldur's Gate. As hard as the times have been for it, the city and its vast unexplored pathways hold many wonders to explore.  "First thing's first. Birthday shopping!"  he announces, placing his hands on his hips.  "Obviously that means we'll need to split up. Vala, could you stay with Cae so she's not alone in the big city? Oh-"   "And a meeting place." 

An invisible bird lands on his shoulder.  "Before we go splitting up, the  first  thing we should do is figure out where we will be staying. I suggest avoiding tourist inns. They spike up the prices." 
 
 
  
Amnestic
Schael raises half an eyebrow at the unusual query but quickly drops it back down again to a passive face.  "A land petition would first have to go to a clerk at the ducal palace - depending on the size of the claim in question it might get raised up to the Grand Dukes, and their waiting list can be up to a month, though voluntary donations can get you in faster. It's the big keep in the centre of the city, you can't miss it." 

The streets of Baldur's Gate are immensely busy, with a steady flow of trafffic only occasionally interrupted by someone walking the 'wrong' direction. The streets here seem relatively clean, perhaps owing to its proximity to the city entrance and wanting to put on a good impression.  "A city this size you'll be spoiled for choice on where to stay. Think there's even some inns on boats in the harbour, if you want to be rocked to sleep by the sea."  Vala says, with all the conviction of someone passing on sixth-hand information.  "Couldn't hurt to dig up some rumours and street talk, see what the chatter is."  She turns to peer at the city skyline, seeking a landmark.  "Could meet up at the palace or...the tower?"  She points at a tall thin tower towards the northern edge of the city.  "Or the harbour?" 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 55/55 | AC: 13 HP: 23/23 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisible 

A month's wait time meant he'd better get it started soon. But soon doesn't have to be right this minute, with so many other things to take care of.  "An inn-boat? I've never been on a boat before!"  the novel prospect immediately has Sam perking up at the idea.  "The harbor should be easy to meet up at, then, right? I mean you just go in one direction until you hit boats." 
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 PP: 17 PIv: 12 PIs: 17 
 Conditions: - 
 Concentration: - 

Being so quickly and expertly folded in her argument dampened Senna's enthusiasm enough so she shut up for the rest of the conversation. Outside, she just goes.  Not very informative, that was. Anyhow, while I am anxious to split up, there is no surprise to be had if Caelyn knows her present beforehand, now does she? I'd still prefer if we at least made teams of two. We never were in the city, but teachings of Gorion and general common sense tells me we could run into trouble. How about we go together, Sam, while Caelyn and Vala go look for a nice boat-inn and prepare them for a party? 
 
 
  
Amnestic
With a wave, Vala and Caelyn head off towards the harbour in search of lodgings, leaving Sam and Senna to their shopping. There's market stalls galore, along with larger more permanent shops. Book shops, jewellery shops, magic shops, food, drink, woodworkers, leatherworkers, metalworkers, glassblowers and more - in a city this size you can find near anything, though finding it is also half of the battle. The other half is knowing what you want in the first place.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 55/55 | AC: 13 HP: 23/23 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisible 

Standing before the market street (one of many, he's sure), Sam folds his arms and thinks to himself.  "What would be a good gift for Cae? Something druidic? Not much of that around here... ooh, she does like drinking. Is that really something to encourage though?" 
 "I think I have an idea,"  Grepha speaks, unseen, from his shoulder as Sam deliberates indecisively.  "Rosc Roche could use some proper care after our woodland expedition. Something to deal with ticks, or other parasites. They may have such a thing at the stables." 
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 PP: 17 PIv: 12 PIs: 17 
 Conditions: - 
 Concentration: - 

Senna chimes in.  You are always so practical, you guys. I have something different planned but there is no reason we cannot get her both. I have never enchanted an item before, but my idea is a memento of us all. If she stumbles into nightmares again as we all do, she can pull it out and remind herself of us. Maybe a bit fancier, like with some magic glow at least. 
 
 Spoiler 
Something with the flower pendant from the Souvenirs list would be perfect honestly.

  Flower Pendant 

Wondrous Item (Amulet), Common

These pendants are often sold to couples to commemorate an engagement or major anniversary milestones. As an action you can use the amulet's power to cast Protection from Good and Evil on yourself. Once the amulet's power has been used, it cannot be used again for 1d4 days. 

I highly doubt the spell effect would supress the dreams but she has something that does that already.
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/1 4th 

Caelyn walks with Vala, and as she does she takes in EVERYTHING. The strange, the stinky, the amazing. The buildings were everywhere, and each one told a different story about the people and the work inside.  "Are all cities like this? So disorganized? So loud with people?"  Walking by a bit of open sewer pipe, Caelyn's amazement turns to concern.  "The water here is... filthy. I think I'm beginning to feel a bit claustrophobic..." 
 
 
  
Amnestic
A quick inquiry around the area points you towards a set of stables near the main gate, ready to provide all sorts of services. It's a large and industrial operation, which is no surprise given that it seems to be the only business at this gate in town - no doubt they do a lot of work, and the owner appears to be doing  very  well for themselves if their bulging pockets, even more bulging belly, and bejewelled fingers are any indication.

 
 Spoiler: Stables 

The stables has any of the 'equipment' you might want, including barding, at  standard prices. 

They also have a fancy premium grooming kit for 100gp, guaranteed to last as long as your horse, or a cheaper one for 25gp, which is still guaranteed to last as long, but doesn't smell as nice.

On the off chance you want a horse, they also have a few donkeys, ponys, and riding horses available for purchase. Please don't create an animal stampede.
 


As for Senna's idea, the passersby point you towards a large, circular building with an ornate blue-glass top to it, which strikes you of being reminiscent of High Hedge in style. The shop - Sorcerous Sundries - serves as a one-stop-shop for magical items. Run by the eccentric Halbazzer Drin, and overseen by a conspicuous lack of visible security, the magically cooled interior nevertheless compels you to stay a while and browse the vast goods on offer.

 
 Spoiler: Sorcerous Sundries 

 
 Spoiler: Scrolls 

Cantrips: 50gp. At least 3 of each kind available.
1st level: 100gp. 1 of each spell is available, an additional one is available on a roll of 4 on a d4.
2nd level: 350gp. Roll a d4, your desired spell is available on a 4.
3rd level: 700gp. Roll a d6. Your desired spell is available on a 6.
4th level: 3000gp. Roll a d10. Your desired spell is available on a 10.
 

 
 Spoiler: Potions 

Potions of Healing: 10 available (50gp).
Uncommon: 150gp. D4=3 or 4 to see if one is available.
Rare: 750gp. D6=6 to see if one is available..
Very Rare: 3000gp. D10=10 to see if one is available.
 

 
 Spoiler: Wands 

Wand of Fireball - 8000gp.
Wand of Lightning Bolts - 4500gp.
Wand of Winter - 4500gp.
Wand of Magic Missiles - 1000gp.
Wand of Entangle - 500gp.
Wand of Web - 750gp.
 

 
 Spoiler: Wondrous Items 

Common Items - Made to order, can be crafted for 100gp and 1 day of downtime.
Alchemy Jug - 200gp.
Bag of Holding - 500gp.
Dust of Disappearance - 100gp.
 


He also has most spell components you might be interested in, for any spell of up to 6th level, and will buy magic items you're looking to offload.
 

 On the way to the Harbour 

Vala cuts a surprisingly aggressive path through the crowd for Caelyn to follow, though she curves off to stop at a small food vendor, purchasing two pastries, and tosses one to Caelyn.  "All of them?"  She scrunches her nose a bit.  "Couldn't tell you. Elf cities might be different. Dwarf cities probably get less sun. Who knows what a kobold city might look like? But...for ones built by humans, of the ones I've seen? Yeah, mostly. The banners might change, the food might have a different herb or spice but they're all full of people trying to get by."  She glances at a pair of beggars sat in the gutter filth at the side of the street, their hands held for alms while dozens of people stream past uncaring.  "Some having an easier time of it than others. 

Hot pastry in hand, hopefully helping to block out some of the stench, you leave the main market area and head south. The stench of raw sewage is slowly overpowered by the smell of the sea, although there's a notable pang of fishguts, decaying seaweed, and oil attached to the salty breeze. Opinions on if it is an improvement will differ. A quick enquiry with some locals points you two currently boat-inns - the Bloated Float, and Low Lantern. The former is more upscale, with a restaurant locals of money frequent, while the latter is more seedy - containing a festhall, gambling hall, and private cabins for men and women who wish to engage in  discreet  activities. Despite the latter's more rough reputation it prides itself on the security its patrons value. Vala, for her part, simply looks to Caelyn for her choice.

 
 Spoiler: Rumours (for all) 

You each catch snippets of people talking as you make your way through the city.

Sam: Lately, people have been noted as disappearing near sewer entrances.
Senna: A set of extremely lifelike statues at the Splurging Sturgeon may be a petrified adventuring party.
Caelyn: A consort in the Undercellar has somehow obtained the famed Cloak of Balduran.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 55/55 | AC: 13 HP: 23/23 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisible 

Walking through the stables, Sam looks through the goods. Naturally, his eyes are drawn to the shiniest kit, with the heftiest price tag. Not that it's terribly expensive for their current budget. Grepha, used to ostentatious shows of wealth, pays little mind to the affluent proprietor or the expensive purchase.   It should be quality, at least,   the imp communicates silently.

After purchasing the kit and stowing it in his backpack, Sam strolls back out onto the market street.

 
 Spoiler: OOC 
Purchasing a premium grooming kit for 100 gp. Tracked on loot doc.
 

 "Well, we got  your  gift. Now let's find something from me,"  the half-dragon looks around and again finds himself with the conundrum of thinking of a good gift.   It was intended to be a helpful suggestion, but... I do not mind getting her two gifts.  

Alcohol probably wasn't the best option, they'd likely be drinking at whatever inn they stayed at anyways. Caelyn had always shown a desire to travel beyond the Keep and see the world - even sneaking out regularly to explore. So Sam went looking for the bazaar, where all of the exotic foreign goods would be. Something interesting from far away might be just what he's looking for.
 
 
  
Amnestic
The bazaar has items from across the Realms - spices from Calimshan, pottery and idols from Kara-Tur, magically grown and preserved fruits from Thay found (supposedly) nowhere else in the world, beautiful clothes from Cormyr, and fine elven wine and jewellery from Evermeet.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 55/55 | AC: 13 HP: 23/23 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisible 

Browsing through the foreign goods, hawkers shouting at all angles, Sam considers what would be best. Caelyn would probably enjoy some of the elven wine from Evermeet, or...   Girls like clothes, right?  
  Girls enjoy shopping for clothes. Picking out clothes for them, less so,   Grepha examines the wares from her place hidden on his shoulder.   It will be getting cold soon. If you intend to look for clothes, I suggest we all go shopping for winter wear instead.   Her advice precise and practical as always.

In the end, he decides to purchase some fine wine for them to toast the occasion. It can't hurt to indulge a little on a day of celebration.

 
 Spoiler: Rolls 
 (1d20+5)[ 21 ]  History to select a wine with a flavor Caelyn would enjoy.
 (1d20+5)[ 18 ]  help from Grepha.
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/1 4th 

Caelyn's face alternates between marveled awe and disturbed disgust as they moved through the city. She enjoyed the pastry purchased by Vala, and even more enjoyed the scents of spices and sauces from the dozens of other food stalls and vendors that they passed.  "I can't help but feel that these people might do better if they... spread out? Moved into the countryside? It would certainly be more gentle on the land itself. I can't imagine what it is like below this city or in it's waters if the city itself is so filled with filth, offal, and... just trash!" 

When they approached the harbor and Caelyn learned more of their options for a boat based in, she didn't waste much time in choosing the Low Lantern. She explained to Vala-  "For one, it will be cheaper. For another, I think it will be more fun for a birthday party, and lastly, if their security is as good as rumored, maybe we will not have to deal with assassin's spoiling our breakfast. At this point I've come to expect unwelcome company, and having guards to deal with it sounds lovely." 
 
 
  
Amnestic
 Sam 

After much deliberation, a bottle of fine Evermeet White Wanderwine sticks out to Sam - promising notes of tart pear, ginger spice, and enchanted honey. At a cost of a mere 150gp per magically chilled bottle, you're practically robbing coin from the vendor's pocket - or so they opine as they're packing it for you.

 Vala, Caelyn 
 "Might even be able to pick up some coin plying my trade. Been a while since we could just stop and breathe. Can't say I'm a fan of losing two months of my life but if it means we don't have to sprint around at top speed all the time..."  She lets the thought linger without finishing it as you climb up the (fixed) gangplank to the deck proper. There's little in the way of signage or any indication the ship is anything more than a docked vessel, but perhaps that is intentional, to avoid drawing undue attention. There's a few rough looking men dressed in sailing gear on deck, keeping watch, but one looks over the pair of you and simply nods, jerking his head towards and open door at his side, from which you can hear the undeniable sounds of entertainment.

Descending the initially darkened stairs you quickly emerge into a gambling hall, complete with a fully stocked and busy bar. Just at a glance you spot card and dice games being played, and one table appears to be engaged in a knife challenge of some sort. In the corner a man strums quietly on a lute, catching the most minor of scowls from Vala. There's a distinct air of adult baudiness to the place - it has the energy of the Friendly Arm Inn, though you can taste the seediness on the tip of your tongue.

And perhaps doing so will make you catch something.

 "I'll find out about rooms,"  Vala offers, leaving Caelyn free to either sample the delights of this floor or descend further - or head back to the surface to await Sam and Senna.
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/1 4th 

Caelyn waves to Vala as she approaches the inn keep to ask after rooms. Caelyn considers going to wait for Sam and Senna on the dock, but she realizes this may be the first time without them for some time, decides to start celebrating her birthday by herself a moment, heading towards the bar. With slightly more practice than previous visits she orders a pitcher of wine, figuring that there will be plenty for Sam and Senna when they return. She considers buying something snack-y, but will leave that to Vala. She picks up the pitcher, hefting it eagerly before finding a table that can accommodate their party. One glass couldn't hurt...
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 55/55 | AC: 13 HP: 23/23 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisible 

Packing away the bottle of wine with his other gift, Sam strolls back to the Sorcerous Sundries to see how Senna is doing picking out her own gift. He leans against the wall outside after seeing her still there in the window, not wanting to make her feel rushed.

 "So what do you think of those sewer rumors?" 
  I think you should avoid talking to yourself, or people will think you mad.  
  Oh, yeah. But do you think it's something we should look into?  
  Crawling around in the city's sewage? And I assume 'we' will involve 'me' doing the advance scouting?   Grepha sighs and suppresses an annoyed bird sound to avoid startling any passerby on the street.   How about we wait and see if it becomes our problem first?  
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 PP: 17 PIv: 12 PIs: 17 
 Conditions: - 
 Concentration: - 
 Inside: 
Senna approaches the Sorcerous Sundries. Obviously she knows about Halbazzer Drin, who can at least measure himself with the famed Elminster or Lady Alustriel even if he would justifiably bow out of any competition with either of Mystra's Chosen. She enters the shop and quickly advances to the shopkeep who she does not assume is the famed mage himself.  I know your time is precious, so I won't waste any of it. I would like to have a cloak clasp engraved and enchanted by tomorrow. I am not fussy about the actual brooch, the plainer, the better, but it should display the following when enchanted: The symbol of Bahamut intertwined with Deneir's candle. I give you artistic freedom, but the whole thing should carry sentimental value as well as a small personal enchantment that protects one from interplanar forces. Can you do that?  Senna smiles. She tries not to look to hurried, but she is clearly uncomfortable dealing with merchants. She feels like she is stealing their time all while feeling she is being tricked into an unfair deal.

 Outside: 
Senna waves at Sam and his bird.  I just had Caelyn's gift commissioned. And I heard something about very lifelike statues of heroes in some inn in the Northwest. Knowing the area crawls with mages, acolytes and wizarding apprentices, this sounds a bit too suspicious since artists of that caliber are known. Should we check it out? If for nothing else, maybe for the artistry? 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 55/55 | AC: 13 HP: 23/23 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisible 
 "That does sound pretty weird!"  Sam agrees, pushing off from the wall and stretching his back.  "Let's go check it out after Cae's birthday party, eh? I got some nice wine,"  he pats his bag where the packaged bottle is,  "And Grepha got her a horse grooming kit." 
 "It was a group effort,"  the invisible bird speaks in a deadpan.  "I'm the ideas guy. He's the wealthy investor."  Taking on a more serious tone she adds,  "We should avoid going near the sewer accesses alone. Rumor has it there have been disappearances." 
 
 
  
Amnestic
 Sorcerous Sundries 

The shopkeep spends a few minutes hashing out details with Senna over specifics, design ideas, the exact nature of the enchantment. After consulting a table of services they return with a cost breakdown that ultimately comes up to a nice round 100gp, promising the completion of the job by noon the following day or your money back[1]. They seem relatively confident, and despite the economic slump that the city had apparently found itself in as a result of the Iron Crisis the air in the store remains unchanged. Once agreed, a note of the requirements is produced and then magically vanishes from the clerk's hand. "To our resident enchanters, much faster than carrying the notes by hand," they explain.

 [1]Subject to terms and conditions. Guarantee not valid in case of plague, demonic invasion, divine intervention, or other so-called "Acts of God" that would impede upon what has been judged a standard working experience according to the  General Order Of Duties (GOOD) Work Act . Please contact a certified legal scholar with any queries. Any advice offered by Sorcerous Sundries employees does not constitute as legitimate legal advice nor will they or Sorcerous Sundries be held legally or magically liable if this advice proves detrimental. Our full terms and conditions can be provided by submitting a formal request at the Ducal Palace and you will receive a response within 1-6 months. 
 Bar 

There's a wide variety of alcohol on offer at the Low Lantern - from the cheapest rotgut meant to appeal to people who've lost everything at the tables, to fancy imported meads, sake from the far east, magically brewed beers, along with both naturally aged and chronomancy aged whiskeys (with the soft implication that you should of course try both to test the difference!)

Vala returns before long.  "There's a few others who've taken rooms so we won't be able to get one each, but lowest deck does have space for us if we want it. We'll actually be slightly below the waterline down there, which is...kinda weird?"  But she doesn't seem against it.
Amnestic
When there's a lull in the conversation, Vala pops out of the tavern and flags down Sam and Senna, scooping them up (figuratively) from the harbourside and leading the way to Low Lantern, which by this time has started lighting its namesake across the ships length. Though there's still some daylight remaining, it does help the ship stick out as a destination, and you're quickly lead to join Caelyn in the upper bar.
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/1 4th 

Caelyn orders a sweet mead for them all, making steady progress in her own cup before Vala returns.  "I... have a bad feeling about staying here, but I'm going to push that aside. This place has a reputation for security, and security is what we need. Below decks it is."  Caelyn pours Vala a cup and motions for her to drink.  "The alcohol selection is great! Just what I wanted for my birthday- to try new things!" 

When her siblings are led in, Caelyn raises her glass and toasts them, then makes to pour each of them a glass. Her cheeks are rosy, her eyes are shining, and she looks ready to have some fun. 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 55/55 | AC: 13 HP: 23/23 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form 

As he and Senna walk along the docks, Sam spots Vala in the light of a newly lit lantern beckoning them from the stern of a ship. Waving excitedly back, Sam hurries over and up the gangplank onto the deck.  "Hey! You guys found somewhere after all,"  he looks around as Vala leads the way inside. The place seems rowdy, maybe rowdier than their usual inn fare. But after all the quiet of the woods, the social chaos is a little welcoming.

When they come to Caelyn's table, she's already been hitting the liquor. Sam had a feeling that would happen, but who is he to chastise how she wants to spend  her  day. Withdrawing the bottle of wine from his pack, he sets it upon the table as he sits down.  "I hope you saved room and haven't drowned yourself too much, sis. This one's supposed to be the good stuff." 
 "If it is the genuine article, I believe it should be quite good,"  now visible, the black bird lands on the table next to Sam's place at it.  "And if the magically cooled bottle lasts beyond the contents, it may have some practical use as well when the next summer comes around."  The disguised imp looks up when Sam starts making hand motions.  "What?" 
 "Aren't you going to give Caelyn your gift?" 
 "Oh, very well, if you're going to put me on the spot like that."  With the tiny, resized magical staff woven onto Minsc's scarf, Grepha is a bit stronger than the average bird. She flies down to Sam's bag and grabs the bundle containing the horse grooming kit, flying it onto the table in front of Caelyn.  "I thought he could use some care after our weeks in the tick-infested woods..."  Grepha explains, trailing off and allowing the gift to fill in the context of who 'he' is.
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 PP: 17 PIv: 12 PIs: 17 
 Conditions: - 
 Concentration: - 

At Caelyn's remark, the cleric chuckles.  Well, you're the only one able to transform yourself into a fish. As far as I am concerned you should be the least bothered by the call of the sea. But I am half tempted to pray for a water walk spell now that you mention it.  As it comes to the gift exchange, Senna is almost crying. She had lost so much family in the last months, she was simultaneously happy that Caelyn was still around, and distraught at loosing Gorion and some of her step siblings.

Senna blushes slightly, a small reminder of the young girl she still was, as she cannot produce a gift yet.  Your gift takes until tomorrow I'm afraid. But I think you will like it. I am really not a crafts person, more akin to a hobbyist writer. But there was little time for either in the last weeks. 

The red-head turns to the imp-raven.  It pains my heart to bring this up, but can you look out for security tonight, Grepha? I really want to cut loose, but I cannot in full conscience "Party hard" as the kids say if we are to expect unwanted visitors, like the last time we were in a tavern. Plus I am not even sure if alcohol transfers into your system. 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 55/55 | AC: 13 HP: 23/23 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form 
 "I'm reasonably certain I can't get drunk,"  Grepha states in response.  "Alcohol is a poison, after all. Which is good. I want a taste of this wine, and if I were able to get drunk then even a small bit would get something my size thoroughly sloshed." 
 "That's the spirit... I think,"  Sam flags one of the servers for a wine opener, after trying to figure it out himself and failing.

 "As for 'partying hard,' I will be on guard as always, naturally.  And I hope no one intends to partake of the... hookers ,"  she says with mild distaste, lowering her voice to avoid offending the establishment's patrons and employees who may be in earshot.  " Frankly, it would be more worth your money to hire a higher class escort than contract something unpleasant and have need of a potion to cure it ."  The imp turns her beady bird eyes to Senna and it seems she's about to make a snide comment - probably about a predictable certain someone. But in the end she decides not to dampen the atmosphere any further.
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/1 4th 

Caelyn smiles and laughs at Sam handing over the bottle, giving it a small shake and shivering slightly.  "It is still cold! Amazing! Thank you, Sam!"  She also motions for an opener to the nearest server. Meanwhile, Grepha's gift elicits a different response- a solemn eyed look of acknowledgement and understanding.  "I'll make sure to try it out with Rosc Roche first thing tomorrow. Thank you, Grepha. Not everyone would remember that we have another member of our group who can't always be with us, but I think you have some special insight into that."  When Senna promises a gift tomorrow, Caelyn nods eagerly and shakes her fists in anticipation of what her younger sister may have chosen. By then the wine de-corker had arrived, and Caelyn utilizes it after some difficulty, giving a shout of surprise when the cork launches from the bottle like a rocket!  "It is magic, Sam!"  She begins to refresh everyone's glass from the new bottle, including a taste for Grepha.

Security and safety is far from Caelyn's mind as, for the next several hours, she focuses on being young, having fun, and being loved by her family and friends.
 
 
  
Amnestic
The evening passes with frivolity and relaxation. Eventually, you retire to bed - mostly. With limited room options, Caelyn and Senna are bunked together with a single bed, though that's hardly an issue for trancing. Sam and Grepha take a smaller room to themselves, and unbeknownst to them the other three room are occupied by Leaf, Grok, and ???. Vala willingly gave up even having a private room, instead taking one of the public hammocks in the stern of the ship. She waves off any concerns with  "If the room's gonna sway, I may as well get the full experience." 

The low lantern never truly quietens down, even in the earliest hours of the morning, but eventually the activities on the floors above turn from a bother into the white noise one can relax to and almost find meditative, but it is exactly this noise which alerts you during the night.

When the sun has yet to still rise, the above decks abruptly quieten, and the sudden silence rouses you from your slumbers (or trances). A single creeping step creaks on the stairs descending to your level, before abruptly going silent again. Tension rises, but it's only when a scream goes out from one of Vala's fellow hammockers that you're sure danger is imminent.

The door to Senna and Caelyn's room is kicked open - though without any of the accompanying noise you'd expect from it, revealing a leather clad assassin stained with blood upon blood upon blood. Beyond him, in the core of the lower deck, are three more, equally stained. A trail of the sanguine liquid follows their footsteps from the upper decks.

 
 Spoiler: Map 

Starting the new people off with a bang.
 

You should assume you are not armoured or wearing a shield if you were sleeping, ditto for needing to pick up weapon(s) (only 1/turn, unless you're spending an action).

The darker-hooded enemies are projecting a 10ft field of silence, which may (will) impact on some spellcasting.

 Initiative order:  

Grepha: [23]
Sam: [21]
Grok: [17]
Leaf: [16]

EA: [15]

Vala: [14]
???: [12]
Caeyln: [9]


EV: [4]
ES: [4]

Senna: [1]
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 56/56  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf had been in Baldurs Gate for a few weeks, moving around between apartments and short-term rentals waiting for the next interesting job. He had moved to the Low Lantern just a few days ago, and enjoyed its boisterous atmosphere. He always met interesting people there, it seemed safe enough, and the noise and alcohol made it easy for him to pilfer a few coins and gems off of the inebriated patrons, which has allowed him to hold out for a more honorable, or just more profitable, mercenary job.

Last night, he stayed up late, and had a little to drink, but managed to keep his wits about him. He bonded with a few of the other new passengers over their shared dislike of the Iron Throne. He particularly liked the wood elf, Caelyn, and her bubbly attitude. She seemed to enjoy his stories about the jungles to the south and what it was like to live there. Her companions were pleasant and welcoming as well, and and one of them, a half-dragon named Sam, ended up in the small room directly across from Leaf's.

He had removed his armor to sleep, but kept his cloak on as a blanket, the hood covering his head. He kept his bow, his most prized possession, next to him, between him and the wall, the quiver of arrows next to it.

He thinks it's close to dawn, in the darkest part of night, when he wakes with a start, hearing the footsteps and screams  then not hearing anything at all.   Something is wrong.   He slowly and quietly equips his quiver and grabs his bow. He peaks out the curtains of his tiny bedroom, seeing two hooded men with blood dripping from their weapons. He pauses to see what they do next, keeping hidden from their view.

 
 Spoiler: OOC 
I think it takes my action to equip the quiver and grab the bow.
BA Hide, Stealth:  (1d20+11)[ 14 ] , Advantage  (1d20+11)[ 21 ] 
 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12(-1 no armor) HP: 55/55 | AC: 16 HP: 23/23 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Armor of Shadows 

The party had been fun, acquainting them with some other guests at the tavern's inn. Sam had never seen a tabaxi before, so there had been a lot of questions for their new acquaintance Leaf, and some of them were probably unintentionally insensitive.

Sam's eyelids flicker open at the sudden silence. Grepha, already perched on the end of the bed in her true form, is standing tensely. She meets his look and nods. Without his armor on and in only night clothes, Sam gets out of bed and grabs the dagger from his beneath his pillow. Usually he prefers not to be up close and personal in the first place, but it's better than being unarmed.

Grepha flaps in the air and pulls the door open, revealing the men in the dark between their rooms.  "You sure don't waste any time, you?"  Sam calls out, invoking a pair of blasts to hurl at the nearest man. He rushes out and turns on a time, dashing to wake up Vala- if she isn't already.  "We've got company!" 

Shadows draw around Grepha into a shape like armor, preparing herself for combat, and she remains behind in the room.

 
 Spoiler: Actions 
 Sam 
Use Item to grab his dagger.
EB at the non-silent Assassin.
 (1d20+6)[ 16 ]  Blast 1
 (1d10)[ 9 ]  force damage and a shove,  (1d4)[ 1 ]  damage from getting knocked 1 NE into the wall next to Grok's room
 (1d20+6)[ 8 ]  Blast 2
 (1d10)[ 2 ]  force damage and a shove,  (1d4)[ 4 ]  damage from getting knocked into the wall
If at least one of them hits and it gives him enough space to get out without an AoO, he will move out of the room. 2 E, 2 S, 1 SW next to Vala and give her Bardic Inspiration with his bonus action.
If the assassin is still in the way, bonus action to Tumble from Satire Bard and get past, still moving next to Vala but no Inspire.

 Grepha 
Use Item to open the door for Sam.
Cast Mage Armor on self. She will remain in the room.
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 9 HP: 67/67  PP: 10 PIv: 9 PIs: 4
HD: 7/7d10, Conditions: none
 

In the aftermath of the attack on his Clan's ruined gate, Grok helped to bury the dead, and to make some makeshift repairs, although it was hardly proper dwarf work.  But he also knew, in his heart, that he would have to solve this problem, and, so, with the blessings of his clan, he set out with his trusty friend, Blazan, to investigate this mysterious conspiracy.

His investigations didn't go as well as might be desired, but he did get to take his anger out on some thugs, and they did have some association with The Low Lantern, so maybe all the criminals were united in some mysterious conspiricy, all out to get his clan?  It made as much sense as anything else, destroying good iron before and after it was mined.

In the inn(Alas, they were not willing to allow Blazan entry, so Blazan made alternate plans), things seemed to be... normal.  Well as normal as an inn boat came.  He arranged for a private room(Courtesy of the thugs), and settled down to rest.
At least, until the scream rang out.
Awakened from his sound sleep, Grok reached for his Glaive, and opened the door.  Seeing the assassin(For it could be nothing else), he bellows his fury, his brown beard jiggling from the fury of his silent cry.  His tall(4'3") body is mostly visible, with a collection of scars, and his brown eyes practically glow with his displeasure with these assassins.

 
 Spoiler: OOC 

Object Interaction:  Pick up glaive.
Action:  Take another object interaction, open door.
Move:  Stand up.
 

 
 
  
Amnestic
With Grepha's help Sam bursts out of his room, sending blasts of magic to brief brighten the dimly lit room. Despite the sudden movement his foe is well on guard, and manages to narrowly dodge away from both blasts, impacting the wood with loud  thuds  that herald the start of combat proper.

Grok's opening the door causes a flash of momentary surprise over the silent assassin's face but he charges in regardless, choosing the proximate dwarf as an opponent, slashing at him twice with his blades, and landing a particularly vicious hit with one of them. His companion at the entrance to Senna and Caelyn's room follows suit, slipping inside on quietened feet and lashing out at the cleric and thoroughly disturbing her rest by spilling blood on the otherwise (probably) clean bedsheets.


 
 Spoiler: Map 

 

Both of Sam's beams miss, though the first one is very barely.

The northern silent-assassin hits Senna twice, for  27  total (thanks to sneak attack)
The southern silent-assassin crits and hits Grok, for  17  total.

Vala, ??? and Caelyn are up.

 Initiative order:  

Grepha: [23]
Sam: [21]
Grok: [17]
Leaf: [16]

EA: [15]

 Vala: [14]
???: [12]
Caeyln: [9] 

EV: [4]
ES: [4]

Senna: [1]
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 1/1 4th 

Caelyn, sitting with her legs crossed on the floor, rouses from her trance instantly. She thanks Senyad's blessing for her awareness, then reaches for her charred staff with one hand as she springs up. Seeing her sister slashed by a dagger, she stamps her staff, which releases a cloud of cinders and begins to glow.  "You're going to regret this..."  she says menacingly, before pointing her staff at the assassin and invoking a druidic sentence for anti-magic, hoping to remove the silence effect. She then rushes forward to aid her sister.
 
 
  
 
 Spoiler: OOC 
Object interaction- grab staff.
Bonus action- shillelagh
Action- Dispel Magic on the assassin.
Movement- get up in his face to flank with Senna.
 
Awful
      
     ???    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 60/60 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 1/1 
 Spell Slots- 4/4 1st, 2/2 2nd 

The as-yet-unnamed elf was roused from her sleep by a mix of sounds; noise and its absence alike. She blinked once, twice, her golden eyes luminous in the gloom. She'd begun a trance but ended up dozing off during it, and for a moment she was bizarrely off-balance from not waking up in the crystal urn.

She scowled. Something was afoot, said her instincts. When she'd told someone yesterday she was sleepy and wanted to rest, they'd directed her here, and laughed while doing so, which she took as a good sign if the thought of it made people jolly. It had been a bit dirtier and smellier than she'd expected, true, but maybe that's just how things were? The tower she'd woken up in was also grubby.

She reached out and plucked her enormous axe from the floor, the tremendous weight of currently the first of her only two friends comforting in her hands. Her second friend, a crow with bone-white feathers, cawed at her from its home on the bedframe, and she shushed it.

Her legs ached from the walking yesterday, having literally never been used before. She padded over to the door and listened. There were a pair of loud thuds and people talking of regret.

With a click of her tongue, she started the enchantment on the axe. The blade heated, going swiftly from gold metal to red to white-hot, and the eye upon the blade wide and staring.

She slipped next to the doorway and lifted the axe over her head, ready to chop a significant chunk off whoever came through the door.
 
 
  
 
 Spoiler: OOC 
Object interaction- obtain axe.
Bonus action- activate flametongue axe
Action- Ready attack on anyone coming through the door.
Movement- move up next to the door
 
Amnestic
Safely outside of the assassin's bubble of quiet, Caelyn's spell tears his defensive abjuration from him, filling his - and Senna's - ears with noise once more. Vala leaps past Sam, taking up her spear but lacking time to grab her shield. She invokes her divine magic once more, gleaming with radiant light as she lashes out with her spear, flailing it with abandon to draw attention to herself. It works, and the attacker turns away from Leaf's door to instead slash at her with his blades, cutting past her magic and clothes to draw blood.

The remaining unoccupied swordsman leaves Vala to his companion, turning instead to ???'s door, kicking it up, and receiving a fiery axe directly for his troubles. Undeterred by the sudden blow, he strikes back. ??? manages to evade the man's shortsword, but his longer blade comes in from behind to strike twice.


 
 Spoiler: Map 

 

The northern thug-type moves to ???'s room and kicks the door open, receiving a successful readied attack for 11 slashing and 9 fire. He retaliates hitting ??? for  15  slashing over two attacks.
Caelyn successfully dispels the silence effect from the assassin and moves into flanking position.
Vala moves up to the remaining thug-type in the centre and attacks recklessly, hitting twice for 16. Her opponent fights back and hits her thrice, for  11 , after rage reduction.

 Senna, Grepha, Sam, Grok, and Leaf  are now up.

 Initiative order:  
 Grepha: [23]
Sam: [21]
Grok: [17]
Leaf: [16] 

EA: [15]

Vala: [14]
???: [12]
Caeyln: [9]

EV: [4]
ES: [4]

Senna: [1]
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 56/56  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 2/3 LR
Restrain: 3/3 Dawn 

From his hidden position, Leaf takes a shot at the nearest intruder, trying to help the woman with the spear that he saw in the tavern last night.   Vala, was it?   He then moves quickly south and takes cover behind the pillar.

 
 Spoiler: OOC 
BA to mark as favored foe
Attack with Elven Accuracy:  (1d20+12)[ 23 ] ,  (1d20+12)[ 17 ] ,  (1d20+12)[ 25 ] 
Damage:  (1d8+7)[ 8 ] 
Colossus if injured:  (1d8)[ 8 ] 
Sneak attack:  (2d6)[ 10 ] 
Favored Foe:  (1d4)[ 2 ] 
 If Crit  (1d8)[ 2 ]  +  (1d8)[ 4 ]  +  (2d6)[ 4 ]  +  (1d4)[ 2 ]  
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 2 ]  = 29 damage

Moves S,W,S,S,S,W
 
 
 
  
Awful
          
 
   
     ???    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 45/60 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 1/1 
 Spell Slots- 4/4 1st, 2/2 2nd 
  "Owch,"   said the elf flatly, taking a step back. Pain, hot and red, bloomed where the man had slashed her, but it didn't show on her face. Instead, she pursed her lips a little, looking down at her injuries.   "Don't do that."   
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 12 HP: 34/61  
 HD:7/7d8 Spells: 1st: 4/4 2nd: 2/3 3rd: 3/3 4th: 1/1 
 First Impression: lightly clothed and bloodied, clutching a holy symbol 
 Conditions: Concentrating on Hold Person (1/10) 

Senna slept like a baby. Though the two bottles of wine she drunk herself are not to blame alone, they certainly contributed to the result. The gently swaying boat and the almost calming white noise of a busy bar helped too. Senna learned from Caelyn that a loud forest meant a safe environment; you had to start worrying when everything fell silent.

Which incidentally happened right now. Her dreams were between finding space for Minsc and Garrick in a musical theater show starring her as the newly appointed deity of love, murder and writing. As she descended the stairs in her evening gown, the music stopped, and explosions happened; their loud boom suddenly silenced. Finally the cleric woke up to the reality of almost being stabbed to death.She dodges the attack on her jugular but gets her shoulder pierced with a generous red spot of her own blood there now. She mouths a protest or warning, and none comes of it. Fighting has broken out all over the lower deck, and as her sister's magic washes over her assailant, she can quickly hear herself again.

From a lying position she grabbed the holy symbol she hid under her pillow and held it aloft, under immense pain.  This is not why or how I die! Stand down, in the name of Deneir.  she commands her attacker.

 
 Spoiler 
Object interaction: grab holy symbol
Action: Cast Hold Person  (1d20)[ 13 ]  (please dont let them be weird spooky ghost assassins)
Move: Stand up from sleeping position.
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 9 HP: 50/67  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 

Grok grunts as the foul assassin dashes in and stabs at his poor unarmored chest, but luckily, the blades bounce off of his ribcage.  But before he can strike back, he notices another assassin stabbing at someone else.  He kicks the butt of his glaive forwards, bouncing it off of the shin of the assassin facing him and redirecting the blade as it bounces to stab the other assassin in the back.  Without missing a beat, he slams the haft of his glaive into the first assassin's torso just as he recovered from Grok's first strike, pushing him back just enough for Grok to lance his glaive past the first assassin, and back again, using the motion to lacerate the assassin's side.
Throughout this entire eerily silent engagement, Grok's mouth has been open, and spittle flying as he bellows his fury.

 
 Spoiler: Actions 

Reaction(Assuming he can see the second assassin):  Use Sentinel to make an attack against that assassin.
 (1d20+9)[ 25 ]  Attack
 (1d10+6)[ 8 ]  damage

Then, on his turn, attack the assassin in front of him twice.
 (1d20+9)[ 25 ]  Attack 1
 (1d10+6)[ 7 ]  damage 1
 (1d20+9)[ 20 ]  Attack 2
 (1d10+6)[ 9 ]  damage 2
 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12(-1 no armor) HP: 55/55 | AC: 16 HP: 23/23 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Armor of Shadows, Invisibility 

To Sam's surprise, the assassins attack more than just his family. The other patrons are under attack as well. Trusting Vala to hold her own and too far from his sisters, and Sam remembers a frail-looking girl had been staying in one of the rooms under attack. He shifts to a better angle and sends a pair of energy blasts arcing towards the assailant.

Slipping out of the room, Grepha vanishes as she passes the door frame, closing in on the nearest foe and slinking behind him. Unseen, and unheard under the effects of the assassin's aura.

 
 Spoiler: Actions 
 Sam 
Move 1 N, 1 E behind Vala. Cast EB at ???'s opponent.
 (1d20+6)[ 13 ]  Blast 1
 (1d10)[ 7 ]  and bumps him into the door frame for  (1d4)[ 2 ]  damage
 (1d20+6)[ 22 ]  Blast 2
 (1d10)[ 5 ]  and bumps him into the door frame for  (1d4)[ 2 ]  damage

 Grepha 
Invisibility on self.
Move to 1 N of Vala's opponent.
Should he happens to do anything provoking an attack:
 (1d20+5)[ 20 ]  Sting
 (1d20+5)[ 6 ]  Invisible Adv if they don't have invisisight
 (1d4+3)[ 6 ]  damage, and  (3d6)[ 11 ]  poison with  (1d20)[ 8 ]  Con vs DC 11 to halve
 

 
 
  
Amnestic
Now thoroughly awake, Senna's magic allows her to wrap her assailant in the grip of divine magic, forcing it still as its limbs lock in place, unable to move. It fails to push past the magic that washes over it.

Leaf and Grok both land solid blows on Vala's foe, though he remains standing there's a glimmer of fear that crosses over him as he seems to realise he's in over his head. This isn't helped any when Sam nails a beam on his comrade, slamming him with a loud  thud  into the wooden door frame. The remaining unparalysed assassin seems undeterred, striking again at the dwarf with one of his blades, though without the element of surprise or an added ally for a distraction, the strike is much less vicious.

 
 Spoiler: Map 

 

Leaf hits for 29.
Senna successfully Hold Person's their assailant.
Grok hits with their three attacks for 8, 7, and 9 against their respective targets.
Sam hits with his second beam for 7 total.
Grepha moves into position.

Senna+Caelyn's assassin fails their end of turn save vs hold person, they remain paralyzed.
Grok's assassin hits him for  7  slashing damage.

Vala, Caelyn, and ??? are up.

The thug beside Vala is looking pretty low on HP.

 Initiative order:  

Grepha: [23]
Sam: [21]
Grok: [17]
Leaf: [16]

EA: [15]

 Vala: [14]
???: [12]
Caeyln: [9] 

EV: [4]
ES: [4]

Senna: [1]
 
Awful
          
 
   
     ???    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 45/60 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 4/4 1st, 2/2 2nd 

The elf clicked her tongue, and the flames flared brighter on the axe. It flashed out once and hit the attacker, but her follow-up swings were clumsy things, unused to the excessive weight she was swinging about, and the assassin didn't seem to have too much trouble dodging them.

The elf made  tch!  of frustration.
  
"Hold still,"   she said in her chirping voice.   "I'm trying to chop you in half."   
 
  

[spoiler=OOC]
Action: Green flame blade. Hit for 24, 15 slash, 14 burn
BA: attack, misses
Action surge: attack twice, miss both times rip
Movement: none
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 1/1 4th 

Caelyn raises her staff and brings it down on the paralyzed assassin with a angry cry, sending up another wave of cinders as she beats the immobile man.
 
 
  
 
 Spoiler: OOC 
  (1d20+8)[ 25 ]  to hit,  (1d20+8)[ 18 ]  for advantage.  (2d8+5)[ 16 ]  damage.
 
Amnestic
???'s axe crashes down on their foe, but the sudden cut seems to push the man into full defensive mode as he bobs and weaves away from the flurry of strikes. He breaks away, ducking and weaving towards the only stairs there are, and yells up  "Get down here and help!"  There's only silence above, but the assassin's silence field makes that more ominous than reassuring. Indeed, the thug is then knocked back down the stairs by something from above, and a massive  boom  rings out throughout the ship. The floor cracks open in a shower of splintered wood and despite being anchored the entire boat shudders ominously. The fallen thug struggles to his feet, having only barely avoided being caught in the spell. Blades in his hand, he turns back to the party - it seems he understands there's only one way out for him.

The assassin alone in the northern room would have normally buckled from such a potent hit from Caelyn, yet paralyzed as he is, he's unable to even react as she draws blood with her bonk.

Unable to catch up to the fleeing man, Vala cuts down her own foe before moving up to the still-silent assassin in front of Grok, her spearpoint slick with blood as she aims to aid the dwarf.

The collective civilians huddle behind Sam, seemingly taking some solace in his size, and not willing to rush the exit.

 
 Spoiler: Map 

 

??? hits, but their foe is barely still standng.
Caelyn hits her crit
Vala misses (despite advantage lol) but hits on the second go and finishes off her foe before moving to help Grok.

???'s thug Disengages and runs to the stairs. Someone or something cast  Shatter  on the ship from the next level up. The crack on the map leads down into the absolute bottom frame of the vessel. It cannot be walked over.

Senna, Sam, Grepha, Grok, and Leaf are up.

 Initiative order:  
 Grepha: [23]
Sam: [21]
Grok: [17]
Leaf: [16] 

EA: [15]

Vala: [14]
???: [12]
Caeyln: [9]

EV: [4]
ES: [4]
 
Senna: [1] 
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 56/56  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 2/3 LR
Restrain: 3/3 Dawn 

Leaf almost freezes in panic as he remembers that he is underwater. It had bothered him his first night here, but he had gotten used to it over the past few nights. But the eruption from above renews his fears. He doesn't want to get trapped down here. There are no windows and he hates swimming. He doesn't want to drown.

While the spell caster above makes this obvious, Leaf feels the need to talk to Sam as he passes him.

  "There are more upstairs. Maybe more powerful."  

Leaf hides behind the pillar, then moves up, shooting the man at the bottom of the stairs just before he would have a chance to see Leaf. After shooting, he ducks into the first room on the left.

 
 Spoiler: OOC 
Hide  (1d20+11)[ 23 ] ,  (1d20+11)[ 31 ]  (they have disadvantage to see him due to his cloak)
Attack with Elven Accuracy:  (1d20+12)[ 25 ] ,  (1d20+12)[ 31 ] ,  (1d20+12)[ 25 ] 
Damage:  (1d8+7)[ 10 ] 
 Colossus if injured:  (1d8)[ 2 ]   replaced by piercer
Sneak attack:  (2d6)[ 9 ] 
 If Crit  (1d8)[ 2 ]  +  (1d8)[ 6 ]  +  (2d6)[ 7 ]  
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 4 ]  =  23  damage total

Moves N,N,shoot,NW,W
 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12(-1 no armor) HP: 55/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Armor of Shadows, Invisibility, Spider Form 

The girl is more dangerous than she looks, and the man attacking her flees for the stairs.

Looking back at Leaf, Sam nods.  "They have a spellcaster, at least. One willing to throw out a spell like that as a warning shot."  Then, he addresses the civilians.  "Take cover behind the structures of the two rooms here, so that no stray magic or arrows hit you,"  he motions to either side, at the room walls that the hammocks attach to.  "Once the way up is safe, I will give the all clear." 
  Grepha,   Sam mentally contacts the imp, unable to see her but knowing she's there.   Scout the next floor for us, please. Leave cleaning up these chumps to us.   Then, he fires two blasts of energy at the assassin by Vala and the dwarf, moving up to the frame of the girl's room.

He leans inside, careful of the axe.  "Hey, are you alright? Don't worry, we'll all get out of this together,"  he reassures, though she doesn't look as afraid as he was expecting either.

Meanwhile, Grepha heeds her orders and flies into the space just beneath the stairs. She shifts into the form of a spider, hopefully less noticeable if the mage above can see through invisibility as she ascends.

 
 Spoiler: Actions 
 Sam 
Cast EB at Grok's opponent.
 (1d20+6)[ 18 ]  Blast 1
 (1d10)[ 7 ]  and bumps him into the door frame for  (1d4)[ 2 ]  damage
 (1d20+6)[ 24 ]  Blast 2
 (1d10)[ 5 ]  and bumps him into the door frame for  (1d4)[ 1 ]  damage
Then, move 5 N.

 Grepha 
Fly 1 NW, 7 N, into the crook of the stairs and the wall.
Shapechange into a spider.
 

 
 
  
Awful
              
 
   
 
   
     ???    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 45/60 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 4/4 1st, 2/2 2nd 

She blinked at the lizard as it talked to her. She paused for a moment. 'Alright' - it was asking if she injured? It was showing concern. This one probably wasn't goingto try to injure her, so she didn't try to chop  this  visitor's bits off. The elf let the head of the axe droop until it thudded into the deck, her tiny hands loose on the axeshaft. Flames smouldered round the blade and scorched black eyes into the deck.

  "I am stabbed,"   she told the lizard flatly.   "It is an unpleasant experience. I do not think the recommendation to stay here was a good recommendation."   
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 9 HP: 43/67  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Shrugging off the impact of another dagger with dwarven stubbornness, Grok doesn't hesitate to use the haft og his glaive to beat at the assassin, attempting to shatter the assassin's knees for later retrieval.  If the assassin falls, he'll step on the assassin as he moves to cover the stairs.
 
 Spoiler: OOC 

 (1d20+9)[ 22 ]  Nonlethal Attack 1
 (1d10+6)[ 15 ]  damage 1

 (1d20+9)[ 25 ]  Nonlethal Attack 2
 (1d10+6)[ 10 ]  damage 2

If possible(Which means if the assassin facing him goes down), Grok will move to two tiles south of the assassin near the stairs(within 10 feet).
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 12 HP: 34/61  
 HD:7/7d8 Spells: 1st: 4/4 2nd: 2/3 3rd: 3/3 4th: 1/1 
 First Impression: lightly clothed and bloodied, clutching a holy symbol 
 Conditions: Concentrating on Hold Person (2/10) 

Senna holds her enemy in place with her spell, clutching her holy symbol with her right while picking up her shield with the left. Her want for vengeance superseded the immediate need for safety or saving innocents right now. Crackling with energy, she presses her holy symbol onto the enemy to unload a bolt of electricty through the assassin.

 
 Spoiler 
Shocking Grasp  (2d20)[ 13 ][ 17 ](30) +7
Crit if hit so  (4d8)[ 15 ] 
 

 
 
  
Amnestic
Slipping behind the pillar for just a moment Leaf's expert bowshot nails the fleeing thug in the spine, dropping him like the sack of meat that he is. Between Sam and Grok, their own assassin foe continues to suffer, though remains standing. Seeing his ally cut down the man turns to flee, but Grok's weapon lashes out and slices him across the foot, locking him down. He turns and retaliates, slicing at the dwarf with two quick twists of his blade.

Secluded in the separate room, Senna's opponent continues to be wrapped in her magic, and releasing a massive jolt of electricity through him doesn't seem to help him any - he's still as paralyzed as before.

It's difficult for Grepha to make out much from her position, but what she does see is a tall man in an ornate mask, dressed in light leathers with an component pouch at his waist, accompanied by yet another one of the assassins. There seem to be at least a few bodies on the floor - patrons and guards both - cut down by the assailants. Blood oozes lazily from open wounds, indicating they're probably already dead, while the spellcaster and their 'assistant' look unharmed and entirely ready to continue the fight.


 
 Spoiler: Map 

 

Sam hits with both his blasts.
Leaf downs the fleeing thug.
Grok hits twice, and when the assassin disengages and tries to flee, his reaction sentinel attack hits and locks him in place. He's not down, but he isn't far off. The assassin retaliates, since he's locked in place, and hits Grok for  10  slashing damage.
Senna hit-crits with shocking grasp. Her assassin fails its save against hold person again.

Grepha gets sight of an upper floor, as on the left side of the map - but that's it, and only Grepha, for now.

Vala, ??? and Caelyn are up.

 Initiative order:  

Grepha: [23]
Sam: [21]
Grok: [17]
Leaf: [16]

EA: [15]
 
Vala: [14]
???: [12]
Caeyln: [9] 

EV: [4]
ES: [4]

Senna: [1]
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 2/3 3rd, 1/1 4th 

Caelee, hearing the fighting behind her, presumes that there is more trouble in the remainder of the ship, She also hears the sound of ripping wood and shredding magic, and supposes that either they have a spellcaster or a damn troll. Either way, she needs to end this fight quickly before the boat starts to sink. She touches her staff to the side of the assassins' head and utters a short, simple word in Druidic for a point blank fire bolt. Then, seeing Senna wounded, she calls a much more soothing word and summons her ethereal flame rabbit to nuzzle her sibling and heal her.
 
 
  
 
 Spoiler: OOC 
 Big guns time. Crit firebolt for  (4d10)[ 27 ]  fire damage. Healing spirit for  (1d6)[ 6 ]  healing on Senna.
 
Awful
      
     ???    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 57/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 4/4 1st, 2/2 2nd 

The elf stepped out her room, axe cradled in her hands as etheric flames licked along the head. There, in the doorway of the room opposite, another felllow garbed similarly to the one who had stabbed her a bit was being assailed by other patrons.

This was annoying. She decided to interject herself into the brawl. With surprising stealth for someone with a giant flaming axe, she padded over and, with a sharp click of her tongue, swung the axe twice heavily into the back of the man, putting all her rather minor weight into the blows. Still, where her weight was small, that of the axe was not, and though they weren't the deepest cuts in the world, she suspected the unruly sort would nonetheless not enjoy the experience.

  "Hello,"   she said flatly to the other patrons, shifting her axe in her grip.   "Is this ordinary for staying in this place?"   
 
  
 
 Spoiler: OOC 

 Move:  move to the assassin shown on discord by the others.
 Action:  GFB 21 to hit, 8 slash, 7 fire damage
 BA: Weapon attack: 26 to hit, 9 slash, 7 fire
for a total of 17slash, 14 fire damage
 
Amnestic
The burst of flame from Caelyn's staff covers the paralyzed assassin's head, but - somehow - he remains alive, albeit now without much of his hair remaining. To the south, ???'s own flaming blade cuts down the one remaining assassin in the core of the ship. Vala hops over the body, still in full fight mode as she sprints towards the private room, leaving Sam to handle the glad-handing with newcomers. Any such conversation is cut short though, when the spellcaster raises their arm once more, and another burst of deafening sound crashes into the bottom of the ship. It lurches to the side, threatening to force you of your feet as you hear the unmistakable sound of water rushing to fill the hole. A wicked chill of seawater finding its entrance dispels the otherwise comfortable heat of the tavern, a harsh prelude of the icy chill in late-autumnal waters in the early hours of the morning.


 
 Spoiler: Map 

 

Caelyn crits, but the man's still standing.
??? finishes off the central assassin and his silence field drops.
Vala  dash es past to aid Caelyn+Senna

The spellcaster from above casts another Shatter, blowing a hole in the bottom of the ship. Everyone needs to make a  DC10  strength save or be knocked prone. The bottom-right civilian failed their save. Vala and the other two succeeded.

Water has begun surging in.

Sam, Grepha, Senna, Leaf, and Grok are now up.

 Initiative order:  
 Grepha: [23]
Sam: [21]
Grok: [17]
Leaf: [16]
 
EA: [15]

Vala: [14]
???: [12]
Caeyln: [9]

EV: [4]
ES: [4]

 Senna: [1] 
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 2/3 LR
Restrain: 3/3 Dawn 

Leaf falls over as the boat rocks. He quickly stands up and leaves the relative calm of the bedroom he had hidden in. He moves out into the main room, looks at the water, and decides the fight needs to be taken to the spell caster upstairs. It definitely needs to be taken upstairs. He calls out to his allies as he moves,

  "Come on. Follow me. I'll try to distract him so you can get upstairs."  

He runs for the stairs, climbing up the stairs like he was climbing a tree back home. At the top of the stairs, he first looks to the left and shoots the spell caster behind the stairs. He calls out to the mage,

  "Who are you looking for? There's no need to kill everyone here."  

He then looks to the right and sees the bandit. After he shoots he moves north to try to draw their attention away from the staircase so his new allies can escape.

 
 Spoiler: OOC 
Uses feline agility to increase speed to 60'
He uses 30' to stand up from prone
Moves to the top of the stairs, using his bonus action to dash.
Shoots back at the spell caster, then moves north and east, ending up 5 squares north and 2 squares east from his current location.

Attack:  (1d20+12)[ 18 ] 
Damage:  (1d8+7)[ 13 ] 
Colossus if injured:  (1d8)[ 2 ]  (maybe the guy was injured in the preceding slaughter)
Sneak attack:  (2d6)[ 7 ]  (maybe the fast move surprised the guy?)
 If Crit  (1d8)[ 5 ]  +  (1d8)[ 2 ]  +  (2d6)[ 8 ]  +  (1d4)[ 2 ]  
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 8 ]  so only if colossus is in play
 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 9 HP: 33/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
With the assassin slain by the strange elf, Grok's low, rumbling voice becomes clear.  " And my little sister's niece stubbed her toe, you dratted no good scoundrels! "
Unfortunately, distracted as he was, he lost his footing when the boat rocked again, and started to sink.  He hit the floor hard, bouncing once, before standing, and slinging his heavy pack over his shoulders as he does.  His bare feet start to thud towards the stairs out, but pause as they reach the corpse in front of him.
Then, Grok reaches down, and shoulders the corpse, before starting towards the stairs leading up.
 
 Spoiler: OOC 

Rolled a nat 1 on the save vs prone, and so dropped.
Move to stand, object interaction to pick up his pack, action to pick up the dead assassin.
Move 10 feet(All remaining movement) towards the stairs out.
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 12 HP: 34/61  
 HD:7/7d8 Spells: 1st: 4/4 2nd: 2/3 3rd: 3/3 4th: 1/1 
 First Impression: lightly clothed and bloodied, clutching a holy symbol 
 Conditions: Concentrating on Hold Person (3/10) 
 Go! End this horrible thaumaturge!  Senna commands her allies. The crash destabilizes her stance, but she cannot leave without most of her belongings. Hastily she shoves everything into her backpack, leaving the armor, shield and weapon behind. When ready, Senna will advance.

 
 Spoiler 
Mundane stuff does not interest Senna, but she will not leave without her prayer books and magic items. Action and item interaction, then move south and up deck. If I need to/am allowed to use my move action to find all items, I will do so.
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Armor of Shadows, Spider Form 
 "Oh ****,"  Sam curses under his breath when the girl admits flatly to being stabbed.  "Okay! We'll take care of that as soon as we can, just be careful!"  From what he'd seen she could clearly defend herself.

When the bottom of the ship is burst open, Sam falls over against the wall and begins to panic. He scrambles back into his room, grabbing his backpack and for once thanking the sloppy way he packs - all his rations ration packs are probably squished to hell, but at least almost all his stuff is in there on account of being too lazy to dig through the mess and clean it up after when he came down to flop into bed. Only his crossbow, utility axe, backup daggers, and leather armor are left behind.

 "Everybody! We gotta get out!"  he shouts back at the other, cowering guests.  "So grab your stuff and grab something to fight if you got it, cause those guys upstairs aren't leaving any witnesses!"  That said, he starts sprinting for the stairs, kicking off the ground towards the end to take to the air in case the ship rocks again or water rushes in.


Meanwhile, Grepha is knocked from the wall and flips back to her tiny spider feet. With an imperceptible sound of displeasure, she climbs the wall and up through the wooden stairs, emerging near the feet of one of their assailants. Fangs extended, she crawls up his pant leg and bites into his ankle. The tiny staff lashed to her back crackles with power, as she taps into it to wreath her fangs in green flame that is injected into the bite along with her venom.

 
 Spoiler: Actions 
 Sam 
Gets knocked Prone.
Stand up, move 2 S, 1 SW. Use object to grab his pack.
Action to Dash 1 NE, 4 N, 1 NW and Up with flight.

 Grepha 
Grepha has her tiny Uncursed Staff but isn't wielding it right now, so she gets knocked Prone as well.
Stand up, move up into the next floor and beside the assassin near Leaf.
Bite-sting attack on Assassin with Green Flame Blade (carrying Uncursed Staff to act as the weapon component)
 (1d20+5)[ 12 ]  to hit
 (1d20+5)[ 12 ]  Invis Advantage
 (1d4+3)[ 4 ]  damage plus  (1d8)[ 2 ]  fire and  (3d6)[ 8 ]  poison
 (1d20)[ 11 ]  Con save vs DC 11 to halve poison damage
 

 
 
  
Amnestic
Sprinting up the stairs with impossible speed, the tabaxi leaps out and launches an arrow at the retreating spellcaster, catching him in the shoulder with an aggrieved grunt of pain. Grepha's own strike is less than successful, but in spider form they are able to nimbly avoid the assassin's retaliatory strikes. Finding their spider-squishing unsuccessful, they shift away, moving over to Leaf and opening them up for their ally's crossbow strike. Their bolt streams across the length of the ship, striking Leaf in return. The wound burns as poison seeps into their system.

Down below, Vala shouts to Caelyn as Sam and Senna make their retreat to the stairs. "Go, I'll handle this!" 
 
 Spoiler: Map 

 

Leaf hits with their shot for  13 , though additional damage doesn't occur.
Grepha misses. The assassin, somehow, misses both their retaliatory strikes (though only barely on one of them). They then disengage and move to Leaf.
The other assassin fires a crossbow bolt at Leaf and deals  23  piercing (due to sneak attack) and  9  poison (Due to a failed save).
Sam+Senna move.

Caelyn, ???, and Vala are up.

 Initiative order:  

Grepha: [23]
Sam: [21]
Grok: [17]
Leaf: [16]
[/B]
EA: [15]
 
Vala: [14]
???: [12]
Caeyln: [9]
 
EV: [4]
ES: [4]

[B]Senna: [1]
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 0/1 4th 

Caelyn turns to Vala, looking worried, anxious, and scared, then nods. She picks up her pack, slings it over her back, and heads for the stairwell. Giving a whistle to the fiery rabit spirit, it moved alongside her, finding Senna again and knitting her wounds again. Caelyn moves up the stairs, peaking up and spotting the scene of death and destruction up above. When she decided to stay here for the security... she had no idea that something like this would result.

Or did she? The cold voice from her dreams had been banished for some time due to Seniyad's work on her staff, but she could not escape the call of her bloodline completely. Maybe she craved the violence... the blood letting... the madness... maybe she wanted it all to burn...

  "NO! DAMN YOU FOR HURTING THESE PEOPLE! FOR HURTING US! LEAVE US ALONE!   Her protestation started the high pitched cry of a young woman and quickly melded with an angry, deep voice, just as her mouth began to leak liquid fire, her eyes alit with the flames of a forest fire, and a wash of cinders caught the air around her and cascaded through the air like a wash of infant fire elementals. Summoning newfound power, Caelyn launched a screaming orb of pitch fire at the caster up above from the head of her staff.

However, her other hand was not idle. Weaving the backwash of energy from the firey orb, she made gentle circles with her free hand, summoning tentacles of water from the surrounding sea. They reach out to those most wounded by the assassins, caressing them. The healing magic that uses the water as a conduit is salty, stinging, and uncomfortably warm, almost scalding exposed skin, but the healing effect can't be ignored. Weaving two elements as once as fire and cinder followed in her wake and dripped from her lips, the young wood elf was unquestionably in her element in more ways than one.
 
 
  
 
 Spoiler: OOC 
Big turn. So, bonus action to command the healing spirit to follow Senna.  (1d6)[ 3 ]  healing. 35 foot move speed should get me to the top of the stairs, from where I will Invoke Elements from Elly's cool home brew spells. Ranged attack to hit the caster-  (1d20+7)[ 24 ]  to hit, for  (8d8)[ 1 ][ 7 ][ 4 ][ 3 ][ 4 ][ 1 ][ 2 ][ 5 ](27)  fire damage, with elemental adept turning 1's into 2's. Invoke elements (water) heals 4 people within a 30 ft radius, which I think is enough to barely hit Grok, Leaf, ???, and Senna depending on where I can get LOS both above and below decks. Assuming I can hit them all, I'll heal  (3d8)[ 23 ]  to Grok,  (3d8)[ 13 ]  to Leaf,  (3d8)[ 6 ]  to our mysterious Elvish friend, and  (3d8)[ 10 ]  to Senna. I think that covers everything. Will edit if necessary.
 
Awful
      
     ???    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 57/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 4/4 1st, 2/2 2nd 

The elf swayed with the motion of the boat, but there was never any real risk the petite woman would fall down. She slung her axe to rest on her shoulder and, unhurried, walked to her cabin and picked up any of the things she had there - her bow and backpack, slinging them over her shoulder and taking a moment to avoid trapping her hair-drills.

The touch of salt-water soothed her stab wound a little, which surprised her. Some deep part of her had told her that salt on wounds was unpleasant to experience, and this wasn't great, but it wasn't so bad, either. Perhaps if she saw someone wounded, she could pour salt-water on it and they would be grateful? Something to try out.

She didn't really know how she knew some things and not the others. She didn't remember a name, but she knew what names were, after all. She could talk. People spoke a lot of nonsense but mostly they spoke words she recognised.

She tramped to the bottom of the stairs, seawater already splashing beneath the tread of her boots. The different elf had already run up the stairs, blending different elements, and presumably blending the rude interruptors, too. With a spark of interest in seeing the other elf work, she began to climb the stairs. 
 
  
 
 Spoiler: OOC 

 Move:  move to cabin, then to stairs
 Action:  dash up the stairs if possible
 BA:  nup 
OI:  pick up backpack with the rest of her stuff.

 Reaction:  if hit by an attack, will cast Shield as a reaction.
 
Amnestic
Caelyn's ball of flame engulfs the spellcaster who screams in agony as the fire covers him head to toe. He collapses to the ground, writhing, before falling still, his clothes charred to cinders, his skin blistered and melted. Undettered, his ally moves forward and aims their own crossbow at Caelyn, though the shuddering shifts in the boat's position throws off his aim and the bolt thuds into the ceiling some distance above Caelyn's head. The man drops prone, hiding behind the counter away from any ranged retaliation.


By now the water has begun to surge up over the floor. Its icy chill bites through boots, even if watertight, and Vala grimaces as the icy chill hits her.  "Up and out, everyone!"  She yells, flustered as she urges the panicked people up with a point of her spear.  "The cold will kill as fast as a sword, don't stop!"  She glances back at her pack at the front end of the ship - including her shield, her cooking gear and her instrument. Clearly she wants to go for it, the speed by which the ship was sinking...she decides against it. She'd have to go without.


 
 Spoiler: Map 

 

Caelyn snipes the caster and finishes them off. I'll say the heals go through as described to the lower deck.
With the advantage from Hold Person, Vala cuts down the last assassin in the lower decks and then moves around the back end to make room for the civilians who rush through the gap towards more danger.
Though the water level isn't yet at the size to cause exhaustion checks or difficult terrain, your characters can be sure that it's only a matter of time.

The thug type misses Caelyn with their crossbow and drops prone, giving them significant cover against ranged attacks.

Senna, Grepha, Sam, Grok, and Leaf are up.

 Initiative order:  
 
Grepha: [23]
Sam: [21]
Grok: [17]
Leaf: [16]
 
EA: [15]

Vala: [14]
???: [12]
Caeyln: [9]

EV: [4]
ES: [4]

 Senna: [1] 
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Armor of Shadows, Spider Form 

Grepha skitters to and fro out of the way of the assassin's frenzied sword thrusts. When he moves after Leaf, she pursues, crawling with her much smaller legs after him and biting at his heels with glowing, fiery fangs.

Gliding over the icy water, Sam hits the ground running on the stairs and rushes up into the room. He circles around the room and stumbles onto the hiding thug, much to his surprise. Focusing his mind, he lashes out with a mental attack.

 
 Spoiler: Actions 
 Sam 
Fly 4 N onto the stairs and land. Dash on the ground 1 NE, 3 SE.
Bonus action Mind Thrust on thug.
 (1d20)[ 15 ]  Int save vs DC 14 to halve  (3d6)[ 14 ]  psychic damage. On a fail, can only take a single action, bonus action or reaction for 1 round.

 Grepha 
Move 2 NE, 2 N.
Bite-sting attack on Assassin with Green Flame Blade
 (1d20+5)[ 24 ]  to hit
 (1d4+3)[ 5 ]  damage plus  (1d8)[ 5 ]  fire and  (3d6)[ 11 ]  poison
 (1d20)[ 17 ]  Con save vs DC 11 to halve poison damage
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 2/3 LR
Restrain: 3/3 Dawn 

The arrow bites deep into Leaf's side. He didn't even see it coming, but now he feels not just the tip, but the pain of poison running through his body. He's starting to think running up here alone was a bad idea. But then the elf appears and bathes him in healing magic, and a large spider seems to come to his aid, biting at the man in front of him.

When the spider comes and attacks the man next to Leaf, he uses the distraction as an opportunity to retreat, using his bow to fend off any attacks from the bandit. He nods at the spider,   "Thanks"  

In a practiced fluid motion, he pulls out an arrow, draws the bow, and quickly fires at the man, before turning and moving towards the bow of the ship.

 
 Spoiler: OOC 
BA Disengage, move W, shoot, move W, SW, S, S
Attack:  (1d20+12)[ 21 ] 
Damage:  (1d8+7)[ 15 ] 
Colossus if injured:  (1d8)[ 6 ] 
Sneak attack:  (2d6)[ 5 ] 
 If Crit  (1d8)[ 8 ]  base +  (1d8)[ 7 ]  piercer +  (1d8)[ 7 ]  colossus +  (2d6)[ 6 ]  sneak attack
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 1 ]   = 26 damage
 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 9 HP: 56/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Doused by the Elf's healing water, Grok looks at her, and starts to open his mouth, before he realizes that the bloody, leaking wounds on his chest were closing up a bit, and he instead gives her a quick nod, before bursting into motion, his bare feet slapping into the freezing water as he skirts around the hole in the deck, and rushes up the stairs, and towards the assassin in the rear of the second level.
" You'll never get away with this!  Give up yer boss, and you can live! "
His voice is gravely, but shows no signs of pain, only grim determination.
 
 Spoiler: OOC 

Double moving, as he has a bit of walking to do.  50 feet total.
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 12 HP: 34/61  
 HD:7/7d8 Spells: 1st: 4/4 2nd: 2/3 3rd: 3/3 4th: 1/1 
 First Impression: lightly clothed and bloodied, clutching a holy symbol 
 Conditions: - 
 Alright, folks. You know the drill. Follow the bloody cleric.  Senna runs upstairs in her nightgown, bloodied and clutching a holy symbol. As she sees the person responsible for the sinking ship, she slams magic projectiles into his face.

 
 Spoiler 
Magic Missile from a 3rd level slot. 3 x 5 missiles = 15 damage.
 

 
 
  
Amnestic
Thrown off by the fiery bite in its leg from Grepha, the assassin is an easy mark for Leaf's arrow, which punctures through flesh and muscle. The far assassin makes a symbol in the air which the other two seem to recognise, and they begin their silent retreat, refusing Grok's call for information. The cornered swordsman lashes out twice at Grok's unarmoured form and finds him easy to strike, but receives a just reward in turn when he moves to flee and Grok's polearm slices at the leg, stopping him in his tracks.

Already keenly aware of danger, Sam's spell doesn't seem as effective as hoped, though they still grimace with pain.

Senna's blast of magic strikes the southern assassin as they - strangely at first - move forwards. Though their clothes singe and burn from the magic they press on undeterred, tossing a fat leather bag into the collective of Leaf, ??? and Caelyn. It bursts in a mass of twisting vines and plantgrowth. Leaf and ??? manage to pull away before it can hold them down, though Caelyn finds her upper body strength lacking as they hold her down. It lasts for only a short moment though as Vala, bringing up the rear of the civilians, sees Caelyn trapped. She grabs at the vines with one hand and tears them away in a single motion, freeing her just as quickly as she'd been trapped.

The assassin doesn't wait for their comrades, and with incredible speed moves upstairs, out of sight.

 
 Spoiler: Map 

 

Thug makes his save vs. Mind thrust, taking half damage.
Grepha and Leaf both hit their target, though they make their save vs. Grepha's poison.
The spellcaster was already dead, so Senna's magic missile retargets to the south assassin, hitting.

North assassin hits Grok twice for  11  total (4+7). They then try to disengage and move away. They get hit by a Sentinel strike for a further  14  from Grok, locking them in place.
The south assassin moves forward, tosses a tanglefoot bag* (green circle). Leaf and ??? make their strength save but Caelyn is Restrained. The area is now difficult terrain for 1 minute. The assassin then Dashes upstairs out of sight.

Since Vala is strictly ahead of the players in initiative, I took Vala's turn first - she used her action to free Caelyn (with a successful athletics check), so she is now no longer restrained. It didn't last. The civilians move up. Now that no one is on the lower deck, it's out of sight - though not out of mind.

??? and Caelyn are up.

 Initiative order:  

Grepha: [23]
Sam: [21]
Grok: [17]
Leaf: [16]

EA: [15]

Vala: [14]
 ???: [12]
Caeyln: [9] 

EV: [4]
ES: [4]

Senna: [1]


*
 #### Tanglefoot Bag
_Wondrous Item (Consumable), Common_

These bags are slightly larger than an average loaf of bread, and seem to constantly squirm when held. They can be thrown as an action to a point within 30ft. The bag bursts in a sudden rush of plant growth when it hits the ground, covering a 10ft radius area. Creatures within the area when it first bursts must make a DC10 strength saving throw or be Restrained for 1 minute. They may use their action on their turn to make a Strength (Athletics) check against DC10 to end the effect early.

In addition, for 1 minute the covered area is difficult terrain due to the plant growth. 
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 0/1 4th 

Caelyn advanced towards the dock, keeping an eye on the civilians that Senna guided, but also keenly aware of the remaining threats. The cinders, flames, and anger in her features had died down somewhat, and she appeared mostly in control when she launched a fire bolt at the thug fighting the unarmored dwarf. With a swift command her healing spirit hopped up the stairs and nuzzled at the mysterious elf, seeking to further heal her wounds.
 
 
  
 
 Spoiler: OOC 
 Move towards the dock, where ever that is on the map. Fire a fire bolt-  (1d20+7)[ 13 ]  for  (2d10)[ 4 ][ 10 ](14) , with 1's becoming 2's. Healing spirit moves to Awful's character and heals for  (1d6)[ 5 ] 
 
Awful
      
     ???    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 68/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 3/4 1st, 2/2 2nd 

The elf blinked as the spirit nuzzled at her. SHe tried to pat it cautiously, hand sinking into the immaterial surface of it, and frowned. Vine were still curling up and around her feet, so she impatiently pulled with her legs until they broke free and waded forward against the insolent greenery.

The assassin was out of reach, so she thoughtfully extended her claws. They slid from her fingertips with a pleasing  snkt ! She considered the distance, and then, almost lazily, clciked her tongue and batted at the air. Three rippling slashes leapt from her fingers to batter against the rude intruders with supernatural energy. 
 
  
 
 Spoiler: OOC 

 Move:  move 30ft S
 Action:  Cast magic missile at southern assasin (or northern, if he's gone, not sure if he has or not) for 3x  (1d4+1)[ 4 ] 
 BA:  nup Reaction:  cast Shield if hit
 
Amnestic
Though slowed by Grok's legslash the assassin manages to narrowly avoid being struck by Caelyn's firebolt which flitters past their head into the wall, thankfully dissipating on impact without igniting the wood. As Caelyn and ??? move towards the stairs at the far end of the ship, it tilts to the left suddenly, sending everyone stumbling. Though not as major as when the water first surged in, it's yet another keen reminder that the boat is fast sinking.

???'s magic missiles curve around the thug's cover, striking peppering him with pain, and forcing him to stand back up again. He clambers to his feet, blade now in hand and moves to block Caelyn's escape, slashing at her while glancing back at the stairs up to the next floor, his body twisting to make it clear he'll very soon be following his compatriot. The elf evades one hit, but the second grazes her on the arm.

 
 Spoiler: Map 

 

Fixed Sam's position. Everyone got shoved 5ft -&gt; by the boat moving. Effect? Minor, honestly.

Movement is hindered a bit due to the difficult terrain on ??? and Caelyn's part.
Caelyn's firebolt misses.
Magic missile hits, of course. No shield spell on this guy.

The thug hits Caelyn once for  4  slashing. Minimum damage aww yeah.

Senna, Grepha, Sam, Grok, and Leaf are up. The assassin in the corner is bloodied, the thug in Caelyn's path is injured but still doing okay.

 Initiative order:  
 Grepha: [23]
Sam: [21]
Grok: [17]
Leaf: [16]
 
EA: [15]

Vala: [14]
???: [12]
Caeyln: [9]

EV: [4]
ES: [4]

 Senna: [1] 
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 9 HP: 45/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Staggered by the shifting of the boat underfoot, Grok does keep his senseability around himself, and doesn't hesitate to attempt to beat the assassin before him unconscious for later questioning, lashing the haft of his glaive into the assassin, and letting the corpse he was carrying drop to the deck in the process.
 
 Spoiler: OOC 

Attacking the assassin twice, and hopefully, dropping him, non-lethal.
 (1d20+9)[ 11 ]  Attack 1
 (1d10+6)[ 16 ]  Damage 1

 (1d20+9)[ 21 ]  Attack 2
 (1d10+6)[ 9 ]  Damage 2

If that knocks the assassin out, Grok will pick him up, and continue towards the exit.
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 2/3 LR
Restrain: 2/3 Dawn 

Entangling vines and a lurching ship aren't a great combination. Leaf dances away from the vines and towards the exit, assuming Grok and his spider friend can manage the nearest enemy.

  "Come on. We need to get out of here!"  

As he leaves the stern of the ship, Leaf focuses on the enemy by Caleyn. He draws an arrow, utters a small prayer to Maztica, and lets the arrow fly. When the arrow hits, it dissolves into a mass of tangling vines that engulf the bandit, wrapping around his arms and legs to keep him in place.

 
 Spoiler: OOC 
BA Dash, weaving around the difficult terrain and avoiding any AOO from the enemy, ending up 2 squares west and 2 south of Caelyn.

Attack:  (1d20+12)[ 28 ] 
Damage:  (1d8+7)[ 11 ] 
Colossus if injured:  (1d8)[ 8 ] 
Sneak attack:  (2d6)[ 6 ][ 6 ](12) 
 If Crit  (1d8)[ 3 ]  base +  (1d8)[ 4 ]  piercer +  (1d8)[ 4 ]  colossus +  (2d6)[ 2 ]  sneak attack
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 8 ] 
If no d8 at 3 or less, reroll lowest d6 2 or less  (1d6)[ 3 ]   =  31  damage

On a hit, will use bow's entangle, DC14 STR save or restrained until end of my next turn.
 
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 12 HP: 34/61  
 HD:7/7d8 Spells: 1st: 4/4 2nd: 1/3 3rd: 2/3 4th: 1/1 
 First Impression: lightly clothed and bloodied, clutching a holy symbol 
 Conditions: - 

Senna scribes a glyph into the air, that wraps itself around the other party guests.  Upstairs, all of you!  she commands them and advances towards the next stairwell. Her shield helf aloft, she goes up.

 
 Spoiler 
Aid +5 mHP on all three survivors.
Move south towards the stairwell.
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Armor of Shadows, Spider Form 

Grepha checks to ensure that the assassin goes down to the dwarf's assault. And if not, she aims to finish the job. But sticking around is not on her agenda, and she scuttles away across the wooden floor regardless of the assassin's state of living. Were she a quasit, she could simply swim out as a toad. But then she would also be a quasit, so she counts her few blessings.

Staggering back onto some barrels of wine, Sam pulls himself off of them and sprints towards the stairs, firing blasts at the assassins as he leaps the obstacles in his path, not wanting to let their last assailant escape.

 
 Spoiler: Actions 
 Grepha 
If North Assassin survives Grok's attack, Green-Flame bite him.
 (1d20+5)[ 22 ]  to hit
 (1d4+3)[ 7 ]  damage plus  (1d8)[ 4 ]  fire and  (3d6)[ 15 ]  poison
 (1d20)[ 15 ]  Con save vs DC 11 to halve poison damage
Then move 2 SW, 2 S into Vala's space. If no attack is needed, Dash another 2 SW, 2 S.

 Sam 
Acting after Grepha this round.
Cast EB. Target north assassin first, south assassin second.
 (1d20+6)[ 22 ]  Blast 1
 (1d10)[ 2 ]  damage,  (1d4)[ 4 ]  bump damage either into the mast pillar or the wall
 (1d20+6)[ 8 ]  Blast 1
 (1d10)[ 9 ]  damage,  (1d4)[ 2 ]  bump damage either into the mast pillar or the wall
Move 1 SW, 4 S, 1 SW.
Bonus action Tumble to move 1 SW, 2 S, 1 SW and then 2 spaces up the stairs to the next floor.
 

 
 
  
Amnestic
Grepha lashes out again with an enflamed poisonous bite, though the assassin remains standing. It's Grok who takes them down, knocking them upside the head with his polearm's haft and bringing them man to unconsciousness.

Circling around on both sides, Leaf and Sam both pepper the remaining thug-type with arrows and magical blasts, though he stays up - barely, waving his blades back and forth through a haze of pain and blood-filled vision. When Sam climbs up to the next level ahead of the rest of the party he's met by a similar scene of carnage and death - bodies litter the floor with bloody necks sliced open, already-bruising stranglemarks around their neck, or open guts. No one is moving, save for the remaining assassin who gives Sam half a glance back before crossing the length of the ship and vanishing further up the stairs - to the deck, and the open air. Footsteps, more than just from the singular assassin, impact the wood above him.

The collected civilians flash a grateful, if still clearly fearful, smile of thanks to Senna as she moves past in Sam's footsteps.

 
 Spoiler: Map 

 

Grepha was first on initiative, so her lethal hit is then followed up by Grok's non-lethal strike, knocking the man out.
Somehow despite Leaf's hit and Sam's beam the thug is still standing, though a stiff wind can probably knock them over. They also (exactly) made their strength save vs. entangle.

When Sam climbs up to the next level, he sees the remaining assassin fleeing up to the next floor on their turn, but lacks the actions to do anything about it.

Vala, ??? and Caelyn are up. Not that I expect the thug to get another turn here, but you are still on the clock against the sea.

 Initiative order:  

Grepha: [23]
Sam: [21]
Grok: [17]
Leaf: [16]

EA: [15]

 Vala: [14]
???: [12]
Caeyln: [9]
 
EV: [4]
ES: [4]

Senna: [1]
 
Awful
      
     ???    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 57/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 4/4 1st, 2/2 2nd 
The elf rested her heavy axe on her shoulder and stomped forward. The bodies strewn about didn't disturb her. 
 
  
 
 Spoiler: OOC 

 Move:  move up stairs avoiding AoO radius if necessary
 Action:  move up stairs avoiding AoO radius if necessary
 BA:  nup 
OI:  nup

 Reaction:  if hit by an attack, will cast Shield as a reaction.
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 50/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 0/1 4th 

Caelyn, barely put off by the minor wound she had received, attempts to slam the thug in front of her with her with her staff, sending up a puff of cinders. She motions for the rabbit spirit to continue following them, then continues towards the exit whether the thug falls or not, wary of a back stab.
 
 
  
 
 Spoiler: OOC 
Attack-  (1d20+8)[ 27 ]  to hit and  (1d8+5)[ 6 ]  damage. Proceed towards the exit.
 
Amnestic
With a swift smash of her staff Caelyn downs the last foe and moves up unobstructed to follow in Sam and ???'s footsteps. Vala and the civilians follow behind, clustering to the bottom of the stairs - Vala unwilling to leave anyone behind.

Though its rise is less dramatic to this deck than below, water seems to have totally subsumed the lower level and has now begun surging up over the lip of the level, combining the briny seawater with the sanguine blood that now stains the wood.

 
 Spoiler: Map 

 

Due to the pressing concern of the boat sinking we're still in initiative...kinda, but there are no enemies on the lower decks.

With a dash, Sam and Leaf  could  reach the top deck and the open air on their next turn, but given the likelihood of an enemies up there not sure that's desirable. Your characters would be aware of this, so I feel comfortable giving that 'hint'.

So, to skip over "I dash this turn" x5, does the party want to spend a turn or two assembling at the bottom of the stairs up? Trickle up turn by turn? While you COULD try scouting ahead with Grepha, every round of scouting is a round closer to icy cold.

It's going to take Grok about 3 rounds to get to the bottom of the stairs, so I don't really want to spend a week or two on that. Might kill the interest a tad :P

 Initiative order:  

Grepha: [23]
Sam: [21]
Grok: [17]
Leaf: [16]

EA: [15]

Vala: [14]
???: [12]
Caeyln: [9]

EV: [4]
ES: [4]

Senna: [1]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Concentrating: Heroism (Senna) | Armor of Shadows, Raven Form, 5 thp (Armor of Agathys) 

As their numbers climb through the sinking ship, Sam nervously comes to a stop below the stairs leading to the surface. He looks to the axe-wielding girl and holds out a hand to stop her, just in case. She seems like the type to climb up without waiting for the others.  "I think there's more of them above us. Let's wait for everybody to catch up, or we could end up getting swarmed." 

Mirroring the white raven following the nameless girl, a black bird trailing smokey darkness flies up from below and lands on Sam's shoulder. Grepha shrugs her shoulders and the water she'd been splashed with below freezes over into an armor of  jagged, pale frost  through which the shadows seep. She regards the other bird with a glance.  "Look at that, twins. How's yours'?" 

When Senna catches up, he sees her wounds and places a pair of fingers against her shoulder,   "Virtus,"   he speaks, and a wash of red strands coils over her, and then fades along with any shakes or worries.  "Some extra protection." 
 
 Spoiler: Actions 
 Grepha 
Shift into Raven form and fly-dash up to rendezvous.
Cast Armor of Agathys while waiting for our dwarf.

 Sam 
Cast Heroism on Senna, giving her 3 thp that refresh and immunity to fear.
 

 
 
  
Awful
      
     ???    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 57/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 4/4 1st, 2/2 2nd 

Said axe-wielding girl paused on her journey as the lizard held out their hand. She looked at it for a second, not sure if the creature was offering or asking for something before concluding it was just motion to get her atttention. The white raven perched on her head cawed at the inverted twin of it that had arrived on Sam.

  "Alright,"   the elf said, tone flat. Flames licked hungrily along the head of her axe, but her expression was still.

She paused, head cocked, as she kept looking at the half-dragon.

  "I am less injured now,"   she said, apropos of nothing.   "You seemed concerned earlier. It is now less severe."  
 
 
  
 
 Spoiler: OOC 

Actions in previous post
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 15 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 2/3 LR
Restrain: 2/3 Dawn 

Leaf bounds ahead of the others but waits when he gets to the last flight of stairs. He keeps his body hidden and peaks his head around the corner to look up the stairs.

  "Let's see what's up here."  

As the others advance to join him, he keeps hidden and slowly ascends the stairs, barely peaking over the edge and trying to look around the deck without being seen, before ducking back to join the others.

 
 Spoiler: OOC 
Once at the base of the stairs, BA hide, go up and then see what he can find.

Hide:  (1d20+11)[ 21 ] , advantage from cloak  (1d20+11)[ 14 ]  (they have disadvantage on perception roll)
I'm trying to see if they are waiting, with the roll hopefully letting me see them and retreat before they notice me.

Perception:  (1d20+7)[ 15 ] 
 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 9 HP: 45/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Burdened by the weight of his pack, the unconscious assassin, and his glaive, the bloody, mostly naked dwarf continues moving towards the stairs at his best pace, his bare feet sounding like thunder on the wooden deck.  As he goes, his keen eyes look around the boat, taking in the dead taverngoers, the other dead assassins, and his brown eyes gleam with an inner fury at the ruin wrought by such a dishonorable lot.

Reaching the stairs leading to the top of the ship, the thundering dwarf doesn't hesitate to continue his path, his glaive held ready, the assassin draped over the top of his pack, and blood running down his muscular chest from the multitude of stab wounds.
They don't seem to slow him down at all as he barrels up the stairs.
 
 Spoiler: OOC 

Yep, Grok's the slow one, we are on the clock, so he's just going to rush the stairs once he gets there.  Hopefully, with reach, he'll be able to stimy any ambush at the top.
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 50/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 0/1 4th 

Recognizing that her healing spell cannot keep up with their frenzied run towards the exit, Caelyn dismisses the spirit rabbit with a tinge of sadness. It compounded with her sorrow for all these lives lost into a cold knot in the bottom of her stomach. When they reached the final stairway leading to the top level of the ship, she simply nodded and raised her staff, readying herself for a fight for her life, as well as to avenge those she knowingly put in danger.
 
 
  
Amnestic
It's a mad dash towards the top deck, stopping only for a brief breather at the stairs. The sounds of water rising, the chill seeping through the floorboards, the creaking of the wood under the pressure strain and the sudden jolts as the weight shifts all serve as an ample reminder that you cannot wait, and that the vessel will soon be below the waterline.

Leaf pokes their head up to get a brief sight of the open air deck of the vessel. It's a dull misty morning, though the chill of the city air is lesser than that of the water below. From their position Leaf can see at least three figures, plus what appears to be a massive floating skull hovering in the air over stairs plank off the ship, though one could still reasonably leap over the rail instead - it might even be preferable at this stage of descent into the water.

The assassin's eyes are all on the opening, and there's a moment of recognition when the archer peaks out.

 
 Spoiler: Map 

 
Hopefully the maps is clear., you're basically all 5-20ft behind leaf down the stairs.

There's nothing to hide behind, and they're watching the opening, so Leaf is spotted as they peak up.

Grepha, Sam, Grok, and Leaf are up.

 Initiative order:  
 Grepha: [23]
Sam: [21]
Grok: [17]
Leaf: [16] 

EA: [15]

Vala: [14]
???: [12]
Caeyln: [9]

EV: [4]
ES: [4]

Senna: [1]
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 15 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 2/3 LR
Restrain: 2/3 Dawn 

Seeing the enemy looking right at him, Leaf realizes that his stealth wasn't enough. Nothing to do now but try to make sure the others don't get trapped in the sinking ship. He quickly ducks his head and calls out to the others.

  "Everyone up! Now! One to the west, 2 north and 4 southeast."  

He lifts his head out again, drawing his bow to seem like a threat but not aiming. Instead, he keeps his wits about him defensively, watching all of the archers to make sure he can avoid their attacks.

Keeping an eye out for any attacks, he then quickly moves to the south and then west, jumping over the port side of the ship in an apparent attempt to flee into the water. But instead of jumping into the water, Leaf uses his right hand to catch the bulwark on his way over, swings back to the hull, and uses his claws to climb 10' down the outside of the ship, continuing to be ready defensively in case any of the attackers try to shoot at him.

 
 Spoiler: OOC 
Action to dodge (all attacks at disadvantage)
BA dash
Movement: duck down, call out, then expose less than 1/4 of body to draw any readied attacks, hoping for 3/4 cover on any readied attacks.
Move south then west, climbing down the side of the ship 20' south of the western bandit.
 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Concentrating: Heroism (Senna) | Armor of Shadows, Raven Form, 5 thp (Armor of Agathys) 

Sam takes notice of the girls mended wounds, the skin around them singed red from heat. Recognizing the marks of Caelyn's healing, Sam nods and gives his sister a thumbs up.  "Good to hear. We're not out of this yet." 
 "You guys,"  he turns to the civilians who can't fight and addresses them,  "Wait a moment after we go up so we can draw their attention. Then try to make a dash for the side of the ship and jump to the pier so you can get out of here. Hopefully they won't bother with non-threatening targets."  Once they are coached, he charges up alongside Leaf, carrying Grepha on his shoulder.

Running onto the deck, he pivots out of the silence field just above and launches a pair of eldritch blasts at the assassins. Then he kicks off and runs up the stairs onto the above deck. Grepha takes off from his shoulder and sails at one of the spellcasters like a comet of sickly green flame, hoping for an easy target.

 
 Spoiler: Actions 
 Sam 
Move to 1 SE of the exit from the stairs above, just out of the silence field. Should take 3 movement or so.
Cast EB on Silent Assassin on the edge of the boat to hopefully hurl him off the edge and into the water.
 (1d20+6)[ 10 ]  Blast 1
 (1d10)[ 6 ]  damage and a Ring Out if it hits
 (1d20+6)[ 15 ]  Blast 2 also at him if Blast 1 misses. If he got Ringed Out, it will target the other Silent Assassin to the south
 (1d10)[ 9 ]  damage and either Ring Out or [roll1d4[/roll] knockback damage to the south guy
Then, move 1 W, 1 NW, 1 N just onto the upper deck.

 Grepha 
Take off from Sam's ending position and fly at the masked mage-assassin, ending 1 N of him.
Burning Beak attack.
 (1d20+5)[ 8 ]  to hit
 (3d4+3)[ 12 ]  damage,  (1d8)[ 3 ]  fire damage,  (3d6)[ 8 ]  poison damage with  (1d20)[ 15 ]  Con save for half vs DC 11
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 9 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Thundering up the stairs, Grok arrives just in time to hear the tabaxi's warning, and he drops his prisoner as he spots the giant glowing skull, and levels his glaive at it as he charges.  " Foul thing!  Return to death! " Moments later, he brings his charge home, slamming the polearm into the giant skull with all the force he can bring to bear, and as it strikes, the bones seem to glow with a radiant light.
 
 Spoiler: OOC 

I think he can move to the square to the southeast of Leaf, and attack things.

Vow of Enmity(Bonus) against the skull, giving him advantage on his attacks.  Also, smiting, because undead.
 (2d20b1)[ 19 ] +9 (28)  Attack 1
 (1d10+6)[ 10 ]  Damage +  (3d8)[ 8 ]  radiant damage
 (2d20b1)[ 10 ] +9 (19)  Attack 2
 (1d10+6)[ 14 ]  Damage +  (3d8)[ 7 ]  radiant damage
 

 
 
  
Amnestic
The speed of which Leaf streams through the ship leaves the assassins unable to mount any effective attacks against him and he slips over the edge without anything touching their fur. When Sam advances up, the assailants are still on guard though, and neither Grepha's stinger nor Sam's beamblasts manage to effectively find their targets who are ready and waiting. Grok follows suit, but when his glaive cleaves 'through' the skull it cuts as if through air itself, and the skull seems unaffected. It doesn't lash out or retaliate, it doesn't even seem to notice. Instead it continues to hover menacingly, its glowing eyesockets watchful for any who would come closer still.

Now on deck, Sam's eyes catch those of a Kara-Turian woman from across the ship, and though you can't be 100% certain in the mist of the morning she does bear a great deal of similarity to the woman who was there when Gorion was killed by the Armoured Man, all the way back at the start of your journey.

One of the assassins seeks to move across the ship, perhaps to intercept Grepha, but the dwarven warrior is faster and cuts across his chest, holding him back and forcing him to stand his ground. His ally moves into the gap, and stabs at Grok twice with their blades, cutting into the unarmoured dwarf.

 
 Spoiler: Map 

 

Leaf dodges through and shifts down the side of the ship (though not into the water).
Sam's and Grepha's attacks, unfortunately, all miss.
Grok's first attack passes right through the skull - whether it's an illusion or something else you didn't hit and indeed  can't  seem to hit it. As such I moved the second attack to the assassin on the left (which hit). I didn't include smite damage in case you wanted to save that slot instead, you can choose to apply it if you want. Of course, the first attack wouldn't expend the smite slot - it didn't/couldn't hit.

The left assassin starts to move, but Grok's sentinel activates and hits for 7, locking him in place.
The other assassin moves to help his friend and hits Grok twice for 9+9, so 18 slashing total.

Caelyn and ??? are up.

 Initiative order:  

Grepha: [23]
Sam: [21]
Grok: [17]
Leaf: [16]

EA: [15]

 Vala: [14]
???: [12]
Caeyln: [9] 

EV: [4]
ES: [4]

Senna: [1]
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 50/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 1/3 3rd, 0/1 4th 

Caelyn stepped up onto the deck, weaving throughout the enemies there to reach the side of the ship. Making a stand there to help secure an exit for those she brought to risk, Caelyn stamps her staff and blasts out four scorching rockets of sizzling pain towards the thugs locked in combat with Sam and the brave dwarf fighting so feverishly despite being near naked.
 
 
  
 
 Spoiler: OOC 
2 Scorching Rays at each of the thugs locked in with Sam and Grok. First 2-  (1d20+7)[ 19 ]  for  (2d6)[ 5 ][ 3 ](8)  and  (1d20+7)[ 10 ]  for  (2d6)[ 1 ][ 4 ](5) . Next 2-  (1d20+7)[ 21 ]  for  (2d6)[ 4 ][ 2 ](6)  and  (1d20+7)[ 20 ]  for  (2d6)[ 1 ][ 3 ](4) . 1's get changed to 2's on damage. In case of crit, here's  (2d6)[ 6 ][ 5 ](11)  more damage.
 
Awful
      
     ???    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 68/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 4/4 1st, 1/2 2nd 

The elf stepped up the stairs, frowning thoughtfully at the sight of the giant skull, and with a harsh click of her tongue, began to shimmer, before with a sharp crack, with thirty feet further along the deck. She stomped up even more stairs to approach the assassin to the south, raising her great and terrible axe. The fire on it guttered and danced with the motion.

  "Hello,"   she said, and swung, once, twice, the brutal metal head of the axe biting in flesh and dribbling fire.

 
 
  
 
 Spoiler: OOC 

Move: Up the stairs.
BA: Misty step thirty feet south-ish.
Move: up those stairs to the southern assassin.
Action: chippity choppity.
Rolled 21 and 24 to hit, for 25 chop and 15 burn in total.

Reaction: Will cast shield if struck.
 
Amnestic
Caelyn, ??? and Vala surge up the stairs behind Sam, Leaf, and Grok (and Grepha). The woman is clearly taken by surprise when ??? appears in front of her, and fails to avoid the massive axe swings. She lashes out with a burst of magic that seeks to ensorcell ???'s mind, but when the elf resists it she utters a word of binding and ??? finds themself locked in place paralyzed, forced to watch as the woman puts distance between them. Caelyn's flames blast at the two closest assassins, with only one of the rays being avoided and the rest leaving massive scorch marks on flesh or leather. Vala follows up, ascending the stairs with spear in hand to strike at Grok's closest assailant with two piercing stabs that draw blood.

But the assassins are here to fight to the death, and they show no signs of retreating even as the ship continues to buckle and shift beneath your feet. One of the thugs closes on Sam and slashes at the half-dragon, his blade being repelled from the scales at first by Vala's quick reaction of celestial light, but the second one cuts true, albeit only shallowly. It goes no better for Caelyn - her flashy display of magic earns her the ire of the man lurking beneath the ominous apparently untouchable skull. He looses a crossbow bolt at her which cuts past her evasion and likewise skims skin to draw blood. Almost dismissively, the spellcaster flings a torrent of magical bolts into Grepha's face.

In the distance, if you're not mistaken, you can hear the approaching sound of horse hooves and cart wheels.

 
 Spoiler: Map 

 

All but one of Caelyn's firebolts hit for appropriate damage on their two targets.
Likewise ???'s axe hits strike for the full  40 .
Vala hits Grok's closest foe for  24  total

Sam takes would have taken 10 damage, but Vala drops it to  4  with her reaction.
Caelyn takes  11  damage from a heavy crossbow shot from the man beneath the skull.
Grepha takes  16  force damage from a magic missile barrage.
The Kara Turian's woman ??? attacked first tries to Enthrall ???, but elf resistance to charm saves it. She does, however, then land a Hold Person, before retreating across the ship.

The civilians (smartly) stay below deck for now.

Senna, Sam, Grepha, Grok and Leaf are now up.

 Initiative order:  
 Grepha: [23]
Sam: [21]
Grok: [17]
Leaf: [16]
 
EA: [15]

Vala: [14]
???: [12]
Caeyln: [9]

EV: [4]
ES: [4]

 Senna: [1] 
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 12 HP: 34/61  
 HD:7/7d8 Spells: 1st: 4/4 2nd: 1/3 3rd: 1/3 4th: 1/1 
 First Impression: lightly clothed and bloodied, clutching a holy symbol 
 Conditions: - 

Senna signals the civilians to stay below deck just beside the stairway. She knew the clamor of battle and did not want them to fall victim.  You start moving up when you can feel the waters on your ankles. You shout clearly signaling your advance so we can cover you.  With that she comes upstairs. She sees a giant skull in melee with her newly formed allies, and an all too familiar priestess to the south.

Seeing her elven ally stunned, she sends six purple orbs towards the enemy cleric hopefully crushing her concentration on said spell.

 
 Spoiler 
Upcast to third level Magic Missile:  (1d4+1)[ 4 ]  x5
Have fun rolling 5 concentration saves.
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 15 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 2/3 LR
Restrain: 2/3 Dawn 

Leaf prepares his bow, slowly raises his head over the railing, and fires an arrow, trying to catch his target off-guard. After shooting, he climbs back down to the side of the ship, just far enough to be out of melee range if someone leans over.


 
 Spoiler: OOC 
Hide  (1d20+11)[ 22 ] ,  (1d20+11)[ 26 ]  (they have disadvantage to see him due to his cloak)

Target wounded spell casters first, then closest bandit.
Attack with Elven Accuracy:  (1d20+12)[ 30 ] ,  (1d20+12)[ 21 ] ,  (1d20+12)[ 15 ] 
Damage:  (1d8+7)[ 15 ] 
Colossus if injured:  (1d8)[ 8 ] 
Sneak attack:  (2d6)[ 6 ][ 3 ](9)  =  32  damage

 If Crit  (1d8)[ 2 ]  base +  (1d8)[ 6 ]  piercer +  (1d8)[ 4 ]  colossus +  (2d6)[ 7 ]  sneak attack
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 3 ] 
If no d8 at 3 or less, reroll lowest d6 2 or less  (1d6)[ 1 ]  
 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 51/55 | AC: 16 HP: 15/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Concentrating: Heroism (Senna) | Armor of Shadows, Raven Form, Invisible 

Using his wings, Sam buffets the thug running in from behind and throws himself backwards, avoiding any openings for attack. With one hand he draws a card and fires another pair of blasts into the crowd of assassins, thankful for Vala's celestial intervention.

The hail of magical projectiles slam into Grepha and crack open her ice armor. As the last one strikes, she pulls her magic around herself and makes herself vanish into thin air, hopefully fooling the mage into thinking her banished.

 
 Spoiler: Actions 
 Sam 
Concentration holds, rolled in Discord.
Bonus action to Tumble, moving 2 NE.
Cast EB on Silent Assassin on the edge of the boat again to hopefully hurl him off the edge and into the water.
 (1d20+6)[ 15 ]  Blast 1
 (1d10)[ 2 ]  damage and a Ring Out if it hits
 (1d20+6)[ 13 ]  Blast 2 also at him if Blast 1 misses. If he got Ringed Out, it will target the Assassin Mage by Grepha
 (1d10)[ 2 ]  damage and possible Ring Out on Silent Assassin.
If targeting mage then depending on height to the dock either knocks him onto it or deals  (1d4)[ 4 ]  bump damage

 Grepha 
Turn Invisible.  (1d20+4)[ 14 ]  Deception to make it look like the magic missiles took her out.
If the mage is also bumped away, she moves 3 N and 2 Up.
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 9 HP: 27/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Not giving the assassin the respect of bleeding, Grok doesn't hesitate to bellow a battle cry as he thrusts his glaive at the man who just stabbed him, attempting to knock him out of the fight before stepping five feet to the southeast to set himself up to discourage the two closer assassins if possible.
 
 Spoiler: OOC 

Attacking twice(And smiting, in hopes of killing this assassin as quickly as possible), then moving 5 feet southeast so he can stab the other two assassins if they continue to advance.
 (1d20+9)[ 20 ]  Attack 1   (1d10+6)[ 16 ]  damage 1  (2d8)[ 8 ]  Smite
 (1d20+9)[ 26 ]  Attack 2  (1d10+6)[ 11 ]  damage 2  (2d8)[ 8 ]  Smite
 

 
 
  
Amnestic
Senna's barrage of the arcane slams into the woman, and when Leaf's arrow lands in her shoulder with a painful  thunk  a shimmer of magic surrounds her. Frantically, she grabs at an amulet around her neck and you get to hear her shout   "Wait, no, not yet, I'm not-"   before she blips out of sight and vanishes. The massive skull likewise fades out, leaving the path to the thug guarding the ship exit free and clear.

Sam's beam slams into the assassin, knocking them from the ship to splash into the icy water below, but it does not finish the man, who pulls himself out from the frigid sea and switches target to the next nearest foe, that being Leaf, grasping to the side of the vessel too. Whether anger at being dunked into the water or simply Leaf being half-occupied by holding tight to the shipside, the assassin manages to land two bitterly harsh strikes against the archer.

The second blast from Sam goes wide, and Grepha's unable to mask the fact they still live - casting such a spell in the face of another spellcaster isn't the most subtle of gestures, but subtle or not the imp's invisibility still takes effect.

With twin radiant glaive swings, Grok first cuts the man across the chest and then removes his arm with a final strike. The assassin collapses in a pool of their quickly chilling blood, their now-missing limb falling some feet away.


 
 Spoiler: Map 

 

Senna and Leaf damage the Kara-Turian cleric enough that she's forcibly teleported out against her will.
Guardian of Faith vanishes at the same time, and likewise Hold Person is broken.
Sam hits the assassin off the ship. They climb up the side to hit Leaf, critting once and hitting on the follow up for  16  slashing total.
Grok deals exact damage to slay his assassin target, needing both smites to do so.

Vala, ??? and Caelyn are now up.

 Initiative order:  

Grepha: [23]
Sam: [21]
Grok: [17]
Leaf: [16]

EA: [15]
 
Vala: [14]
???: [12]
Caeyln: [9] 

EV: [4]
ES: [4]

Senna: [1]
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 39/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 0/3 3rd, 0/1 4th 

Caelyn, mindful of the enemy within arms reach of her, moves aside, risking an errant blade but securing some space to work with closer to the exit of the ship. She begins murmuring the same words in Druidic that she said before, extending two forked fingers on one hand and her staff with the other, then begins laying down a salvo of closely monitored searing beams, applying them with precision to try to down the man she heavily scorched, then move on to the next target, and so on.

Cinders rained from her hair as it twisted in a warm breeze, licks of flame dropped from her eyes and tumbled down her lips like wine, and firelight danced in her eyes and she spun in a slow, rotating circle, sending out beams of sizzling death. She was ablaze, the ship was drowning, and the night was alight with joy, outrage, and shame as she rained death on those who had the gall to attack her family and her friends, old and new.
 
 
  
 
 Spoiler: OOC 
Four scorching rays, focusing on the heaviest wounded, then moving on to the next, and so forth. 1's become 2's for damage die, and resistance is negated.  (1d20+7)[ 16 ]  to hit and  (2d6)[ 5 ][ 3 ](8)  fire damage.   (1d20+7)[ 23 ]  to hit and  (2d6)[ 5 ][ 4 ](9)  fire damage.    (1d20+7)[ 18 ]  to hit and  (2d6)[ 5 ][ 6 ](11)  fire damage.    (1d20+7)[ 19 ]  to hit and  (2d6)[ 4 ][ 5 ](9)  fire damage. Just in case of a crit, here's  (2d6)[ 5 ][ 4 ](9)  more fire damage. Moving away from the thug near Sam and Caelyn first to provoke an AoO and get closer to the exit before firing off the rays, just to be clear.
 
Awful
      
     ???    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 68/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 4/4 1st, 1/2 2nd 

Frozen in place and then her prey disappearing, the elf huffed with irritation. Perhaps the problem was her more direct approach? Carelessly, she let the giant axe dropps to the floor, the flames on the blade winking out as it drove itself into the deck. Moving with sudden abrupt silence, she padded over behind the nearby mast and drew the longbow from the case.

She took a moment to look down at it. She'd never used it before, but how could it be complicated? It was just... do that and let go, surely?

The first arrow completely squiffed the advantage of stealth and sailed harmlessly into the sea some distance away, but the second was a much closer shot, aimed at the man who had previously stood beneath the giant - now mysteriously absent - headbone.
 
 
  
 
 Spoiler: OOC 

Free action: drop the axe.
Move: Move behind the mast.
BA: Stealth check, 26
Action: Shoot twice at mage by the skull.
First is 11 to hit, and no doubt a miss.
Second is a 17 with a 5 pierce damage if hit.

Reaction: Will cast shield if struck.
 
Amnestic
???'s arrow punctures past the spellcaster's armour, and when Caelyn's fiery beams follow it the strike his eyes through his mask, burning them out from the inside with an unpleasant  pop . The man screams in agony before collapsing to the deck dead. Just as the thug raises his crossbow once more to take aim at Caelyn, the marching boots arrive, revealing a contingent of Flaming Fist soldiers - at least a half-dozen - in full plate with halberds held at the ready, leading horse-drawn carriages. The sudden arrival of the guards causes your assailants to hold, eyes narrowing through the mist. One of the armoured mercenaries calls out, his voice cutting through the cold morning air with gruff protocol.

 "Stow your weapons, raise your hands and exit the vessel immediately. If you continue to fight we will put you down."  Your assassins hesitate, but then drop their weapons at their feet and raise their hands to concede. Their faces twist from their stoic murderous into cruel smirks -  knowing  smirks - that express an unnerving amount of smugness.


 
 Spoiler: OOC 


You  could  continue to fight if you want, and if so I'll post a map and we'll pick up the fight some more, but I'm expecting you to follow the Fist's orders/request here. They did say "stow" instead of "drop" your weapons, so you're not required to leave them on a sinking ship.

 Initiative order (if we still need it)  

Grepha: [23]
Sam: [21]
Grok: [17]
Leaf: [16]

EA: [15]

Vala: [14]
???: [12]
Caeyln: [9]

EV: [4]
ES: [4]

Senna: [1]
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 15 HP: 25/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 2/3 LR
Restrain: 2/3 Dawn 

Out of sight of the guards, Leaf tries to push the assassin off the side of the ship, assuming his claws will let him hang on to the side better. He's not really hoping to accomplish anything. He's just mad that the man stabbed him. He then moves up the side of the ship, flips over the railing, and stows his bow as instructed, casually walking towards the pier.

 
 Spoiler: OOC 
Shove  (1d20+3)[ 13 ] 
BA disengage if needed
move onto the deck.
 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 39/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 0/3 3rd, 0/1 4th 

Fresh of the satisfaction of putting an enemy down with her heat beams, Caelyn looked to the sound of reinforcements with satisfaction. Then she saw the naked lack of worry when the Flaming Fist showed up in her opponents eyes. They didn't look like men about to be arrested. They looked like the reinforcements were here for THEM.   Another minute and we would have beaten them!   Looking to the smoking mage, she tried to set her features cold, but quickly she realized the utter impossibility of making yourself look distant and deferential when you look like you are on fire. Brushing at the cinders and stamping out the flames at her feet, Caelyn angled her staff towards the ground and approached the gangplank with a wary eye for her assailants and a concerned, anxious look to the patrons they'd met (or at least seen) the night before.

It was when her mind returned to the many dead who were currently being dragged down by the sinking ship, that ones that their deciding to stay there had gotten killed. Probably not complete innocents, based on the demeanor of the rough and tumble party boat. but assuredly not deserving what came their way over the evening. Did she really have confidence that the security of a drunken vice den of a boat could twart the Iron Throne's best resources in Baldur's Gate? Or did she know she was just picking the battlefield when her siblings asked her where to stay for her birthday.

****. Happy birthday to her.

She didn't have right to speak for their acquaintances from the evening before, and she feared she'd lost the right to speak for the entirety of her family, but she could speak for herself well enough. She had managed to collect herself, downplay the fireworks through supreme effort of will and a large dose of regret, and stepped off the ship before she spoke up.

 "Let there be no misunderstanding. I am a druid. I've worked with the Fist before, as have some of my friends. I saw these...."  she points to the enemy survivors of the brawl, and every time her eyes locked on them the tips of her hair began to smoke. Just a little.  "Attacked this boat, sink it, and killed many patrons. I hope we can sort all this out." 
 
 
  
 
 Spoiler: OOC 
Insight of 20 rolled in the discord to figure out what we're dealing with and how worried we have to be.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 51/55 | AC: 16 HP: 15/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Concentrating: Heroism (Senna) | Armor of Shadows, Raven Form, Invisible 

Lowering his hands and releasing the arcane energy, Sam shrugs off the last sparks and hops up to the pier, helping the other patrons over from the sinking ship. He pays careful mind to the assassins' expressions, and their lack of worry. Clearly things were far from off-plan.   Grepha, go contact Schael. Let her know what happened and that we may be detained by bribed officers.   They'd only known her briefly, but to Sam's eyes the woman seemed to be clean and professional.

Keeping quiet for the moment as Caelyn explains, Sam raises his head to proudly display the symbol of Bahamut around his neck, and sorts through the relevant laws of the Gate in his head. Grepha meanwhile, already invisible, does her best to glide quietly away from the scene and seek out their potential ally among the Fist.

 
 Spoiler: Actions 
 Sam 
 (1d20+8)[ 26 ]  History for the relevant laws to their situation, such as self-defense and citizens' arrest
 (1d20+8)[ 19 ]  History again for the relevant laws regarding unlawful arrest and legal representation, should the officers be corrupt

 Grepha 
 (1d20+5)[ 16 ]  Stealth if needed
 (1d20+5)[ 14 ]  Stealth Adv
 

 
 
  
Amnestic
The assassin shifts away from Leaf's shove, deftly loosening his grip just enough to flow with the motion and use it to push him up, not down, as he climbs up and over the railing, likewise raising his hands in surrender.

 "All involved will be held and interrogated until we get to the bottom of this. Your weapons and spellcasting implements will be confiscated during your detainment, and will be returned upon your release. If you have done nothing wrong then you have nothing to fear."  For a moment at the news she'd have to surrender her spear it looks like Vala might actually do something incredibly stupid, but a glance at the rest of the party holds her back, and she concedes. The few remaining attackers remove themselves from the still sinking ship and surrender their weapons, before being herded into the back of one of the horse-drawn wagons.

The citizens rush to the deck and immediately fall on the Fist soldiers crying with thanks, fear, and general relief. The emotional events of nearly being gutted in a sinking ship have finally overcome them as they, too, are checked for weapons (they don't have any) and then herded into the back of the wagon, leaving just your party. The Fist wave you forwards, beckoning for you to submit yourself to the checks.

 
 Spoiler: Skill Checks 

 
 Spoiler: Grok 

You see no indication the Flaming Fist are anything other than upstanding, but it's not exactly easy to tell since it's the middle of a dark, misty morning and they're clad in full plate mail with no visible faces, and only one of them has spoken.
 

 
 Spoiler: Caelyn 

The Flaming Fist, from what you can tell, seem intent on taking everyone in. There's nothing to indicate they're biased in any way, nor that they're doing anything other than following protocol.
The assassins seem to be fine with this.
 

 
 Spoiler: Sam 

Self defense killing usually result in an minor fine (up to 50 gold maximum per kill) and an exile from the city for a week or two.

There's no such thing as unlawful arrest, because that would imply the Flaming Fist could be corrupt, and since that's impossible (according to the law), all arrests are lawful and legal. At least, officially. Unofficially depends on the size of your coinpurse and influence with the Dukes.
 

 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 51/55 | AC: 13 HP: 15/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Concentrating: Heroism (Senna) | Raven Form, Invisible 
 Sam 

Submitting to the search, Sam turns over his weapons and his rather conspicuously holstered deck of cards. At the very least, he has access to some basic cantrips and his fire breath without them. As they climb into the back of the wagon, Sam makes a shushing gesture at his siblings and their new companions, urging them not to say too much.

 Grepha 

After putting distance between herself and the others, Grepha lands upon one of the rooftops and shifts forms, scrawling out a note to tie to her own leg. Best not to be an abnormally suspicious talking raven when addressing their Fist contact. After casting off her armor of shadows, she turns invisible once more and takes wing, soaring towards the gatehouse by the bridge.

 
 Spoiler: Grepha's Note 
  There has been an attempt on our lives at the Low Lantern by hired assassins who have sunk the vessel. After escaping, we are being detained by the Flaming Fist. The assassins appear too confident and most likely have a plan for this.

-Sam and co.  
 

 
 
  
Awful
      
     ???    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 68/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 4/4 1st, 1/2 2nd 

The elf clicked her tongue in irritation. Everyone seemed to have just stopped fighting as soon as the Warm Hand or whoever has shown up. There was no satisfying conclusion to things.

She plucked her familiar out the air, placing him in the space next to her soul, inside in a way that had nothing to do with red and wobbly bits no matter how you chopped them. He squeaked a caw out before he disappeared. She ignored it, brooding on the end of the battle. Now everyone was giving their weapons to the new arrivals, so presumably that was the custom after these events.

It was vaguely upsetting, in a way. Not that it mattered if they took the axe, she supposed, she could just get it back with a snap of her fingers, but it was the principle of the thing, is as far as she'd learned any principles in her scant hours of life outside the tower.

She wasn't even disarmed with the loss of the axe, and she absently-mindedly clicked out her claws and back in as she retrieved the weapon. She wondered how people generally disarmed elves, clawed as they were. Did they chop off the fingers? That would be inconvenient.

She shoved the heavy axe into the waiting hands of the Heated Gloves, along with the longbow. They better not make it grubby.

On the cart, she hummed to herself thoughtfully, her enormous golden hairdrills bobbing with the motion.
  "I have definitely concluded,"   she said, to no one in particular,   "That was an unsatisfactory lodging experience."  
 
 
  
 
 Spoiler: OOC 
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 9 HP: 27/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
His glaive readied to lash out at the approaching assassin, Grok pauses as the Flaming Fist arrive, but he keeps a wary eye on the assassins.  It isn't until after they drop their weapons that he raises the haft of his out of the ready position, and eyes the approaching guards... and notes the expression on the faces of the assassins.
Still, combat was clearly over, and the bloody dwarf wasn't too interested in starting it anew, instead reaching down and picking up the unconscious assassin he had been carrying, clearly intending to take the assassin with him as he approaches the Flaming Fist.  " Morning.  Name's Grok.  Of Magmaforge.  Any problem with me interrogating this fellow? ".  He shakes his carried assassin. " Think he has something to do with the attack on my clan. ".  His voice is gravely, but unpained, despite the multitude of stab wounds, the almost total lack of clothing, and the large pack and assassin he was carrying.  As he speaks, he flashes his signet ring.

 
 Spoiler: OOC 

 (1d20+5)[ 13 ]  Persuasion
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 51/55 | AC: 13 HP: 15/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Concentrating: Heroism (Senna) | Raven Form, Invisible 
 Sam 

Grok's address of the Fist comes as a surprise, but Sam weighs in,  "Sir Magmaforge conducted himself with utmost professionalism when attacked, aiming to incapacitate. Unfortunately, the assailants didn't care much for rescuing their own fellows from the sinking ship." 
 
 Spoiler: Roll 
Help for Grok's Persuasion.
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 15 HP: 25/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 2/3 LR
Restrain: 2/3 Dawn 

Leaf reluctantly hands over his bow and arrows. He's been through this before, both with the Flaming Fist and in other cities. Never for anything major, just being in the wrong place at the wrong time. This time, he knows he did nothing wrong, but he also knows that's no guarantee of acquittal.

While he doesn't know any of his fellow shipmates very well, they all fought honorably this morning, so he vows to help them escape too if he can.

After he is searched, he looks for something he can pocket that might be useful - keys, daggers, badges, a small piece of metal he could use to pick a lock - anything that might help him escape from prison... again.

 
 Spoiler: OOC 
Perception:  (1d20+7)[ 16 ] 
 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 39/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 0/3 3rd, 0/1 4th 

The mere suggestion that Caelyn hand over her weapons, her totems, and her ability to defend herself nearly started the fight anew, but looking at Sam and Senna she realized that arguing with a Fist patrol would only make things worse.  "I'd appreciate a receipt."  She muttered as she handed over her staff, bow, scimitar, white birch arrow, yew wand, daggers.... she really did carry a lot of weapons for a spellcaster.

When the quiet elf she'd seen around the boat the night before voiced disapproval for their lodgings, Caelyn's head drooped a bit and she looked to Sam and Senna, though she spoke loudly enough that anyone who would be entering their cart could hear, but hopefully quietly enough not to amount to a confession to the Fist soldiers..  "Is it... wrong... for us to stay at inns at this point? This keeps happening. People keep getting hurt. I know we're not drowning in options... but... I can't help but feel... responsible... for this. For these people's suffering." 
 
 
  
Awful
      
     ???    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 68/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 3/4 1st, 1/2 2nd 

The elf blinked and looked around as Caelyn spoke. She focused her lambent gold eyes on the other elf. Her head inclined to the side, like a curious beast.

  "Why are you responsible?"   she asked. Despite it being a question, her voice was flat, almost sounding like a statement.    "In my current experience, the suffering comes from being stabbed. You did not seem to be stabbing people. Though you did burn some, so perhaps that might count. I have not been burnt yet, so I could not say."  

She paused, and then added thoughtfully.

  "The last time I rested, I too had an invasion by ruffians. It might just be a common experience."   
 
  
 
 Spoiler: OOC 
 
Amnestic
The blank mask of the Flaming Fist soldier makes reading their expression impossible - deliberately so - but you could swear they raised a skeptical eyebrow in response to the request for a receipt. You watch as your items are stored away in a thick chest and locked tight as you're piled into the closed wagon - separate from the assassins.  "Any further dealings will have to wait. If you're guilty of murder you won't be speaking to anyone."  The man's words are calm and directed, a surprising amount of professionalism that seems at odds with the confidence the assailants displayed.  "I would consider what you will say carefully."  The door is closed - and locked - behind you. It's not an incredibly tight fit inside, but it's hard to say it's comfortable. They at least have felt comfortable enough disarming you that you're not shackled and can move freely, though there's little to move about in. You note it's kept incredibly clean and tidy. Here, at least, there's nothing that can clearly be used for lockpicking or chainbreaking.

Through the barred windows you can watch the deck of the Low Lantern slip beneath the waterline, its masts still protruding above, but tilting as the ship falls on its edge.  As the horses begin their procession back through the city, you note a few Flaming Fist lingering behind and overhear one loudly complain about having to pull bodies and items out of the water, at the very least confirming that your items are not being given up for good - though they might be a bit drenched after the fact.

 
 Spoiler: OOC 

Giving a chance for some actual introductory stuff between players, since you were thrown into it before. Name exchange, sharing info, etc. etc.
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 15 HP: 25/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 2/3 LR
Restrain: 2/3 Dawn 

Leaf relaxes once he's placed in the wagon. He knows he's caught and that there's nothing to do right now but wait for his opportunity. He looks around at his new companions, trying to determine their assessment of the situation.

  "I'm Leaf. Scout and guide. I normally wouldn't be worried. When you get picked up by the Fist for defending yourself, usually there' someone to corroborate your story and they let you go. I've been here a few times. But these assassins seem connected and to have a purpose. Have any of you pissed off someone powerful?"  

He asks that last part knowing full well that all of the assassins might have been looking just for him. From his early fight against the Iron Throne, to some of his more ill-conceived thefts in the past few months, he knows he's made some powerful enemies and might have just gotten everyone else into trouble.

  "Oh, do any of you have small piece of metal? Something small and sharp that I could use to pick a lock. That comes in handy sometimes in these situations."  
 
 Spoiler: OOC 
Perception: [roll0]
 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 51/55 | AC: 13 HP: 15/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisible 
 Sam 

Sam doesn't really have an answer to Caelyn's question. The events of this morning swirl around in his head, the ways they could have done things differently But...  "If they were here for all of us, then staying somewhere else would have just had two places hit. The only way to put a stop to this is to put a stop to them." 
 "Right, Leaf. I think we met at the tavern, when Cae was partying!"  Sam smiles, trying to remain optimistic despite the situation. The half-dragon is tall and broad-shouldered, with warmly colored brass scales. But he is rather thin and lanky for his kind, not showing much athletic prowess.  "I'm Sam, nice to meet you all in spit eof the circumstances." 

Reaching over, he places a hand over the worst of the dwarf's wounds.  " Restituo.  You were Sir Magmaforge, right?" 
 
 Spoiler: Rolls 
Spending 2 1st level slots to heal Grok for  16  total.
 


With the forced smile on his face taking a downward turn, he tells the others in a hushed voice,  "The Iron Throne is no doubt involved. We've been looking into their corrupt businesses and they're behind the bandits and the Iron Crisis. But we can't tell the Fist about the Throne, not yet. They're too connected. There needs to be irrefutable proof in the right hands first, and we're trying to get some to one of the Dukes know isn't in bed with them, like Duke Silvershield." 

Sitting back up after applying what healing he could, Sam explains their situation,  "Killing in self-defense is only a fine and a period of exile from the city. It could be the assassins intend the Fist to exile us so that we can't bring the evidence in before their plans unfold. However, the sinking of the ship means that we would have been unable to stabilize the wounded. I suggest we use that as our defense. It was the sinking ship that killed the ones who fell by preventing medical attention from being delivered. Maybe not the only thing, but,"  he pauses his hushed briefing to shrug.  "Grok dragging one of them out alive gives credence to our argument, so we can use that if the assassins try to refute us." 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 9 HP: 27/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok grumbles under his breath as he is relieved of his heavy bag, his prisoner, and his glaive, leaving him bleeding in the street and very little of him is left to the imagination.
Like many a dwarf, Grok's beard is practically a work of art, the brown hair woven through an intricate set of jewelry, decorated with a shield and anvil symbol.  His brown eyes seem piercing, and a well controlled fury seems to blaze behind them.  His musculature is quite impressive, despite his lofty height of 4'3", and his movements are well practiced, and well controlled.
Also, he is bleeding heavily from a multitude of knife wounds decorating his hairy chest.

Inside the wagon, he sits, and, with the help of a slight pull-up, looks through the window at the sinking boat, and the swearing of the guard.  Afterwards, as the view disappears, he releases his grip, and takes a seat on the now bloody bench.  " Not a great start. "
After a few moments of silence, Grok looks to the tabaxi, Leaf, his eyes not exactly happy.  " Guards, or thugs? "

 
 
  
Awful
      
     ???    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 68/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 3/4 1st, 1/2 2nd 

Iron Throne? Throne - chair - seat. A chair was unlikely to be behind disorder, so it was something else.

Thus the elf interjected here, blinking guilelessly at the lizard.

  "What is the Iron Throne? And the Iron Crisis? I am looking for some 'bandits' as they were described. Should I be looking for this Iron Throne?"   
 
  
 
 Spoiler: OOC 
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 51/55 | AC: 13 HP: 15/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisible 
 Sam 
  Did this girl crawl out of the woods?   Sam wonders to himself, scratching his chin and thinking of the best way to explain. She seems to have an educated vocabulary, but maybe she's just really sheltered like Skie was.  "It's a name, the name of a trading organization. They buy, sell and exchange goods. But they've also been using bandits and trickery to interfere with their competition. Did you get abducted by bandits? Where are your parents?" 
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 15 HP: 25/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 2/3 LR
Restrain: 2/3 Dawn 

Leaf continues to keep an eye out for something he could use to pick locks. He's intrigued by Grok's question. He doesn't quite understand what the dwarf means, but does his best to answer.

  "Guards or thugs? I've had run ins with both over the years, but I didn't recognize any of these guards or assassins."  

As Sam explains the Iron Throne to the elf, Leaf knows he needs to come clean about his history with them too.

  "The Iron Throne attacked my tribe in the jungles of Chult. I was young, but I hid, hunted them with my bow and eventually killed their sorcerer. I didn't know they were looking for me, but it is possible. If you are trying to take them down, I'd love to help."  

He smiles at the last part, content to have a purpose gain beyond swindling enough gold for a bed and a decent meal.

 
 Spoiler: OOC 
 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 9 HP: 43/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 

 
 Originally Posted by RandomWombat 
 Reaching over, he places a hand over the worst of the dwarf's wounds.  " Restituo.  You were Sir Magmaforge, right?"  
 

Healed by the strange half dragon wizard, Grok nods his thanks almost idly as he stares, fixedly, at the window behind Leaf.

After Leaf's response, he nods.  " We'll find out. "
 
 Spoiler: OOC 
 

 
 
  
Awful
      
     ???    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 68/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 3/4 1st, 1/2 2nd 
  "I understand,"   she said in reply to Sam, her flat tone making it entirely ambiguous if she actually did or not.  "Though I am not a competing trade agency. Their methods seem inconsiderate."  
  "I was not abducted. Unless this counts, I suppose."   She frowned at the iron bars of the cage around them.  "I was not sure of the custom after a battle. This seemed to be the thing to do.
Perhaps I should leave."  

The golden-haired axewoman was silent for a moment as she thought before she answered the final question.

  "I do not know the location of any parents. The intruders fled with several materials. When I described them to those I met, others called them 'bandits'. It is possible those contained information on parental creatures."  
 
 
  
 
 Spoiler: OOC 
 
Amnestic
The wagon continues to trundle through the city's quiet streets. The explosive engagement you had upon the Low Lantern may have drawn the Flaming Fist and the odd rubbernecker but most of the city is still decidedly asleep, ignorant of the events that have transpired at least until dawn's first light where it will no doubt spread through the city like wildfire.

 Meanwhile, Grepha... 

The raven-imp finds the guard post staffed, but Schael is nowhere in sight. Her shift presumably concluded some time ago. Grepha finds a (figurative) skeleton crew staffing it, looking distinctly bored. One is sleeping, their quiet snores not hindering the card tower that the only other guard is making.

 The Party 

As your conversation continues, the wagon slows to a halt. The door is unlocked and you're summoned out. Before you, on the western side of the city, is the Flaming Fist garrison, the centre of their power which also serves as their prisons and dungeons - not the only one in the city, but certainly the most secure (at least officially). You're locked into two separate cells - separated by gender - for what seems like hours, and any attempt to wrest information from the guards is fruitless, as they remain steadfastly silent, save to warn you off from acting out.

From your cell you see the civilians you rescued, and the assassins, in separate cells. One by one they are removed and disappear, not to return. After an interminable wait, two more soldiers appear, unlocking both your cells, and calling all of you out at once. You're lead down winding corridors not into an interrogation room, but instead into what looks to be an officer's office. Trophies and medals adorn the wall, along with a set of ceremonial armour and weapons. Though lit by lanterns, you can see dawn's light peeking through the east-facing windows that look out onto the city.

The centre of the room is dominated by a thick oaken desk piled high with papers that despite their number appear clearly ordered and piled. Sat behind it is a man in his mid-40s. His hair has been shorn on the sides and he wears the remaining length into a topknot. He doesn't look up when you enter but waves the guards out. There are only two chairs in front of the desk, and seven of you.

  "I had hoped we would be meeting under more casual circumstances, but it seems that wherever you go trouble seems to follow."   The officer mutters, his face still pointed down at the papers he's scraping away on. Finally he sets down his quill and looks up. He bears the features of a man of the far east, though his accent is decidedly of the Gate. A neatly trimmed goatee surrounds his mouth, but no question his most notable feature is the massive scar that stretches bisects across his face, from hairline to jaw and beyond. Someone or something massive cut his face open, and miraculously he survived. Large bags of sleeplessness hang beneath his eyes, the kind worn there over years and years of inadequate rest.

  "I am Scar, second-in-command of the Flaming Fist. Further introductions aren't necessary."   He pats a pile of papers to his side. He's not wearing armour or carrying any visible weapons, but there's an aura of quiet competence and confidence about his movements.   "Interviews have been conducted with the others who survived, and I believe I have a grasp of what went on at Low Lantern, but if you have any additional information to provide, now is the time."   He leans back in his chair and tents his fingers.   "The floor is yours."  
Awful
      
     ???    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 68/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 3/4 1st, 1/2 2nd 

The elf had spend the time in the cell sat crosslegged, golden eyes shut, after a few finger-clicks that cleaned the patch she was sitting on.

With zero hesitation, the elf claimed one of the chairs. She leaned forward, curiously peering at his scar.

  "I see the origin of your name,"   she said.   "It is very apt."   

She was silent for a second as she leaned back into it.

  "I was given a recommendation to stay there. I have thought about this. I suspect the recommendation was given for mischevious purposes. During the night, I was stabbed by people who were not the other people here. As everyone present seemed to be engaged in combat with that group, I considered it the current activity and did so as well. There was also a giant skull for some reason for a while, and then there wasn't."  

She frowned.
  "Your cells are uninteresting to be in. Currently, I have not had good impressions of this city's places to stay."  
 
 
  
 
 Spoiler: OOC 
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 9 HP: 43/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
In the prison, Grok tests the metalwork of the bars, checking the quality of the construction and of the forging, before settling down in an effort to treat his mostly sealed bloody wounds.

He ignores the guards, simply waiting, and assessing whether an escape would be needed, and hoping that Blazan would be all right, and not too worried as he waited.

Finally, the group of combatants are brought out, and Grok follows along, still clad in his dwarven finery.  In the office, he looks the man over., taking in his lack of practical armor and weapons, his poorly managed sad excuse for a beard, and the scar across his face.  Still, he listens to the paper pusher as he explains.

After the elf finishes her explanation, Grok nods, and speaks next.  While his voice remained it's gravely self, he also speaks at considerably more length than before.  " Same here.  Directed, before I could look into the group that assaulted my people's hold.  Probably the same group. The assassins would know, and would talk if asked properly.  Are they available? "  He pauses, and shifts the topic of the conversation.  " As for the attack, first thing I knew were the screams, and I barely had time to grab a weapon before an assassin was attacking me.  I fought to disable because dead men tell few tales, but they sank the boat.  Did they spin any useful tales? "

 
 Spoiler: OOC 
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 51/55 | AC: 13 HP: 15/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisible 
 Grepha 

Perched above the guardhouse after peering inside at the night shift, Grepha huffs in disappointment. Predictably, there is a different shift now. She hasn't been 'freed' from contract or dematerialized or whatever will happen when her master dies, so Sam must still be alive. Unfortunately, the imp cannot simply ignore a command given and turn back to search for him.

Bound by command, Grepha sits on the perch and awaits shift change when the target of her order may or may not return. It is more likely than finding her by skimming over the entire vast cityscape.

 Sam 

The little elf girl remains a mystery, her answers leaving Sam with more questions than before. But she certainly seems to need help - not in battle, where she is truthfully a little frightening, but in a general sense.

In the mens' cell, after they are dropped off to sit and wait for ours, Sam watches Grok inspect their prison. Perhaps his fire breath could soften the bars enough to be bent with something, he considers idly, in case escape becomes necessary. Getting up to look out the cell window, he tries to determine where in the city they are - not that he knows the layout very well being new here. But perhaps he could make out a landmark.


Eventually the wait passes, and Sam is pleasantly surprised to see the scarred face greeting them. Though the unknown fate of the smug assassins still gives him pause, as do Ender's words about trusting the Flaming Fist too much. If only he could find some way to get in contact with the covert elf... but it is more likely Ender would make contact with them if he wanted to.

Picking up where Grok left off, Sam speaks.  "This isn't the first attempt on our lives at an inn, but it's the first time they took anyone else in the crossfire,"  he admits, somberly.  "We were only able to help those staying on our level, since the killers hadn't got to them yet. And when they blew a hole in the bottom of the ship, we didn't have time to search for survivors or try to give medical attention."  Thinking back, he adds,  "There was a Kara Turian woman there. When she was wounded, some kind of magical amulet whisked her away from the battle. I think she might have been in charge of the assassins." 
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 15 HP: 59/60  PP: 18 PIv: 12 PIs: 14
HD: 0/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 2/3 LR
Restrain: 2/3 Dawn 

Leaf mostly lets the others do the talking. They seem to be telling the truth about the events so he doesn't have a lot to add. He merely confirms what the others have said.

  "We were all sleeping on the lowest deck and were awoken by the sounds of a fight. We tried to rescue as many of the other patrons as possible."  

As always, he looks for anything around the room that might be useful. If he finds a weapon, or keys, or something to pick a lock, he will quietly pocket it.

 
 Spoiler: OOC 
Investigation:  (1d20+2)[ 15 ] 
Sleight of Hand:  (1d20+11)[ 22 ] , Advantage from belt:  (1d20+11)[ 21 ] 
Hit dice on short rest until he gains 30 HP
1  (1d10+2)[ 7 ] 
2  (1d10+2)[ 12 ] 
3  (1d10+2)[ 7 ] 
4  (1d10+2)[ 8 ] 
 
 
 
  
Amnestic
  "The cells aren't meant to be interesting. It's a prison, not a spa."   Scar comments dryly.  [B]"The other combatants have stayed quiet and said nothing. Time in solitary my loosen their tongues, but the testimony of the civilians have at least cleared you from starting the fight, though that does not absolve you of your actions during it. Killing, even in self-defense, is not a crime we can overlook." 

There are no weapons for Leaf to take - they are all throughly secured or unhideable - but he does manage to pocket a fancy quill, that might serve to assist as a lockpick, though it won't be even close to an actual tool's worth.

  "Currently you have two choices: You can return to your cells and await a magistrate's trial. Based upon what we know so far, I would expect you to be fined several hundred gold pieces and then exiled from the city for a minimum of a season. More if you prove uncooperative during your wait to a trial. The second is you work off your crime with service to the city. I have a job that needs doing for the Fist, but I need outsiders to carry it out - people who are new to the city and can handle delicate work. In addition to absolving you of the killings in the eyes of the law, I'll see you compensated for your services."  
  "I think the choice is obvious, but it is still your choice to make."  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 51/55 | AC: 13 HP: 15/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisible 
 Sam 
 "I guess I can't speak for my new acquaintances,"  Sam looks over at the dwarf, tabaxi and elf,  "But we were planning on seeking you out to help anyways after Sergeant Schael directed us to you."  He glances at his siblings for confirmation, though the better option does seem obvious.

 "Oh!"  perking up as he remembers something he meant to ask, Sam thus asks,  "In the time we were gone, did Skie Silvershield make it back safely?" 
 
 
  
Awful
      
     ???    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 68/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 3/4 1st, 1/2 2nd 

The elf mulled it over. She clapped her hands together once, but neither her expression nor her tone of voice changed in the slightest.
 
 "A well-crafted extortion,"   she said neutrally.   "Very well. I accept. Can I take my axe back now, or would it still be considered rude?"  

She cocked her head to the side.
  "Oh. Also. Out of curiousity, what if those being fined do not have enough coinage? "   
 
  
 
 Spoiler: OOC 
 
Amnestic
There's a brief flash of distinct  weariness  at the mention of Skie's name - a glimmer of personal feelings breaking through the Commander's mask.   "Indeed she did. The last I was informed she and her new tiefling acquaintance have been taking on bounty work around the city."   He tries, and fails, to constrain his consternation.   "I've had two squads shadowing her on the Duke's orders to make sure she doesn't get in over her head. Squads that could be put to better use elsewhere."  
  "Your effects will be returned to you when you leave. We're still in the process of recovering the ship and sorting through the items and bodies within. You can submit an itemised list of things you lost with a clerk on your way out and we will attempt to return them to you, assuming they haven't been lost to water damage."  
  "In the event a criminal can't pay their fine they are tasked to manual labour in service of the city until they pay off their fine - and any accrued costs for upkeep during their imprisonment - and then exiled per their judgment."  
  "To the task at hand then. Over the past month or two the Merchant's League has been making a number of strange moves - selling off assets at an unreasonable pace and neglecting their more profitable ventures. The League's profits are of significant importance to the city's economy, and so the Grand Dukes have...concerns, but strictly everything we've seen so far has been legal and nothing outwardly suggests any foul play. I tried to speak to their current head Dabron Sashenstar about the Duke's concerns but he rebuffed me and told me to mind my own business."   He pauses in thought.
  "I've known Dabron for years, and we have always been on good terms. This was out of character for him, but someone acting out of character isn't sufficient reason to launch an official inquiry. I would like you to infiltrate the League's headquarters and investigate. However you do it, it should go without speaking that you kill no one. Ideally they would not even know you are there, but if that's impossible then at least conceal your faces and ensure everyone survive. Seek out any documents or people that may be able to shed light on the situation."  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 15 HP: 59/60  PP: 18 PIv: 12 PIs: 14
HD: 0/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 2/3 LR
Restrain: 2/3 Dawn 

Leaf pockets the quill, but otherwise looks uninterested in the conversation at first. He knows to just bide his time and then they'll either let him go or he'll find a way out. He's been in this situation before, not this high with the flaming fist, but he thinks most guards are the same.

But his ears perk up when he hears the man say they'd give us our things back. He was confident he could escape, but trying to come back to rescue his bow would have been more challenging. He'd do almost anything to get his bow back.

Then when the Coimmander explains the job, Leaf realizes that this is something he should be good at.

  "I'm interested. Anything we can do to help."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, MErchant's Leagu
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 0/3 3rd, 0/1 4th 

Caelyn is mostly silent during their imprisonment, both seeing the wisdom of Sam's advisement not to incriminate themselves or reveal themselves to potential enemies and needing time to think for herself. Her eyes occasionally strayed to the dwarf, the elf, and the... cat person who had gotten rolled up into this with them, but her gaze was empty and her interest elsewhere. When they were finally led before the person in charge here... this Scar... she let Sam do most of the talking for the family, but after the job was offered she spoke up.

 "Non-violent work is favorable to hard labor, steep fines, and imprisonment. I have skills that should prove helpful in finding evidence of whatever these merchants are planning."  She looked to her family, then to the others who had helped them resist the assassins when the boat was attacked.  "I don't know these people well, but I can vouch that they are capable and that they carry little guilt in this matter. If you all would help us work off this indentured servitude to the Fist, I would be honored to work beside you." 
 
 
  
Amnestic
  "Excellent. The Merchant's League headquarters is a little bit down the way, they're not subtle about that, at least. I'd appreciate an answer sooner rather than later but I hopefully don't need to tell you not to rush things, make sure you're prepared - they will have guards, so if you can't talk or sneak in expect a fight."   Scar turns his head taking a quiet look out the window for a moment, before setting his gaze back on the party.   "Is there anything else you wish to discuss?"  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 9 HP: 67/77  PP: 10 PIv: 9 PIs: 10
HD: 3/7d10, Conditions: none
 
Grok fell silent as the others told their tales to the Scarred man, and he listened to the man's offer, frowning angrily as he does.  " It seems we've little choice. "  Every word practically seethes with anger, but it cools after a moment.  " But at least it isn't completely without honor. "

The mostly naked dwarf takes a deep breath, before blowing it out as his mind slowly worked through what Scar was saying.  Shortly, he nods.  " You said the past month or two.  That when it started, or when you noticed?  Who's been gaining? "

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 51/55 | AC: 13 HP: 15/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisible 
 Sam 
 "I could claim we're looking to sell some of our magic items and looking for where to get the best price,"  Sam suggests to his companions, setting his hands on his belt. He is about ready to leave when something else comes to mind - the ginger-haired boy from the Nashkel inn.

 "Just one thing,"  it's a longshot, but who knows,  "If I was looking for a likely homeless teen who came here from Nashkel a few months ago, where would I look? He's got red hair, lots of acne, used to work as a shopkeep,"  Sam motions at his face as he mentions the acne.  "Anywhere that would employ someone like that or any like, church shelters? Oh - and is there a shrine of Bahamut anywhere in the city?"  he adds on at the end as the thought crosses his mind along with churches.
 
 
  
Amnestic
  "When we noticed - they keep their trade secrets close, but some things can't be hidden, and their movements were always going to come out. Part of the problem is that there isn't any clear gainer from this. If there was we might be able to establish motive, but instead it seems almost framed as someone ignorant and incompetent took control. Dabron is many things, but he's not a fool, which is why I suspect foul play."  
  "You might be able to find a small shrine in one of the larger temples - Helm, perhaps, north of the Ducal Palace. As for the child..."   Scar seems momentarily stuck for words, though it's not out of a lack of options - it's due to an overabundance. COLOR="#696969"] "This is a big city and that's not a lot of detail. People come and go, and disappear all the time, especially the young. Check the churches, the temples, the merchant stalls, the taverns, or our training grounds, but he might have hopped a ship or ended up in a gutter. It's a common story." [/COLOR]
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 9 HP: 67/77  PP: 10 PIv: 9 PIs: 10
HD: 3/7d10, Conditions: none
 
Grok considers Scar's words carefully, and adds in what he already knows about the Merchant League to form his next question.  " Are the activities being done at the top level, or at the level of some of the merchants involved?  Could you give examples of the sorts of things that have been occurring? "

 
 
  
Amnestic
  "Throughout. This isn't localised to leadership. As I said before, they're selling off valuable assets for seemingly no overall gain, and neglecting profitable ventures - sending out fewer caravans, selling off their ownership in smiths and other metalworkers. I don't understand the full details, I'm a soldier, not a merchant."  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 51/55 | AC: 13 HP: 15/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisible 
 Sam 
 "Maybe someone's being held at ransom, or they're being mind controlled,"  Sam considers, two fingers to his chin. Whatever the answer, they wouldn't find it here in the office. He turns and looks at Caelyn, nodding his head to the door. Once they're outside he whispers to her,  "That guy from the woods worked for the Merchant League and he'll probably recognize us. Actually, I kind of stand out like a sore thumb to everybody,"  the half-dragon looks down at himself.  "We should see if any magic item shops have something to help me blend in." 
 
 
  
Awful
      
     ???    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 68/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 3/4 1st, 1/2 2nd 
  "We could paint you,"   the elf interjected, deadpan.   "Like a different kind of dragon."  

She frowned.
  "Dragons can be different colours,"   she murmured, more to herself than anything.   "I wonder how I knew that."   
 
  
 
 Spoiler: OOC 
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 12 HP: 34/61  
 HD:7/7d8 Spells: 1st: 4/4 2nd: 1/3 3rd: 1/3 4th: 1/1 
 First Impression: lightly clothed and bloodied 
 Conditions: - 

According to Sam's advice, Senna stayed completely silent during the search and detainment. She was really not happy giving up her holy symbol or her heirloom dagger, but Gorion would have complied, and so should she.

 If we are to work together, we should coordinate our powers.  she finally speaks.  Commander, are you okay with me contacting you via divination magic once we find out something, to organize a place where we can trade you documents and whatever we can find?  She turns to Sam.  Selling magic items is a good idea, but we want the leadership, not some middle tier hedge wizard. You might be able to try and broker a contract for an iron mine on the keep you want to lay claim to. Not that there is one, but news of a new iron mine, however fake it might be will certainly grab their attention.

We freed it from gnolls during our adventures, and now we claim partial ownership. A dispute that could only be handled by selling the land. But for this trickery, we might need a deed for the lands, Commander Scar.  Senna smiles despite the dried blood on her head. and the ripped bloodied rags that were once her night gown. He makes a small courtesy to juxtapose her rugged appearance with some manners.  I would very much appreciate your men finding my set of magical bells and armor, if you are able. If you need magical aid, we can provide a druid and divine spells. And for some much blander itemage, I would welcome writing utensils, enough parchment and sealable scroll containers to copy any important documents we can find. 

She finally looks at the new and bigger group.  Master Grok and Leaf as far as I heard? How are you called, milady?  Senna points at the confusing nimble yet brutish elf.
 
 
  
Awful
      
     ???    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 68/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 3/4 1st, 1/2 2nd 

The aforementioned confusing elf looked back at Senna.
  "How am I called?"   She gave a tiny shrug, the enormous blonde drills of her hair bobbing with the motion.   "I haven't been yet."  
 
 
  
 
 Spoiler: OOC 
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 12 HP: 34/61  
 HD:7/7d8 Spells: 1st: 4/4 2nd: 1/3 3rd: 1/3 4th: 1/1 
 First Impression: lightly clothed and bloodied 
 Conditions: - 

Senna smiles at the amnesiac.  I am pretty sure everyone has a name at some point. If none was given, there are still phrases used that anchor your being in the now. Only non-believers are forgotten in the Wall of the Faithless. And even then their memory carries on in others.  Senna pauses to think.  If you are open for suggestions, I would have a name idea for the meantime. Shouting at each other must be easy and short in battle. I would suggest Col-Ansrivarr, or Col for short. Means no memory in Elvish.  The explanation was for the others but you knew Senna enjoyed (over-)explaining things.  Ansri or Anri is also a nice nickname. What do you say? 
 
 
  
Amnestic
  "If you need to provide evidence or documents you can return here, there is no need to organise any external meeting places. It is less suspicious for you to report here than for me to be seen skulking around."   Scar waves off the suggestion.   "As I said, see a clerk on your way out to discuss recovery and reclaiming your things. I can't - or won't, if you prefer - supply any further materials though. Expenditures have to be itemised, and since this isn't an official inquiry..."   He trails off, apparently leaving the situation for you to deduce on your own without further explanation.
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 15 HP: 59/60  PP: 18 PIv: 12 PIs: 14
HD: 0/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 2/3 LR
Restrain: 2/3 Dawn 
  "Sir, we'll need our armor or replacements if we are going on a mission for you. We'll look suspicious trying to do anything in our nightshirts, with weapons but no armor. Can we go rescue our gear first?"  

He shudders at the thought of trying to swim back into the ship, but would try if he needed to. He hopes one of the others has some better way to swim.

Leaf then listens to the others talk about possible plans and likes what he's hearing.

  "Perhaps both the iron mine and selling the magic items could go together into one story. We stumbled upon this mine, defeated the gnolls and found some magic. If the League helps us with the magic, we could show them where the mine is. If you'd tell me about the mine so I can pretend I was there, I might be able to help get us in."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's Leagu
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 51/55 | AC: 13 HP: 15/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisible 
 Sam 

When the idea of making up a fictional iron mine comes up in strategizing, Sam narrows his eyes and shakes his head.  "We are not using them as bait and putting a target on their back,"  he says, calmly and quietly.  "The druids either. I'm not going to betray anyone's trust just to try and get an edge in something like this." 

Folding his arms, the half-dragon puts on an unusually serious thinking face.  "The Merchant's League could be under blackmail, or ransom, or some kinda mind control. It's too early to make assumptions and wild plans when we don't even know why they're doing what they're doing. Offloading magical items is an excuse to get us inside, then we can snoop." 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 9 HP: 67/77  PP: 10 PIv: 9 PIs: 10
HD: 3/7d10, Conditions: none
 
Grok clears his throat, and speaks up.  " Retrieving your things should be simple enough, although the cold might be a problem.  After, someone can observe, and we can make a plan. "  Afterwards, he looks to Scar.  " We'll get the things we were carrying on the way out?  And if the assassins talk, or if they are mysteriously freed, you'll let me know? " 
 
  
Awful
      
     "Anri"    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 68/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 3/4 1st, 1/2 2nd 

The elf looked thoughtful. She repeated the names, drawing out the syllables as if tasting them.
  "Col-Ansrivarr. Ansri. Anri. An-sri. An-ri."  
She repeated herself a couple more times, then nodded, her golden eyes briefly closing.
  "Anri seems nice. I'll have it."  

Just for the briefest of moments - barely more than a heartbeat - the edges of her lips curled in a smile, a little, before she readopted her near-comically serious expression.

  "Beard. You can breathe underwater?"   she asked, her head cocked to the side. 
 
  
 
 Spoiler: OOC 
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 0/3 3rd, 0/1 4th 

Caelyn watched the interaction between her siblings and these newcomers with some interest. When Senna provided a name (temporary as it was), Caelyn nodded and spoke up, first in Elvish, then in common.  "I'm not much of a tutor... I was just learning about elvish lifestyles and the Seldarine from an older sister mere weeks ago... but I'd be happy to tell you about the ways of our people if you don't remember. Melian used to call me "bad elf" as a joke... maybe this "bad elf" can help the "empty elf" with what little she knows."  She flashed a warm and welcoming smile at the newly minted "Anri", then turned to share the smile with Leaf and Grok.  "We've been working as a small group for so long, it will be good to have reinforcements for a time. Hopefully our larger group doesn't result in larger trouble." 

When the suggestion of revisiting the sunken boat comes up, Caelyn volunteers  "As a druid, I can delve the waters as an octopus or a dolphin to secure lost belongings. Though... I'm not eager to move through all of the fallen."  She clutches herself and shivers slightly.  "As far as the plan to approach the merchants, I tend to agree with Sam, as I can't carry a lie, I don't want anyone to know about Sam's commune slash castle of kobolds until they are secure in their ownership of the area, and... recent events have instructed me that keeping innocents as far from our dealings as possible is the way of Balance."  
 
  
Amnestic
  "As I said,"   Scar continues, a note of testiness entering his tone.   "The recovery from the ship is underway. You will not be permitted to participate, for obvious reasons. I won't repeat myself on this again: Submit a form for what you've lost, and we will see it returned if it's there and intact. Nor are we equipping you from our own stores, again, as I said. If you have time to complain you have time to be working on the problem - see to it."  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 9 HP: 67/77  PP: 10 PIv: 9 PIs: 10
HD: 3/7d10, Conditions: none
 
Sensing Scar's growing anger, and his ability to abuse his office, Grok nods to the newly named Amri.  " More for bad air than water, but it'll work. "

He then looks back to Scar.  " Where are the forms?  And what's the timeline? "

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 15 HP: 59/60  PP: 18 PIv: 12 PIs: 14
HD: 0/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 2/3 LR
Restrain: 2/3 Dawn 

Leaf decides that if there's any more negotiating that needs to be done, he'd rather do it after he has his bow back in his hands. He'd hate to push for his other gear and lose the opportunity to get back his bow.

  "Alright, sir. We understand. We'll see what we can find out."  

Once someone else takes the receipt, he follows them out the door.

 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
Awful
      
     "Anri"    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 68/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 3/4 1st, 1/2 2nd 

Anri nodded at Caelyn's offer.
  "I don't know much about being an elf. I accept. There were things I was wondering. Like your claws. You don't have any. I do."  
She hopped up from the chair, ready to leave. This place wasn't very interesting, but the notion of learning more things from her new companions had piqued her interest.
  "And the magic you did before. I can do some. It is like...  za  and I make the shape in the Not."   She clicked her fingers.   "And it happens. But I don't know how to do what you did."   
 
  
 
 Spoiler: OOC 
 
Amnestic
  "When it's done."   He sighs, perhaps realising he's being  overly  short.   "It's a priority, since the Dukes want this mess cleaned up quickly. A day or two at most, I expect."  

He points you downstairs and you're escorted by two more Flaming Fists first to the clerks who take detailed notes of your names (such as they are, in "Anri"'s case) and the effects you've lost, before you're finally escorted out of the front door and into Baldur's Gate proper once more. It's still mid morning, and the city is abuzz with activity. The western section of the city has fewer full blown markets as it caters more towards those merchants and offices of a prestigious nature, as well as bordering the unofficially official "noble" district in the northeast. Still, there are some sellers - mostly of the food variety - who serve those who lack private kitchens or simply desire some street food.

While your eclectic group garners a few curious glances, most don't give you the time of day, though the stares of the Flaming Fist soldiers on guard - and the task that lies before you - push you not to linger.

The city is at your beck and call, and it's up to you to determine your approach.

 
 Spoiler: OOC 

I'm going to go ahead and assume you're not going to want to start any actual infiltration, so instead I'm going to ask the party members to decide - individually - how you're going to be spending the next two days while you wait for your stuff to get found. You don't need to act alone, but nor should you feel the need to stick together.

Some options to prompt you may include, but are not limited to:-
Searching for a specific magical item, either to aid you in your infiltration or just in general.
Observing the Merchant's League building and its comings/goings.
Gathering information (such as on the Merchant's League, the Iron Throne, or something else).
Getting drunk. It won't help (probably), but who knows what might happen?
Searching for people who can train you in specific skills or other areas.
Something else I haven't thought of.

If Sam wants the Hat of Disguise previously discussed, he can spend the first day hunting+buying that for  (1d6)[ 2 ]  * 100gp.

Assume that each day's efforts will require an appropriate ability check - searching for a specific magic item might need a persuasion or perception check, observing the merchant's league might need a stealth or perception check, getting drunk will require an athletics check, etc. etc.

If you can reasonably justify it, I'll accept it and narrate the results.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 51/55 | AC: 13 HP: 15/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisible 
 Downtime Day 1 

Well aware of how much he sticks out, Sam makes his way to the market in search of one of those fancy hats that hides your appearance. A common enough item. But not before going to pick up poor Grepha. Having spent the small hours of the morning sitting atop the guard post waiting for someone who may not even work today, Grepha is staring intensely out at the street when she hears Sam's call.

Taking off and gliding to reconvene, she perches upon his leather pauldron.   So you managed to wiggle your way out. What happened?   Grepha opens up telepathic communication as Sam shifts his stride towards the shops.

  Thankfully it was Commander Scar the picked us up. He's letting us work off our exile by investigating strange business practices by the Merchant's League, like they're trying to sabotage themselves.  
  The Throne's rivals? Curious. And undoubtedly not a coincidence.   Something to which Sam nods his head in agreement.   You need me to spy?  

This time, Sam reaches into his bag and pulls out a cloth-wrapped object. He removes the now-redundant note from the raven's leg and offers her the bundle. Inside, Grepha can feel a familiar symbol of Waukeen.   You had somebody to look for, remember? We're waiting for our equipment to get fished out of the water before we make any big moves.   A quick relay of the possible locations of their wayward teenage shopkeep flows between them.

  As impractical as always, Samuel. You have my thanks,   clutching the emblem in one talon, Grepha prepares to take off again.   Where are we to meet?   A question that causes Sam to frown uncertainly.

  The temple of Helm might be a safe place to stay, and I'd like to visit Bahamut's shrine if he has one there anyways. If you cannot enter, you can perch outside.  
  How comfy. I was planning to keep watch regardless. I will see you outside the temple this evening.   That said, Grepha takes off.

 
 Spoiler: Actions 
 Sam 
Find and purchase Hat of Disguise.
Sam suggests the party seek shelter at the Temple of Helm for the night, believing the Throne would be fools to attack the temple of the god of guardians.

 Grepha 
Spends the first day searching for signs of Gil.
 (1d20)[ 12 ]  with either +2 for Investigation or +3 for Perception, whichever seems more fitting.
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 15 HP: 59/60  PP: 18 PIv: 12 PIs: 14
HD: 0/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 2/3 LR
Restrain: 2/3 Dawn 

After collecting his bow, Leaf debates taking it and just leaving Baldur's Gate. He could start over. Maybe go a little farther north to Waterdeep. But he decides that these new friends might need some help, and he's not quite as selfish as he tries to appear.

While it isn't a temple of his goddess, Leaf acknowledges that the Temple of Helm would be a good place to sleep for the next few nights.

  "Anything that's not underwater would be fine with me."  

He jumps up when Sam leaves to go find the Hat of Disguise. He doesn't want to just sit around and wait for the Flaming Fist to tell him they couldn't find his gear.

  "I'd love to go shopping with you. Well, my money is still on the ship. I'll likely never see that again. But that doesn't mean I can't look, right?"  

Over the course of the day, but not in the magic shop, Leaf looks for likely targets, assessing the value of whatever he can steal, the target's likely perception, and the threat they pose if he gets caught. If the opportunity presents itself, he'll try to pocket something valuable.

 
 Spoiler: OOC 
Let's say Investigation to see what he can find:  (1d20+2)[ 4 ] 
Sleight of Hand  (1d20+11)[ 31 ] , Advantage from belt  (1d20+11)[ 27 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 3/7d10, Conditions: none
 
Downtime

While the rest of his potential group considers their options, Grok, having retrieved his pack, gets dressed in proper dwarven finery, the well forged steel gleaming under his practiced fingers.  With an agreement made of where to meet, Grok gets to work on his investigations.  The merchant league, he leaves to others, for the moment.  Instead, his first priority is trying to follow up on the teleporting assassin.  She had a necklace, teleported, had a thing about skulls, and was female.  Surely, that wouldn't be too hard to find?
Besides, in the course of his investigations, he might find something else useful, or that pointed towards who was responsible for the attack on his clan.

After covering the important parts of his investigation, he consults with Scar, trying to get approval to interrogate one or more of the captured assassins, to collect more information, before he seeks more information about the Merchant League, trying to find out what their major money makers were, if there was any sort of pattern to where they were being idiots, and so on.

In the evenings, well, it wouldn't do to not at least try the alcohol on sale in the city, to see if it was the usual human swill, or something a bit more robust.

 
 Spoiler: OOC 

Attempting fourish things, which might or might not be possible.  They're listed in order of priority, so if he runs out of time, the ones further down on the list should be dropped.
Looking for the missing assassin:  (1d20-1)[ 12 ]  Investigation
Interrogating the assassin:   (1d20+5)[ 14 ]  Persuasion OR Intimidation
Investigating the Merchant League  (1d20-1)[ 13 ]  Investigation
"Testing" the local alcohol:  (1d20+8)[ 23 ]  Athletics.
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 0/3 3rd, 0/1 4th 

As the group is deciding what they will do for the day, Caelyn nods at the suggestion to stay at the temple of Helm.  "I know little of gods and goddesses, and even less outside the Seldarine, but all have heard the tales of the steadfastness of Helm and his servants. However, if this results in more deaths of innocents we must find some other solution for resting. I refuse to throw people to the Iron Throne wolves just so we can sleep in a comfortable bed." 

As Sam and Leaf began to split off, Caelyn turned to Anri and smiled.  "If you wish to know more about being elven, I am searching for the perfect spot. I am in search of a temple or shine of Sehanine Moonbow, elvish god of dreams and transitions. I... well, most elves don't have dreams, and a druid friend of mine gave me a gift, but I've been having troubling dreams of late, and I hope that her holy folk can put my mind at ease. On the way we can discuss everything my sister taught me of elvish-ness. Plus I want to buy some... shady things. I have little experience, but I've always wanted to learn the thieve's talent for picking locks, and I need a lock to practice on and tools to learn with. Do you wish to join me?" 
 
 
  
 
 Spoiler: OOC 
Downtime Day 1- Tell me if this is too much to fit in one day.

1. Find a temple or shrine of Sehanine Moonbow and ask about the dreams plaguing the family.
2. Teach Anri about the Seldarine and whatever elvish trivia Caelyn can remember.
3. Buy Thieve's Tools and a Practice Lock.
4. Start working with Anri on how to pick locks.
 
Awful
      
     "Anri"    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 68/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 3/4 1st, 1/2 2nd 

Anri nodded at Caelyn's offer.
  "Very well. I will follow where you are going. I have never dreamed, so it is possible they will not like my presence."  

Once her axe (and bow, she supposed) was retrieved, she carefully cradled it to herself. She'd missed its stolid presence and implicit ability for violence, even if she could have called it to herself easily. She hugged it to herself, the heavy blade over her shoulder. She reached into the Not and pulled out the white crow, too, placing it in the position of honour on top of her head. It squawked, looking aggrieved at the long inprisonment, but Anri fed him some biscuit with a grave expression. That did the job.

  "Thief tools? Oh. I know how to use those. You just have to ca-click the lock, and then once all the clicks are clacked you can open it. I can show you. You will tell me about being an Elf. I will tell you about the locks. It will be a trade."  
She nodded to herself, satisfied, then added:
  "I am still curious about the claws."  
To demonstrate, she freed a hand from her hug around the axe and held it up, fingers extended. With a series of  snkt s, she pushed the claws out her fingertips one by one; crystalline and sharp, they were more mineral than keratin. 
 
  
 
 Spoiler: OOC 

Actions to do in the downtime:
1 - Be taught by Caelyn and generally tag along with whatever she's doing
2 - teach Caelyn about the use of theif's tools.

I figure that'd probably take up her time.
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 12 HP: 34/61  
 HD:7/7d8 Spells: 1st: 4/4 2nd: 1/3 3rd: 1/3 4th: 1/1 
 First Impression: lightly clothed and bloodied 
 Conditions: - 

Senna felt uncomfortable without armor. She had not realized it but the protection it gave her made her more secure. She truly was an 'adventurer' now, and she felt displaced without armor and weaponry in public.

 To Leaf and all others: 
 I'll gladly make a list of our itemage if you want me to. Just tell me what you lost. But stay truthful. We do not want to squander our relationship with Scar. After you get your items I do not expect you would help us. But I assume the assassins would at least hound you for knowing us, if we continue to live. So I feel it is in your best interest to help us. I think the Gate's dukes will appreciate you for it. Say, what's your profession anyway?  Senna smiles, but is ready for any story really. She read about cat people, but she knew only cats, who were independant opportunists.

 To Grok and others: 
 You moan about the cold yet you took enough hits to fell a dozen humans, master dwarf. I would not fancy the depths myself, but I would have a bigger issue with the water's darkness. If I can offer a blessing to enhance your swimming, I will gladly do it. But I think my sister is better suited for such an endeavor. But alas, few waterbreathing animals have fingers to reach into treasure boxes, so she will need you regardless.  She offers her hand.  I am Senna, these are my adopted siblings Caelyn and Sam. We call the elf Anri, this is 'Leaf' and lastly Grepha, my brother's familiar. Lost her soul in a card game, so she's harmless. 

 


Senna was not scouring the markets for items of interest, but rather discovering whatever she could find. Ideally these would fit into her criteria, but even if not, she would probably buy some.

 
 Spoiler 
I am just spitballing a few items here.
Shiftweave:  http://dnd5e.wikidot.com/wondrous-items:shiftweave 
Spell Scrolls: Zone of Truth, Find Traps
Imbued Wood Focus (Force) probably fluffed as Weirwood:  http://dnd5e.wikidot.com/wondrous-it...ued-wood-focus 
I was thinking about a magical writing implement but both the Scribe's Pen from Eberron and the Illuminator's Tattoo are weirdly expensive for something needlessly secretive:
 http://dnd5e.wikidot.com/wondrous-it...inators-tattoo 
 http://dnd5e.wikidot.com/wondrous-items:scribes-pen 
In reality a homebrew Quill of Accurate Writing would be best:  https://www.5esrd.com/gamemastering/...urate-writing/ 
 

 
 
  
Amnestic
  Day 1:-  
 Sam/Grepha: 
Sam's search for a hat proves fruitful, and after a short exchange of gold he's able to pick up don what can only be described as a magical sombrero.

Grepha's search proves less fruitful - finding one man among a city of thousands in just a day with little guidance seems a bet on random chance more than any active searching, and though there are a number of false starts, Gil's head does not pop up in her sight line.

 Leaf: 
The markets are filled with people, though most seem more desperate than eager. The wares on offer are difficult for Leaf to parse through but they nevertheless snag a few baubles of value. From what Leaf can tell they got away with their thefts.

 
 Spoiler: Loot 

One necklace, worth ~25gp
One ring, worth ~50gp
 

 Grok: 
Grok's search for the missing assassin proves fruitless - similar to Grepha's hunt - and his attempt to speak to the assassins in captivity proves just as poor. As Scar indicated, you are not permitted to speak with them, and the Flaming Fist turn you away, brooking no negotiation attempt.

When he takes up position across from the Merchant's League compound he's struck by how quiet it is. Though there are the occasional person coming and going, it certainly seems far quieter than you would expect for a bustling hub of mercantile activity and a focal point of the city's economy. Small town taverns see more comers and goers than their building, at least during the time Grok's observation. Everyone he sees  appears  normal, though some of them have strange gaits.

When Grok goes drinking, he inevitably finds himself drawn into a drinking contest - one which he succeeds at handily, drinking multiple challengers under the table. For his efforts he gets a nights worth of drinks covered, 7 gold coins, and he hears a rumour that a mage - Ragefast - is holding a nymph captive in his home.

 Caelyn/Anri: 
Caelyn's search for fellow elves takes much of the day. Ultimately, Baldur's Gate is a human city of human gods, and when she finally does locate a place for the Seldarine it's no temple or chapel; it's barely even a shrine, tended by a single wizened old elf in a side room of their modest home on the outer edge of the city. Few elves, it seems, even come around here these days, instead trading their gods for those of the city - for Tymora, for Oghma, for Helm or any of the others that aren't 'elven'. The old elf listens carefully, and offers you a vial of moonwater for your troubles, but ultimately believes that if an elf is being plagued by such dreams that it is a matter for the gods. With the Time of Troubles still fresh in so many minds, he advises that perhaps the gods can't help you precisely because a god is doing this, though for what reason he can't begin to speculate.

For Anri, he offers a small tome of elven legends and stories, of heroes, villains, and gods all. It's well worn and clearly has been read many times, but "better in the hands of someone who needs to read it fresh, than someone who has read it a thousand times."

That done, you peruse the shops for some tools and a lock, and acquire both for the cost of 35gp and get to work on training, though a skill is not mastered in a day, and by the end of your first day it's still going to be some time before you're "proficient".

 Senna: 
The big city markets prove a confusing mess for Senna, with countless people shouting their wares, upselling everything, and speaking a haggling language that is thoroughly offputting for a gal from Candlekeep who had yet to properly step foot in a city before now. The myriad of options ends up hindering more than helping, and ultimately of the items she seeks she finds only the scrolls, and they look to be a touch overpriced at 400gp each. Not overly so, but still above what you might have hoped to pay.

 Vala: 
With a smile and a wave Vala disappears into the crowded streets to "press some leather",  as she put it, though to what end remains to be seen. She doesn't return at the end of the first day, but she said she might be a while, so this is no great concern.
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 15 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf listens to Senna describe the situation, he gives her an accurate list of his items, leaving off the thieves tools. He thinks it better to keep up his ruse of just being a scout. Otherwise, he's open and honest with the others.

  "Senna, I plan to stick with you all as long as you'll have me. It appears we have a common enemy. The Iron Throne killed most of my village, so my motive is pretty simple. I want revenge and I want to stop them from hurting anyone else. How did you all attract their attention?"

"I was also impressed not just with the way you all fought back, but how you prioritized rescuing the civilians on the boat. It shows you are all good people, and good people are sometimes hard to find."  

After wandering the markets for the day, he comes back to the temple with a little bit of treasure - enough to at least replace his armor if his isn't recovered. If our equipment isn't returned, he will go out the next day with anyone who plans on wandering markets or shops and look for more targets.

 
 Spoiler: OOC 
Let's say Investigation to see what he can find:  (1d20+2)[ 11 ] 
Sleight of Hand  (1d20+11)[ 19 ] , Advantage from belt  (1d20+11)[ 14 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 51/55 | AC: 13 HP: 15/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisible 
 Downtime Night 1 

With the party seeking shelter at the Temple of Helm, no doubt with many other refugees and displaced citizens, Sam gets up to visit Bahamut's shrine. Kneeling before the shield of the Platinum Dragon, Sam brings out a small wood carving, one in the shape of the same symbol. A rough, amateurishly carved token he had idly taken to working on during their travels as an idle pastime, often during his watch shifts. He touches it to the platinum amulet hanging around his neck and sets his forehead against the shrine.

Sam prays for guidance in the draconic tongue.   "Platinum Lord, every day I find it harder to see the good in people. In a city where the law is cold and the downtrodden desperate, all I seem to see over my shoulders are enemies. I fear that I cannot lead my sisters away from darkness if my own faith is shaken."   In his mind's eye, Sam counts Grepha among those sisters too, for such was the nature of their oath.   "I pray that I may come to see the best in people again."  


Meanwhile, Grepha is perched outside on a rooftop across the street, watching the area-  like a hawk  would not be quite apt, as she does so in the form of an unseen raven.

 
 Spoiler: Actions 
 Sam 
 (1d20+8)[ 24 ]  Religion to pray to Bahamut, if at all relevant

 Grepha 
 (1d20+3)[ 10 ]  Perception to keep watch for anyone suspicious scoping out the temple
If any are spotted, she will follow and scope them out
 (1d20+5)[ 6 ]   (1d20+5)[ 11 ]  Stealth
 

 Downtime Day 2 

With the others occupied in their own pursuits, Sam approaches their new dwarven ally.  "Lord Magmashield, right? Or is there a more proper honorific?"  he asks with a friendly, if toothy, smile.  "I was wondering if you could help me with an investigation today. I've heard rumors of people being snatched away into the sewers, and I wanted to take a look." 

Maybe not the most appealing course of adventure, but nothing a couple hours of prestidigitation couldn't refresh.  "There is a chance the boy could be among the abductees,"  Grepha considers aloud. She sighs,  "I suppose I shall accompany you, instead of more guideless searching." 
 "I didn't ask you to come with,"  Sam jousts.

 "I don't remember offering; are you ordering me not to?"  she responds flatly.

 "Nope. You can crawl around in the sewer muck for Gil if you really want to." 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Morning, Day 1
As the human woman introduces herself, Grok(Now actually dressed in his armor) shakes her hand, and looks over the other named individuals as they are introduced, and he nods, once.  " Grok, of Magmaforge.  A pleasure to be introduced, although a pity about the circumstances. "  As his deep voice rumbles through the room, it is clear that he is trying to be somewhat diplomatic.  " Neither dark nor water deter me, but cold's a silent killer almost as bad as bad air.  But the guards seem fairly clear on the idea of us doing the retrieval. "

Morning, Day 2

Running into Sam(And potentially others) in the morning, Grok pauses in his departure as Sam explains his findings.  " I heard rumors of an imprisoned dryad as well, although that might be resolved peacefully.  I can help investigate the sewers. "  He pauses for a moment, and stamps a foot, clanking like only a dwarf in well oiled full plate can.  " I'm not really one for stealth.  But there might be a link there. "

 
 Spoiler: OOC plans 

Grok was originally planning on speaking with Ragefast, and seeing if he could do some persuasion, and maybe get some more information as well, to see if there really is a grand criminal conspiracy.  Afterwards, he was going to continue his investigations into the missing assassin, and the league, along with some additional testing.
 (1d20+8)[ 27 ]  Athletics(Or Alcoholism.)
 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/1 4th 
 Downtime Day 1 

Caelyn, following instructions and directions from the more friendly shopkeepers and passerby, finds herself walking with Anri for hours in hope of finding a temple of the Seldarine. The longer they walked and the more she searched, the more disheartened she became. Anri may notice the difference in her demeanor, going from outgoing and happy at the beginning of the day to quiet and concerned as the sun travelled west. When they finally find word of a shrine, she had almost expected to find nothing, and her spirits brightened, at least a bit. When she was introduced to the older elf who managed the shrine she gave their names, but didn't go into details of their troubles or her curse. She didn't wish to bring anyone else into the trouble they found themselves in. She simply asked for some time alone at the shrine.

Caelyn had never... devoted herself... to the Seldarine. At least not alone. She'd thought about them, she'd uttered a few words to them in times of dire need. She'd even begged for their help with the dreams reached their darkest and she could not trance. She'd always imagined that Melian would guide her through whatever rituals or steps were necessary to profess devotion to the elvish pantheon. But Melian was gone. She needed to take control of her own spiritual journey now. And that meant solemnity and wisdom. She lowered herself to her knees before the shrine, whispered her worries, fears, and troubles, then asked for Sehanine Moonbow to guide her mind, so that she could trance again without Seniyad's blessing. Oh! And she asked Rillifane Rallathil to bless Seniyad for his gift to the young druid. And she mustn't forget! She prayed that Anri's path would be stewarded by the wisdom of generations past. She kept remembering more and more things she wished to pray for, but she shook her head and focused.  Seldarine... I pray for the wisdom to stop making as many mistakes, and, failing that... the wisdom to learn from the mistakes I do make so I do not repeat them. I want my family to trust me again... and I NEVER want to hurt them like I did in the dreams... please... death before that... 

When Caelyn came out of the side room with the shrine, Anri would see tear stains on her cheeks. She would turn to the keeper of the shrine, thank her quietly, and accept the moonwater with genuine appreciation. When Anri was finished receiving her book, Caelyn would offer to volunteer what she knew of the stories when they rested at the temple of Helm that night.

 That Night, at the Temple of Helm 

Caelyn would stay up as late as Anri wished, contributing legends, stories, and tales of the Seldarine and elvish heroes that she could recall. She tried to tell them just the way her older sister had told them to her, though Anri made for a much better audience. Meanwhile, she practiced with her lock, frustratedly trying to get the tumblers to budge.

When the time to trance came, Caelyn pressed her staff to her temple and let the energies Seniyad had bestowed upon it flood her mind and body. Sitting down on her cushion with the staff across her crossed legs, her mind wandered into her exercises, but she couldn't stop thinking of Seniyad. His life would be over long before hers had even reached it's peak, but he spoke with wisdom and composure that she found admirable. Strong. Even... attractive? Her eyes shot open, her freckled cheeks flushed, and she covered her features for a few seconds as she tried to collect herself. Turning to make sure others are asleep or trancing, she cleared her throat, tried to clear her mind. When she found she couldn't she instead reached into her bag and fished out the wooden bird that Seniyad had given her.

 "Uh... I wanted to thank you again. For the magic infusion in my staff. I'm trancing normally again."  She sighs, feeling relief flood her body.  "So many anxieties, so many worries, so many fears and angers and feelings are all so much more manageable when you can just... rest... and I can't thank you enough. I feel stronger. I feel like I can fight the feelings that my bloodline bring to mind. And... I have other feelings. I'm still sorting them out, trying to... well... I just wanted you to know how much you've helped me, and that I'm thinking about you. This city is dirty, crowded, and scary, with danger around every corner, and it makes me appreciate the peaceful home you protect all the more. I hope... I can return there some time, now that the shadow druids there are quelled. I... look forward to seeing you again, too.  She wanted to say more... wanted to just keep talking and talking... but instead she tossed the wooden bird out the window, cheeks flushed, and rushed back to her cushion.

 Day 2 Downtime 

Caelyn was much more calm and collected when she sat down to break her fast with her family and new friends in the temple of Helm. She kept her own activities to herself for the most part, but swapped stories and discussed progress with the others as they all prepared for their day.  "If you need assistance investigating the sewers, Sam, I'll come with. As dirty and disgusting as the sewer may be... in it's own way I feel like I would be more comfortable here than in the city above."  She turned to Anri and spoke again.  "If we're not needed, I would enjoy spending more time with you. We still have a lot to go over with your new book, and I could use your expertise in making locks go clickety clack, as you put it. But I understand if you're busy or if more serious matters draw us away."  Turning to Master Magmaforge, her eyebrows knit with concern.  "I owe a dryad. I would not see another one be trapped. I hope we can move on that lead before leaving the city." 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form 
 Downtime Day 2 
 "Sure!"  Sam isn't hard to convince when their dwarven paladin mentions someone in need, nor when Caelyn volunteers to come along.  "I promise I'll prestidigitate is all clean after!"  Face turning serious, he holds up a finger.  "But we'll have to use non-lethal force if we find any crooks operating down there and turn them in to the guard." 
 "And no fire,"  the raven on his shoulder speaks up, looking pointedly at Caelyn.

 "No fire?" 
 "The gasses that build up in a sewer system are highly flammable. Let off a spark and you could set off a fireball across a good portion of the city,"  Grepha repeats, in warning.  " I'll  be perfectly fine, of course. But I would rather not see you all roasted alive, or executed for acts of terror." 
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 15 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

When Leaf sees Anti trying to learn how to use the lock pick, he offers to help.

  "Here, the pick goes in like this, then you fish around for a click. I could keep teaching you. Once you figure it out it's not that hard. Usually."  

While he is a little concerned about stirring up trouble without us having our armor, Leaf would rather help out than just wander around the markets. He fidgets a little in his seat as he volunteers to help.

  "I think we should wait until we get our gear back, but if you all want to go explore the sewers, I'll go with you."  

If they wait a day, he'll go back to his previous plan of trying to find something valuable or helpful, and maybe do some shopping.

 
 Spoiler: OOC 

If he is able to steal enough, he'll buy new studded leather armor and thieves tools, rather than wait for the salvage.

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
Amnestic
It will be a number of days, you expect, before Seniyad's bird returns, though it seems entirely confident in its ability to carry Caelyn's message.

With a new goal of investigating the sewers, you gather your things and head out - sans Vala, who has yet to return. En route, you're headed off by a courier from the Flaming Fist carrying (on a horse-drawn cart) the items recovered from the shipwreck. It would seem that Scar was true to his word, and even prioritised recovering what you had listed over an "everyone is equal" approach. Though they have not been cleaned and have a distinctly ocean  pungency  to them, that which can survive water and salt damage has done so, and that which could not...has not. Cleaning your items was not on the list of priorities for the Fist, it seems, though a judicious application of the relevant magic could accomplish such a feat.

The smell of the sea might be preferable to what you face shortly though. It's not hard to find an entrance to the sewers in the city - such things are unguarded and apparently freely accessible, for what person would willingly subject themselves to descending into the belly of the city?

The grate is easily opened, the metal ladder slick with accumulated rainscum. It's a short descent, perhaps fifteen feet in all, before your feet touch 'solid' ground. The lighting situation is dire down here, with the occasional surface grate granting a few short shafts of light, not helped any by the thoroughly overcast skies above. Those who lack darkvision will require additional lighting in order to find their way, lest they be rendered blind by darkness for the majority of your travel.

Underfoot is solid stone, though it's as slick as the ladder with wet grime that threatens to send your feet skirting out from underneath you should you step too hard or fast. The smell is toxic - a noxious combination of seawater, humanoid excretions, and what you can only hope is rotting  food  waste and not something worse. From where you've entered, the sewer is a small pathway, perhaps wide enough for two people to stand abreast at their limit. The footway is slanted on both sides down towards the centre, leading into a depressed trough through which the sewer 'water' flows. Unpleasant to smell, unpleasant to look at, and even unpleasant to  hear . Descending beneath the surface has dulled much of the hustle and bustle of the city and it has instead been replaced with the ever present sounds of the sewer flow, the lapping of water against detritus caught along in its flow, the  plop, plop, plop  of things dropping beneath the surface, and the trickle of the various pipes that feed into the central sewerline. Though only a mere fifteen feet beneath the surface, it is a complete other side of the city, and not a particularly pleasant one.

Either direction you could choose appears basically identical, and so lacking any further guidance you arbitrarily pick right and begin making your way along. Occasionally the pathway widens into a more open chamber with a well in the centre and branches off into different directions, but any choice you make is entirely guideless, and so dwelling on them is an exercise in little more than habitual discourse for the sake of hearing your own voices - though that might be tempting given the only other sounds you hear are that of the sewer or the skitter rats upon rats upon rats.

Down one route you note the channel widening, and after some time following it, a light glimmers further ahead, emerging from a tunnel to the left that appears broken in, rather than deliberately made by human hands. The light flickers, indicating it's made by a fire, and though difficult to make out it does sound like chittering words are being exchanged.

Beyond the tunnel, the path of the sewer line looks partially blocked by thick metal bears - a humanoid could squeeze through them with some effort, though anything larger would be blocked in.

 
 Spoiler: OOC 

Time to decide on your approach and any preparations you wish to make in case a fight breaks out.
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Following the slightly taller dragonling, Sam, as he leads the way towards the sewers, Grok reflects, momentarily, on the events that had led him here, before quickly letting his thoughts focus on the task ahead of him.  Of how his investigation had led him to the boat.  The assassins, who must be connected, as otherwise, why would they have attacked.  The suspiciously fast response of the guard, and their evident inability to conduct a proper interrogation.  The complete lack of other information, but for two acts of potential evil, with nothing to link them to whomever attacked his clan.  But, keep making a mess, and someone will come to put a stop to it, eventually.  And then?  Then, he would have someone to ask properly.

With his pack already on his back, Grok doesn't collect anything from the recovered items, simply stamping his feet a couple of times to make sure his boots were on properly as he waited for everyone to put on their slightly damp, salty armor.

Inside the sewer, Grok doesn't seem to react to the smell, simply looking around, and taking in the poorly maintained stonework and passageways with a grunt of disapproval.  "Wouldn't last more'n a couple a centuries.  And wells in the sewers?  Are they mad?  Ruins the grog."  Despite, that, his hands remain on the haft of his halberd, and his eyes glance around, keeping an eye out for anything of interest.

However, as the tunnel widens, and a split becomes clear:  A place where some other party had broken in, and where some official had decided to block the tunnel, he looks back, and gestures to the path to the left.

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Mage Armor, Invisible 
 The Sewers 

Sam prestidigitates the water off of their metal gear while the others pry the grate open and set it aside, to keep it from rusting. He now wears a very briny-smelling set of wrinkled leather armor, though considering where they're going it may as well be an air freshener.

As they descend below the city streets, Grepha abandons the facade of normalcy. An armor of black smoke begins to billow down her wings, and she fades once more from view to surprise anything unpleasant they come across. Sam gags at the smell the moment he steps off of the ladder, and while Grepha is far from pleased she seems less bothered. The devil's body is unbothered by the toxins, and Hell's torturers had equally terrible assaults in store for every sense imaginable.
Still, a field of flowers would be more welcome. Perhaps, Grepha thinks to herself, the druids are not so wrong.

When the break in the wall comes up, Sam motions Grepha forward and the invisible bird glides around the corner. Caves, she admits, would be preferable to their current locale.  "Grepha's checking it out,"  he whispers to the others for their benefit.

 
 Spoiler: Rolls 
 (1d20+5)[ 7 ]  Stealth for Grepha if needed
 (1d20+5)[ 20 ]  Adv
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf is happy to get his gear back. He felt naked without his armor. He holds it out and asks Sam to use that prestidigitation to clean and dry it, but once they get in the sewers he realizes it was for nothing. As much as he hates the saltwater, the smell of the sea would be preferable to this stench.

As they walk down the tunnels, he stays to the very edge, using his claws to hold onto the wall to make sure he doesn't slip into the sludge. When Grepha sneaks forward to investigate, he gives the imp some time to get ahead.

  "Thanks, Grpeha. Let us know what you find."  

But his curiosity won't let him stay back forever. He inches forward, keeping his bow ready in case it is needed.

 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
Amnestic
Invisible, Grepha rounds the corner into what is clearly not a tunnel carved by hands but rather a natural formation. A variety of fungi line the walls, and below is a small stream of water that leads directly ahead to where you can see a bonfire happily burning away some 50ft ahead. You can see the edges of furred creatures both close, in the room between you and the fire, and far in the fire room itself, though from your current position you can't see much more, and would need to approach further in order to gain any further details.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Mage Armor, Invisible 
 The Sewers 
  The cavern looks natural. Furred creatures further down the tunnel, some are huddled around a fire, but it is too far to make them out clearly. Gnolls? Don't think gnolls make noises like this though. I will get closer.  

The report comes through and Sam informs the others,  "Some kind of creatures living underground here. She can't tell what they are yet though. Maybe they're not hostile?"  he suggests with audibly forced optimism, not helped by the dampening of the spirit that comes with being in the sewers.  "Maybe we can go try to talk to them..."  he suggests, with a silent implication that it will get them away from the fetid sewer water.

Crossing around the corner as Grepha advances further in, Sam tries calling out.  "Hello? Do you speak Common?"  He keeps his voice and his posture at ease, and non-confrontational.

 
 Spoiler: Rolls 
 (1d20+5)[ 19 ]  Grepha Stealth continued to reach the campfire area
 (1d20+5)[ 8 ]  Adv

 (1d20+9)[ 13 ]  Sam Persuasion to appear friendly and non-threatening
 

 
 
  
Amnestic
Sam barely gets a word out. As Grepha continues her invisible movement one of the fungi that had otherwise looked entirely normal suddenly opens up and unleashes an ear piercing scream that echoes through the tunnels, out and beyond you, reverberating and near deafening those who hear it.

 
 Spoiler: Nature DC10 

The plant is a shrieker, albeit one with a shorter area of detection than you might normally expect. They typically use their loud shrieks to attract prey for other creatures, the remnants of which the shriekers then feed upon.
 


In an instant those within react. You hear the scraping of metal on stone as weapons are retrieved, and to her left Grepha spots two massive rats, that look distinctly unfriendly and annoyed at whatever has caused the noise to occur.

 
 Spoiler: Map 

 

Sam's up first.

 Initiative Order:- 
 Sam: (1d20+5)[21] 

O:(1d20)[17]
WR:(1d20)[14]
G:(1d20)[13]

Caeyln: (1d20)[12]
Leaf: (1d20)[10]

DR: (1d20)[10]

Grepha: (1d20+5)[6]
Anri: (1d20+1)[6]

RS: (1d20)[5]

Senna: (1d20)[4]
Grok: (1d20)[2]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Mage Armor, Invisible 
 The Sewers 

Sudden shrieking right next to her stuns Grepha momentarily, unable to react in time as the decidedly unfriendly rodents start to turn.

Running forward, Sam looks around to try and get a bearing of what's going on. When he's met with the same sight, he hollers back to the others,  "So, not so friendly!"  Reaching out, he hurls a pair of green energy blasts at one of the huge rats. His infernal magic reaches out and assails the other in an attempt to stun it, lashing it with a glow from his forehead.

Unable to locate Grepha, he springs back to the sewer 'entrance' and takes a clumsy defensive stance with a dagger in hand.

 
 Spoiler: Actions 
 Sam 
Move 3 E.
EB at the leftmost Rat, dealing NL damage
 (1d20+6)[ 19 ]  Blast 1
 (1d10)[ 3 ]  force damage and  (1d4)[ 4 ]  collision damage
 (1d20+6)[ 15 ]  Blast 2
 (1d10)[ 8 ]  force damage and  (1d4)[ 4 ]  collision damage

Then cast Mind Thrust at the right Rat
 (1d20)[ 19 ]  Int save to halve  (3d6)[ 11 ]  psychic damage, if it fails it can only use one action/bonus/reaction for a round

And move 3 back W to where he started.
 

 
 
  
Amnestic
On the ball more than any of the party due to taking the lead, Sam is the first to react, rounding the corner by the Shrieker to blast at two of the massive rats. One of them is swiftly broken against the stone pillar at its back by the eldritch beams, but the other is seemingly smarter than your average rat and manages to shrug off the psychic assault, though hisses in anger. The ratkin make their appearance as Sam retreats, a number of wererats all wearing scraggly scavenged clothes - their beady eyes filled with malice. One tosses a squirming bag at Sam, seemingly past Grepha without noticing her, and it explodes into a rush of viney plants, sewer-slicken tentacles that rise up and swiftly ensnare the half-dragon. More of the humanoid rodents appear, both near and far, darting out into the central 'channel' to unleash a bolt from their crossbows before retreating back into cover. Held as he is, Sam struggles to evade even the ones launched at a distance, and they strike him bodily, piercing through scale and flesh beneath.

To the southeast, through the thick grate, you hear an enormous sloshing and perhaps a loud yawn - the Shrieker seems to have awoken something  big .

 
 Spoiler: Map 

 

Sam nails one of the rats with the beams, killing it. The other resists his mind thrust (albeit barely) and lives. It's not actually smarter, it just rolled high on its save.

One of the wererats moves forward and tosses a tanglefoot bag into the centre of the tunnel, which hits Sam, who fails their strength save and is restrained.

 
 Spoiler 

#### Tanglefoot Bag
_Wondrous Item (Consumable), Common_
These bags are slightly larger than an average loaf of bread, and seem to constantly squirm when held. They can be thrown as an action to a point within 30ft. The bag bursts in a sudden rush of plant growth when it hits the ground, covering a 10ft radius area. Creatures within the area when it first bursts must make a DC10 strength saving throw or be Restrained for 1 minute. They may use their action on their turn to make a Strength (Athletics) check against DC10 to end the effect early.  In addition, for 1 minute the covered area is difficult terrain due to the plant growth.]
 


The green circle marks difficult terrain on the map. Though it's not said in the text, tanglefoot bags can be dispelled (no check required) by dispel magic, and someone else can break you out (using their action to make the athletics check).

The other wererats then unleash a volley of hand crossbow shots at Sam, some of which with advantage due to restrain, most just normal shots due to range limitations.

He ends up taking a total of 10+5+5+4+8 =  32  piercing damage.

Caelyn and Leaf are up.

 Initiative Order:- 
Sam: (1d20+5)[21]

O:(1d20)[17]
WR:(1d20)[14]
G:(1d20)[13]

 Caeyln: (1d20)[12]
Leaf: (1d20)[10] 

DR: (1d20)[10]

Grepha: (1d20+5)[6]
Anri: (1d20+1)[6]

RS: (1d20)[5]

Senna: (1d20)[4]
Grok: (1d20)[2]
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Ah, rats. Rats with crossbows is even worse. Leaf will need to leave rescuing Sam to the others. Instead, he will try to hold off the rats. Leaf feints like he is moving south, but then stops, returns, and shoots past Sam at the first were-rat. After loosing his arrow, he moves southeast to try to get a better idea of what is coming from that direction.

  "What is that noise?"  
 
 Spoiler: OOC 
Leaf

Hide  (1d20+11)[ 17 ] ,  (1d20+11)[ 26 ]  (they have disadvantage to see him due to his cloak)
Attack with Elven Accuracy:  (1d20+12)[ 19 ] ,  (1d20+12)[ 15 ] ,  (1d20+12)[ 29 ] 
Damage:  (1d8+7)[ 13 ] 
Sneak attack:  (2d6)[ 2 ][ 2 ](4) 
If Crit  (1d8)[ 4 ]  base +  (1d8)[ 7 ]  piercer +  (2d6)[ 9 ]  sneak attack
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 3 ] 
If no d8 at 3 or less, reroll lowest d6 2 or less  (1d6)[ 1 ]  = 16 damage

Then moves 15' southeast, returning 10' if he sees what is coming.

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 1/1 4th 

Caelyn had been focusing on covering her nose since they entered the sewer, groaning slightly and looking a bit green. THIS. This was the result of cities. She would never be able to look at the conglomeration of huddled masses, haves and have nots, people, paupers, and nobles above without seeing this wretched, smelly, disgusting mess. It wasn't until the scream up ahead that her senses returned to her.

 "Sam, you can't just rush forward like that!"  She steps forward, making sure to avoid the grasping plants, and invokes a druidic word of healing, placing a hand on Sam and doing her best to knit his wounds shut, all with the same burning pain that he would be used to by now. Then Caelyn ducks back down the tunnel, seeking to keep behind cover so she can avoid her brother's fate. Caelyn leans against the sewer tunnel for a few moments before realizing that she is leaning against a foul slime. She retches and stands straight, waiting for the fight to boil forward in her direction.
 
 
  
 
 Spoiler: OOC 
Cure wounds, upcast to level 3 on Sam. Hopefully we can get rid of some of those booboos.  (3d8+4)[ 22 ]  Healing. Then move behind cover.
 
Amnestic
Leaf's shot flits past Sam to strike one of the wererats in the shoulder. As the Tabaxi moves south, they spot a massive creature of leathery skin, an all encompassing maw, and flailing tentancles. This is an infamous denizen of the sewers and often gently encouraged in their existence by the cityslickers above - an otyugh, a monster famed for eating pretty much anything, whether it be fresh, rotting, prime cuts of meat, or stinking waste. Beyond the otyugh are another set of bars, keeping the creature inside, for now. It seems to still be waking up, and doesn't display any active aggression to anything.

Caelyn's heal goes off without a hitch, though she's forced to step into some truly gross liquid in the process of doing so.


 
 Spoiler: Map 

 

Leaf shot hits for 16.
Caelyn's heal goes off, no anti-heal poisons to speak of.
Dire rats move up but stay back from the entangle area.

Greph and Anri are up.

 Initiative Order:- 
Sam: (1d20+5)[21]

O:(1d20)[17]
WR:(1d20)[14]
G:(1d20)[13]

Caeyln: (1d20)[12]
Leaf: (1d20)[10]

DR: (1d20)[10]

 Grepha: (1d20+5)[6]
Anri: (1d20+1)[6]
 
RS: (1d20)[5]

Senna: (1d20)[4]
Grok: (1d20)[2]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 45/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Mage Armor 
 The Sewers 

Bolts slam into Sam much faster than he can back out of view, and he staggers back, nearly falling into the sewer waters. Caelyn's hand on his back steadies him, and the wounds are filled with a burning sensation as the bolts are pushed back out of the holes in his armor and fall to the floor.  "Y- yeah,"  he responds to her advice, starting to move towards cover.

The imp, meanwhile, is caught in the face of the oncoming swarm of rodents. Envisioning a near future of unpleasant, gnashing rodent teeth, Grepha takes to the air and lands on Leaf's arrow, using her sudden weight to wrench it in the wound as she lunges forward to inflict a venomous peck to something less vital in the hopes that it will put him under with fever. Unfortunately, that bit of hesitation allows the creature to knock her away before contact can be made.

With a caw of frustration, she pushes off and takes to the air after she appears, where hopefully any skittering things on the ground cannot reach her.

 
 Spoiler: Actions 
 Grepha 
Move 1 E and Up, by the middle wererat. Still in range of all three, but hopefully not of any plague tale rat carpets.
Peck-sting on the wererat Leaf shot to try and finish him off. She makes an attempt to deal NL damage, even though the guard probably doesn't care about dead 'thropes.
 (1d20+5)[ 7 ]  to hit
 (1d20+5)[ 10 ]  Adv
 (1d4+3)[ 6 ]  damage
 (3d6)[ 10 ]  poison, and  (1d20)[ 1 ]  DC 11 Con for half
 

 
 
  
Awful
      
     "Anri"    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 68/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 1/1 
 Spell Slots- 4/4 1st, 2/2 2nd 

Anri had very swiftly decided she hated the sewers. She had come with Caelyn, having decided to stick by the other elf for a while, but that had turned out poorly.

Everything was stinky and slimy and, from what her instincts told her, incredibly unhygenic. She had to wind her pelt about her so it didn't drag in the filth, and even then, people-processings dripped from the ceilings and pipes. Her expression, normally stern, had steadily got grimmer as the venture had processed, until she looked downright irate.

She was seventy percent of the way of straight up leaving for the world above, where things were less smelly, when it seems they'd encountered a fight.

Even this failed to improve her mood too much.

With a sharp click of her tongue, the blade of her chopper ignited, and she recoiled at the smell of burnt wall-slime where it scraped against the stone.

Something big and exciting-sounding roared ahead, but Beard was bulky in his armour and the elf didn't want to risk brushing against the disgusting goop on the walls. Anri stayed where she was, tapping her axe with her clawtips in impatience.

  "Sewers are worse than the boat,"   she said, a touch, well, touchily.   "Is there something fun to fight? I can't see."   
 
  
 
 Spoiler: OOC 

Action: ready a GFB (or melee if that's not allowed) or anything that comes into reach, i guess.)
BA: ignite the greataxe.
 
Amnestic
Grepha appears from nowhere to peck down at the injured wererat, but it must have smelled her coming since it nimbly dodges back from the bird, hissing in irritation at it. There's a sound of many  many  tiny feet moving beyond sight, but nothing new appears before you, nor does anything run in for Anri's axe to chop.


 
 Spoiler: Map 

 

Grepha misses, and becomes visible in the process.
Anri doesn't move.

You hear scurrying beyond your sight but of what, who can say?

Grok, Senna, and Sam are up.

 Initiative Order:- 
 Sam: (1d20+5)[21]
 
O:(1d20)[17]
WR:(1d20)[14]
G:(1d20)[13]

Caeyln: (1d20)[12]
Leaf: (1d20)[10]

DR: (1d20)[10]

Grepha: (1d20+5)[6]
Anri: (1d20+1)[6]

RS: (1d20)[5]
 
Senna: (1d20)[4]
Grok: (1d20)[2] 
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Seeing Sam stuck, and resembling a pincushion, Grok reaches out with one arm, and lifts Sam clear of the tanglefoot bag, swinging the trapped dragonbown out and behind him.
 
 Spoiler: OOC 

Rolled a 12 on athletics.
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 45/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Mage Armor 
 The Sewers 

As he struggles to get free, Sam is pulled aside by Grok. Though in the process he ends up stepping into some truly nauseating water and gags.  "Ech. I mean, thanks!"  Leaning back around the corner to pulse another pair of blasts at the wererats Grepha is distracting, he hops the canal and ducks into cover afterwards - having learned his lesson well.

 
 Spoiler: Actions 
 Sam 
Move to space 1 S of Grok.
EB on the leftmost Wererat to bump him into his buddy.
 (1d20+6)[ 10 ]  Blast 1
 (1d10)[ 10 ]  damage and  (1d4)[ 1 ]  bump damage split between the rats
 (1d20+6)[ 7 ]  Blast 2
 (1d10)[ 9 ]  damage and  (1d4)[ 2 ]  bump damage split between the rats
Then move the space 1 SW of Caelyn
 

 
 
  
Amnestic
With a great display of strength, Grok tears asunder the binds holding Sam in place, freeing him from their grip. The half-dragon unleashes two frantic blasts but the nimble rat dips down beneath them. Bravely striding into the disgusting slop beneath in the centre channel, Senna steps forward and calls down a prayer to Deneir, detonating a bright light that seeks to blind the far group of rats, to mixed results, though you hear a distinctly displeased screech of pain from some. With the party taking cover, only Grepha is available for the wererats to strike, slashing out with blades and bites in melee and firing again with their crossbows at range. The flurry of shots makes evasion difficult, and while most of them slip by Grepha she is caught by some of the strikes.

To the south, the Otyugh seems to have awoken more fully, wandering over towards the metal bars between it and Leaf. Both out loud, and also specifically in Leaf's mind, the creature unleashes a screech of hunger and desire, flailing its tentacles through the bars, though not actually coming close to reaching the tabaxi.

 
 Spoiler: Map 

 

Spore's been absent for the past 10 days so I'm just gonna go ahead and not wait any more time.
Senna casts Holy Smite on the far set of wererats, blinding two and dealing  10  damage to them, dealing half to the two that saved. She then moves back into cover.
Sam is freed by Grok, but unfortunately misses.

One of the wererats in melee misses with their bite+blade, the other bites Grepha for  5  piercing damage.
I'm gonna say Fiends can't be infected with lycanthropy. Flying rats already exist - they're called seagulls.
With everyone else in cover, the ranged rats shoot Grepha. One crits for  8.  Another would have hit, but blind stopped that. The rest miss.

Damage numbers are before resistances, as usual.


The Otyugh moves and flumps up against the metal, but can't get past it.

Caelyn and Leaf are up.


 Initiative Order:- 
Sam: (1d20+5)[21]

O:(1d20)[17]
WR:(1d20)[14]
G:(1d20)[13]

 Caeyln: (1d20)[12]
Leaf: (1d20)[10] 

DR: (1d20)[10]

Grepha: (1d20+5)[6]
Anri: (1d20+1)[6]

RS: (1d20)[5]

Senna: (1d20)[4]
Grok: (1d20)[2]
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

When the creature approaches, Leaf backs up. He doesn't want to get close to it. It's behind bars now, but what if those rats have a lever to open it. Besides, it looks like it needs to be taken out anyway. He doesn't understand why someone would leave that down here. He runs along the walkway and settles in on the other side of the pipe, using it to hide from the Otyugh.

  "There's a great tentacled beast to the south. We need to finish this quickly in case it breaks out."  

He pops up just long enough to put an arrow in the beast.

 
 Spoiler: OOC 
Move 30' northwest to get behind the pipe.

BA Hide  (1d20+11)[ 16 ] ,  (1d20+11)[ 18 ]  (they have disadvantage to see him due to his cloak)
Attack with Elven Accuracy:  (1d20+12)[ 22 ] ,  (1d20+12)[ 17 ] ,  (1d20+12)[ 22 ] 
Damage:  (1d8+7)[ 10 ] 
Sneak attack:  (2d6)[ 3 ][ 6 ](9) 
 If Crit  (1d8)[ 8 ]  base +  (1d8)[ 3 ]  piercer +  (2d6)[ 9 ]  sneak attack 
Piercer reroll d8 if roll 3 or less:  (1d8)[ 5 ]  =  21  damage total
 If d8 not 3 or less, reroll lowest d6 2 or less  (1d6)[ 6 ]  
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 7 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 1/3 3rd, 1/1 4th 

Hearing her feline companion's warning, Caelyn decides to end this fight. She remembered Sam's warning about using flames, but... well... it they were overwhelmed by rats and monsters, being scorched wouldn't matter much, would it? She slid forward, breaking cover, and stamped her staff in the muck of the sewer, barking a threat in druidic that became realized in a small flittering orb of flame that rocketed forward and exploded, filling the rat's chamber with flame. Thankfully, Grepha is immune, but she doubted the rats and rat men were.
 
 
  
 
 Spoiler: OOC 
Not sure how many I hit, I trust DM to roll saves. (8d6)[ 6 ][ 3 ][ 2 ][ 4 ][ 1 ][ 2 ][ 6 ][ 2 ](26)  fire damage, with 1's becoming 2's.
 
Amnestic
Leaf's shot lands home on the otyugh, skewering its thick leathery hide that sloughs with sewer waste. It unleashes another wild roar of pain, but can't do much else. Caelyn's fireball streaks into the centre chamber, washing over rat and were-rat alike. The smaller foes shrivel up into cinders from the scorching flames, and one of the weakened were-creatures falls, but surprisingly despite most of them falling victim to the worst of the fire, many of them stay standing, their cursed bodies more resilient than that of most of the surface dwellers.


 
 Spoiler: Map 

 

Leaf hits the Otyugh
Caelyn wipes out the dire rats, injures three of the wererats (with the one closest to Grepha being on death's door now) and kills one in the back. One of them made their save, the rest all failed.

Since the dire rats are all dead, they don't get a turn. Comes with the territory really.

Grepha and Anri are up.


 Initiative Order:- 
Sam: (1d20+5)[21]

O:(1d20)[17]
WR:(1d20)[14]
G:(1d20)[13]
Caeyln: (1d20)[12]
Leaf: (1d20)[10]

 DR: (1d20)[10] 
 
Grepha: (1d20+5)[6]
Anri: (1d20+1)[6]
 
RS: (1d20)[5]

Senna: (1d20)[4]
Grok: (1d20)[2]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 45/55 | AC: 16 HP: 20/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Mage Armor 
 The Sewers 

Scrapes from the bolt and the rat's filthy teeth drag across Grepha's skin, leaving shallow wounds. Once upon a time these wounds would have nearly floored her, but she feels more powerful than before. At least against weapons not enhanced by magics. Some idle worry about the rat bite and becoming a rat-imp eats at the back of her mind, but it vanishes when a fireball suddenly consumes the cavern.

Panicking, Grepha turns to look at the party's position, relieved to find they haven't been turned to ashes. A risky gamble, but with the campfire already present a measured one, and the risk pays off in full.  "Excellent work, Caelyn! Never more pleased to see my advice ignored!"  Swooping down at the rats in front of her, Grepha engulfs her talons in green flame and rakes them across the disgusting creatures' faces to keep their attention from her less-expendable allies. Unfortunately, attention is the most she gets with the flashy swipes.

 
 Spoiler: Actions 
 Grepha 
Attack the most hurt Wererat with some Green-Flame Talons.
 (1d20+5)[ 10 ]  to hit
 (1d4+3)[ 4 ]  piercing,  (1d8)[ 6 ]  fire and  (3d6)[ 14 ]  poison on hit, with  (1d20)[ 10 ]  Con vs DC 11 to halve the poison
If it hits, the second Wererat takes  (1d8+2)[ 10 ]  fire damage
 

 
 
  
Awful
      
     "Anri"    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 68/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 1/1 
 Spell Slots- 4/4 1st, 2/2 2nd 

Anri hopped over the river of putrid slime flowing down the centre of the tunnel, trying to get into a better position to see, tottering wildly as she attempted to regain her balance without touching the wall or stepping back into the awful stream behind her.

Oh, now that looked like something fun to fight. Still, it was behind bars for now, so she looked down the tunnel at the singed rodents within. Dismissively, she clicked her tongue and gestured, battering one from aware with claws of force with all the disinterested cruelty of a cat.
 
 
  
 
 Spoiler: OOC 

Action: magic missile one of the wererats, presumably the most battered looking one, for  (3d4+3)[ 13 ]  force damage, no roll required.
Move: move 3 south
 
Amnestic
The flurry of arcane bolts stream out from Anri, bursting down the tunnel to slam into one of the wererats accosting Grepha. Rather than merely knocking them back or singing their fur, the blasts pierce through, leaving three fist-sized holes in their body. They slump forwards, dropping with a clatter. Senna, seeing that the heavy hitters are struggling to get past the tangles, steps up and utters an incantation of Unmaking. A wave of magic washes over the plant growth, causing them to shrivel up to nothing. She steps into the tunnel with an enthusiastic  "Let's go!" , only to see a rat swarm enter the fray and leap at Grepha. The rats are impossible to count, but it must easily be two dozen, if not twice that, and so many that there are even Grepha can't evade them all, and a few manage to bite down against her infernal flesh.



 
 Spoiler: Map 

 

Grepha unfortunately misses again (these attack rolls man...)
Anri wipes out a wererat (the one NE of Grepha)

A rat swarm enters from the "main" room with the fire and rushes Grepha, hitting for  4  piercing damage.
Senna moves up and  dispel magic 's the tanglefoot bag and moves forward. I have cloned her sheet  here  and due to her story connection will probably keep her around going forwards (unlike Surge). Given this, Vala may not return as planned.

Grok and Sam are up.

 Initiative Order:- 
 Sam: (1d20+5)[21] 

O:(1d20)[17]
WR:(1d20)[14]
G:(1d20)[13]
Caeyln: (1d20)[12]
Leaf: (1d20)[10]

 DR: (1d20)[10] 

Grepha: (1d20+5)[6]
Anri: (1d20+1)[6]

RS: (1d20)[5]

Senna: (1d20)[4]
 Grok: (1d20)[2] 
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
With the way forwards cleared, Grok doesn't hesitate.  With a roar, he rushes forwards, taking up a guard stance before Senna as his glaive cuts down at the nearby wererat.
 
 Spoiler: OOC 

Moving to one square east of Senna, and attacking the northern wererat twice(With reach.)

 (1d20+9)[ 15 ]  Attack 1
 (1d10+6)[ 14 ]  Damage 1

 (1d20+9)[ 13 ]  Attack 2
 (1d10+6)[ 8 ]  Damage 2
If either crit, will smite.

Reaction:  If an AoO is triggered AFTER the nearer two enemies have acted, take advantage of relentless avenger(After sentinel striking) to move behind Senna(Or, ideally, displacing her backwards)
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 45/55 | AC: 16 HP: 18/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Mage Armor 
 The Sewers 

Rodents manage to leap up and reach Grepha, scraping and snapping with their big, ugly teeth. She flinches more at the disgusting contact with the things than pain from the bites. When she sees Sam rushing in alongside Grok, she warns the dragonborn telepathically,   Take care not to be bitten. You could contract any number of foul things, lycanthropy notwithstanding.  

Taking position behind Grepha and Grok, Sam breathes out a trail of flame over the swarming rats and the rat-man behind them. The flames roll over Grepha, without much effect. If anything it burns away the disgusting rat-drool and leaves her feeling more comfortable than before.

Flicking his eyes to the last rat sniper (that he can see), Sam's forehead glows as he sends a mental shock into its head.

 
 Spoiler: Actions 
Those attack rolls for real. Maybe I should start rolling for the enemy instead  
Edit: Theory disproved, they roll just as well when I roll for them.
At least Grepha has been an effective tank for this encounter.
 Sam 
Move into the corner 1 SW of Grepha.
Fire breath in a line.
Wererat if still up:  (1d20)[ 17 ]  Dex save vs DC 13 for half
Rat Swarm:  (1d20)[ 18 ]  Dex save vs DC 13 for half
Grepha doesn't care
 (3d6)[ 13 ]  fire damage

Bonus action to Mind Thrust the Wererat in the campfire room
 (1d20)[ 14 ]  DC 14 Int for half and no debuff
 (3d6)[ 11 ]  psychic damage, and if save failed can only take one action/bonus/reaction for a round
 

 
 
  
Amnestic
Moving in to fill the gap left by the now-dispelled plants, both Grok and Sam rush to the front, Sam's breath burns away one of their targets, while Grok's wicked-fast glaive cleaves through another one and continues on to skewer a number of the tiny rats. The psychic assault, sudden though it was, is barely pushed back upon, and Sam feels that it doesn't take root. Despite losing more than half their people, the rats seem determined to fight to the bitter end - perhaps because their only visible exit is now blocked by the otyugh, who has moved away from its position as pincushion for Leaf to the den itself, to devour the freshly barbecued rat. The pair of archers fire past it at Grepha, but the tiny imp evades the bolts.

The fight is yet to be completely won though. On silent footsteps another enemy approaches, appearing from invisibility with a hissing roar as a new wererat - larger than the others and wearing a skull for a helmet - swings down at Grok with a wicked silver-edged sword. The dwarf deflects the blow though, sending both the swings careening into the tunnel walls. Clad in chainmail and with a row of potions at its belt, it seems clear this one is a cut above the ones you've already slain.


 
 Spoiler: Map 

 

As mentioned, Grok kills a wererat and hits the Swarm
Sam burns away the far wererat, even with a failed save, but the swarm remains, albeit now below half its numbers.

The Otyugh moves away and enters a tunnel into the wererat den, feasting on the freshly-burned corpse.
The new wererat leader appears from invisibility and misses Grok, twice.
The pair of remaining archer-rats shoot at Grepha, and narrowly miss her as well.

Caelyn, Leaf, Grepha, and Anri are up.


 Initiative Order:- 
Sam: (1d20+5)[21]

O:(1d20)[17]
WR:(1d20)[14]
G:(1d20)[13]

 Caeyln: (1d20)[12]
Leaf: (1d20)[10] 
 DR: (1d20)[10] 
 Grepha: (1d20+5)[6]
Anri: (1d20+1)[6] 

RS: (1d20)[5]

Senna: (1d20)[4]
 Grok: (1d20)[2] 
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 45/55 | AC: 16 HP: 18/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Mage Armor 
 The Sewers 

Disregarding the archers as a nuisance, and hoping that the sewer monster cannot fit inside the gap to reach them, Grepha turns her attention to the silver-bearing rat warrior. Beak wreathed in green flame and imp venom, she pecks at him from behind while he grapples to free his weapon from Grok's polearm.

Her attacks failing again, Grepha conjures a glowing red rune beneath Grok's feet, reading   Advance   in Infernal.

 
 Spoiler: Actions 
 Grepha 
Green-Flame Beak at Wererat Leader.
 (1d20+5)[ 12 ]  to hit
 (1d4+3)[ 5 ]  piercing damage if it hits, and  (1d8)[ 1 ]  fire
And  (1d20)[ 17 ]  DC 11 Con vs  (3d6)[ 5 ]  poison for half

Bonus Action to put a Sigil of Alacrity at Grok's feet
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

And of course the Otyugh is now a part of the fight. We will have to deal with it, but first let's finish these rat people.

  "If they hadn't attacked us, perhaps we could have worked something out."  

He walks down the walkway, just enough to get a good line of sight but not give himself away, and shoots an arrow at the leader that just attacked Grok. He then returns to behind the pipe.

 
 Spoiler: OOC 
Hide  (1d20+11)[ 17 ] ,  (1d20+11)[ 16 ]  (they have disadvantage to see him due to his cloak)
Attack with Elven Accuracy:  (1d20+12)[ 16 ] ,  (1d20+12)[ 30 ] ,  (1d20+12)[ 25 ] 
Damage:  (1d8+7)[ 10 ] 
 Colossus if injured:  (1d8)[ 2 ]   Replaced by piercer feat
Sneak attack:  (2d6)[ 3 ][ 5 ](8) 
 If Crit  (1d8)[ 5 ]  base +  (1d8)[ 4 ]  piercer +  (1d8)[ 1 ]  colossus +  (2d6)[ 6 ]  sneak attack +  
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 7 ]  =  25 damage 
 If no d8 at 3 or less, reroll lowest d6 2 or less  (1d6)[ 1 ]  
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 7 / 7 d8 HD 
 Spell Slots- 3/4 1st, 2/3 2nd, 2/3 3rd, 1/1 4th 

Seeing the master of these rats make itself known and attack Grok, and hearing the sounds of the foul filth eating creature coming closer from further down the tunnel, Caelyn decides to slow things down. Invoking the druidic word for growth, she summons pale white plants from the drek and the muck of the sewer to cling at the rats and slow down any large and lumbering company that may be coming.
 
 
  
 
 Spoiler: OOC 
 Cast entangle like this-  
 
Awful
      
     "Anri"    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 68/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 1/1 
 Spell Slots- 4/4 1st, 2/2 2nd 

Anri was a little slow to react to the opening up ahead. She prepared herself to once again hop the sewage river, but by the time she had finished shrinking away from a particularly awful passerby the space was already full of colour-leeched vines.

With annoyance, the elf clicked her tongue. She let her axe fall, withdrawing her bow and firing off a couple of shots - trying to avoid getting the obsta- companions in the tunnel in the back of the head. Seeing she wasn't haven't too much luck, she sighed, and clicked her fingers. Her mighty axe once again reappeared in her hand, and she moved forward, screwing up her nose in distaste as her boots splashed in the muck.

  "Excuse me,"   she said, trying politeness to see if it'd get her way to the combat easier. 
 
  
 
 Spoiler: OOC 

Drop the axe for free.
Object interaction: draw the longbow.
Action: shoot twice with the bow, 14 and 15 to hit respectively with 8 and 6 damage if they somehow hit against
BA: resummon my greataxe to me, holding it in my spare hand.
Move: move up behind Senna.
 
Amnestic
This newcomer evidently did not become a leader for no reason. Caelyn's vines spring up around him, and he tears away with raw strength. Grepha attacks him from behind, and with a sixth sense he leaps away at the last second, twisting his tail to bat at the imp - dealing no damage, but perhaps thoroughly aggravating the infernal creature. When Anri and Leaf both combine their arrow barrages, it's too much for the sprightly creature to handle. While he knocks away two arrows with quick sword swipes, the third one is too much for him to handle and slams into its shoulder, drawing blood and a howl of fury.

Heeding its leaders call, the rat swarm continues to leap and leap and leap at Grepha, who - knocked off guard by the leader's tail - finds herself assailed by tiny bites that really hurt when you think about it.

Senna, whose bravery could be taken for recklessness, hops past Grok and into the vines, slipping around the wererat leader with a clever smirk on her face. With one hand she clutches at her holy symbol and then raises it, causing beams of gentle celestial light to fall upon her, Sam, Grok, and Anri. The  Bless ing of Deneir.



 
 Spoiler: Map 

 

Unfortunately the leader makes their save vs. Entangle, and the rat swarm is immune. Thankfully, Grepha made her save...though she also misses her attack.
Leaf hits the wererat leader for full damage.
Anri regrettably misses both her shots (though just barely).

The rat swarm hits Grepha for  5  damage.

Senna runs into the centre and  Blesses  Anri, Grok, Sam, and herself, with a 2nd level spell slot.

Grok and Sam are up.

 Initiative Order:- 
 Sam: (1d20+5)[21] 

O:(1d20)[17]
WR:(1d20)[14]
G:(1d20)[13]

Caeyln: (1d20)[12]
Leaf: (1d20)[10]

 DR: (1d20)[10] 

Grepha: (1d20+5)[6]
Anri: (1d20+1)[6]

RS: (1d20)[5]

Senna: (1d20)[4]
 Grok: (1d20)[2] 
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 21 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: Concentrating
 
Surprised by the invisible attack, Grok somehow manages to dodge the poorly aimed blows, as well as the volley of arrows from behind him.  But he doesn't hesitate:  As soon as he recovers his footing, his glaive spins in his hands, lashing out at the formerly invisible wererat leader, even as he quickly draws upon Clanggedin's power to shield himself.
 
 Spoiler: OOC 

Casting Shield of Faith on himself(More AC seems like a wise choice.)
Attacking Twice(And probably smiting)
 (1d20+9)[ 17 ]  +  (1d4)[ 4 ]  Attack 1
 (1d10+6)[ 13 ]  damage 1
 (1d20+9)[ 18 ]  +  (1d4)[ 4 ]  Attack 2
 (1d10+6)[ 8 ]  damage 2 + Smite( 7 )
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 45/55 | AC: 16 HP: 16/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Bless (Senna) | Raven Form, Mage Armor 
 The Sewers 

Swerving around the vines that grasp up from below, Grepha becomes less focused on evading the gnawing jaws of the rodents, much to her consternation. The swat from the rat-master's tail only adds insult to slowly, steadily growing injury.

Feeling a sense of good fortune after Senna utters her blessing, Sam unleashes a volley of magic upon the lead rat. A pair of blasts are hurled, though Sam restrains their displacing power to keep the rat in range of Grok's polearm. He follows it by opening his mouth and sending a brutally reverberating sound into the wererat's mind, threatening to drown out all thought.

 
 Spoiler: Actions 
Will a Blessing change this roll luck? Let's see.
 Sam 
Cast EB on Wererat Leader, no push.
 (1d20+6)[ 10 ]  Blast 1 to hit + (1d4)[ 4 ]  Bless
 (1d10)[ 2 ]  force damage
 (1d20+6)[ 24 ]  Blast 2 to hit + (1d4)[ 4 ]  Bless
 (1d10)[ 5 ]  force damage

BA to cast Mind Thrust on Wererat Leader with a Bard slot.
 (1d20)[ 5 ]  save vs DC 14 Int, to halve  (3d6)[ 16 ]  and resist the stagger effect
 

 
 
  
Amnestic
The swift glaivestrikes shear away chunks of the wererat's armour and cut the fur beneath, and it only gets worse for the creature when Sam's beam slams into the side of his head and knocks assails his mind. He screeches something incomprehensible to you, but it seems to get the attention of the Otyugh and the remaining archers, who all begin to move in from their position in the rear. The massive form of the sewer-eating creature struggles to push through the narrow gaps, and is only hindered moreso when it reaches the thick vines. It does still manage to reach Senna and Grepha with its flailing tentacles, but the pair side-by-side manage to duck away from the disgusting appendages. Likewise, Grok blows aside the pair of bolts launched by the remaining wererats with a sweep of his glaive, sending them clattering to the stones.

A little fear in his eyes, the wererat leader tugs a potion from his belt and drains it, vanishing before your eyes - though in the shallow sewer water you can still see the shimmer of where his feet should be, indicating he has not moved.

 
 Spoiler: Map 

 

Grok hits twice with his glaive. Sam misses one shot, hits with the other, and the leader fails its save vs. Mind Thrust. With the damage from this turn it's now bloodied.
Limited in actions, the leader quaffs a potion and turns invisible, though you can tell he's still there (unable to move due to mind thrust).
The two wererats shoot at Grok, and miss.
The Otyugh moves in, and tries to tentacle Senna and Grepha, but misses with both attacks. Difficult terrain prevents it from getting close enough to try a bite.

Caelyn, Leaf, Grepha, and Anri are up.

 Initiative Order:- 
Sam: (1d20+5)[21][/B]

O:(1d20)[17]
WR:(1d20)[14]
G:(1d20)[13]

 Caeyln: (1d20)[12]
Leaf: (1d20)[10]
 
 DR: (1d20)[10] 
 
Grepha: (1d20+5)[6]
Anri: (1d20+1)[6]
 
RS: (1d20)[5]

Senna: (1d20)[4]
[B]Grok: (1d20)[2]
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf slides down again, this time shooting at the largest target in the room. He says nothing as he returns to his hiding spot.


 
 Spoiler: OOC 
Hide  (1d20+11)[ 13 ] ,  (1d20+11)[ 19 ]  (they have disadvantage to see him due to his cloak)
Attack with Elven Accuracy:  (1d20+12)[ 22 ] ,  (1d20+12)[ 29 ] ,  (1d20+12)[ 18 ] 
Damage:  (1d8+7)[ 10 ] 
 Colossus if injured:  (1d8)[ 2 ]   replaced by piercer
Sneak attack:  (2d6)[ 2 ][ 2 ](4) 
 If Crit  (1d8)[ 4 ]  base +  (1d8)[ 8 ]  piercer +  (1d8)[ 2 ]  colossus +  (2d6)[ 7 ]  sneak attack  
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 1 ]  =  15 damage  (wow, that's bad)
 If no d8 at 3 or less, reroll lowest d6 2 or less  (1d6)[ 3 ]  
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 45/55 | AC: 16 HP: 16/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Bless (Senna) | Raven Form, Mage Armor 
 The Sewers 

Flapping her wings to maintain position, Grepha swerves around flailing, sewer-soaked tentacles. If birds could make a grimace, hers' would be as grim as they come. She looks to the dwarf as the magics of her rune runs up into his arms and legs, sending flashes of shimmering red through his veins. With a nod, she prepares herself to divebomb the lead rat alongside his opening strike.

 
 Spoiler: Actions 
 Grepha 
Haste for 1 round activates on Grok.
Help Action to give Advantage to Grok's next attack and circumvent that invis-disadvantage.
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 7 / 7 d8 HD 
 Spell Slots- 3/4 1st, 3/3 2nd, 1/3 3rd, 1/1 4th 

Caelyn doesn't let the lead rat escape so easily. She waves her staff and sends four missiles flying down the tunnel, either to scorch the invisible rat or hit the filth beast further down.
 
 
  
 
 Spoiler: OOC 
4 Scorching Rays from a 3rd level slot.  (1d20+7)[ 16 ]  for  (2d6)[ 6 ][ 6 ](12)  fire damage.   (1d20+7)[ 14 ]  for  (2d6)[ 4 ][ 1 ](5)  fire damage.   (1d20+7)[ 14 ]  for  (2d6)[ 4 ][ 1 ](5)  fire damage.   (1d20+7)[ 21 ]  for  (2d6)[ 4 ][ 6 ](10)  fire damage. Shooting at the invisible rat with disadvantage. If it dies she will target the otyugh instead. In case it's needed, 4 disadvantage rolls-  (1d20+7)[ 9 ] ,  (1d20+7)[ 10 ] ,  (1d20+7)[ 10 ] ,  (1d20+7)[ 27 ] .
 
Awful
      
     "Anri"    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 68/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 1/1 
 Spell Slots- 4/4 1st, 2/2 2nd 

Anri frowned as the enemy disappeared. Not another fight ending with the enemy dematerialising!

Shoving her longbow back into the quiver, she put both hands on her great chopper and stomped forward - and as she did, her eyes picked out the spectral form of the boss rat as an overlay. She could smell his stink. She could feel his air.

Not so gone after all.

  "I still see you,"   she said, and swung.

The first, a great overhanded chop, sent up sparks where it crashed against the stone between his feet, but she brought it up again in a racking thrust with the tip-spike. 
 
  
 
 Spoiler: OOC 

I can see him fine due to blindsight. How magical.

Object interaction: Stow the longbow
Action: swing the axe twice. 15 is presumably a miss, 22 presumably a hit for 12 magic slash and 9 fire damage.
BA: ignite the greataxe
Move: move up to the wereboss.
Reaction: shield against a hit.
 
Amnestic
Another arrow streams past the collective party crammed into the tunnels, curving over their heads with expert precision to strike at the globular creature that is the otyugh. It hits, though the creature's hide is thick, and can clearly take more arrows than just that.

From her position and angle, Caelyn has difficult aiming her scorching blasts at an invisible wererat, though whether it is luck or skill one of them clearly impacts in midair and strikes him, instead of sailing past into the stones behind. Anri adds to this, her first strike narrowly missing by a hair before cleaving the next across its chest. Blood droplets bubble into visibility, though the creature itself still remains hidden behind a veil of magic. Senna seeks to break it, calling down a radiant word. Whatever measure of magic she hoped to inflict on the leader seems to fall short, but the remaining rats in the swarm are dispersed, the few survivors scurrying away to safety. She doesn't hold there though, and calls down a magic glyph to sear away at the archers in the backline.

 
 Spoiler: Map 

 

Leaf hits the Otyugh for 15.
Caelyn misses three beams and hits with the remaining one for 10.
Grepha helps Grok's next attack, and he has haste for 1 turn due to the sigil.
Anri misses one, hits with the other for 21.

The rat swarm misses Grepha.

Senna casts Word of Radiance. Wererat leader barely makes his save, the swarm fails, and dies/is dispersed. She also casts Spiritual Weapon and hits a wererat in the back for 12.

Grok+Sam are up.

 Initiative Order:- 
 Sam: (1d20+5)[21] 

O:(1d20)[17]
WR:(1d20)[14]
G:(1d20)[13]

Caeyln: (1d20)[12]
Leaf: (1d20)[10]

 DR: (1d20)[10] 

Grepha: (1d20+5)[6]
Anri: (1d20+1)[6]

 RS: (1d20)[5] 

Senna: (1d20)[4]
 Grok: (1d20)[2] 
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 23 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Seeing the wererat leader vanish before his eyes, Grok roars in protest.  "Coward!  Ambushing travelers, only to try to hide when consequences find you!"  With fury in his eyes, he unleashes a fusillade of blows at the invisible wererat, his movements accelerating abruptly as the seal comes into effect, hoping to eliminate the threat quickly, so the larger oncoming otyugh could be dealth with.
 
 Spoiler: OOC 

 (1d20+9)[ 16 ]  (+2 Bless)  Attack 1(Advantage from Grepha is canceled by disadvantage from invisibility)
 (1d10+6)[ 12 ]  Damage 1

 (1d20+9)[ 12 ]  (+3 Bless)  Attack 2
 (1d20+9)[ 27 ]  Attack 2(disadvantage from invisibility)
 (1d10+6)[ 9 ]  Damage 2

 (1d20+9)[ 25 ]  Attack 3
 (1d20+9)[ 12 ]  (+3 Bless)  Attack 3(disadvantage from invisibility)
 (1d10+6)[ 7 ]  Damage 3

If any hit,  (2d8)[ 7 ]  Smite
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 45/55 | AC: 16 HP: 16/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Bless (Senna) | Raven Form, Mage Armor 
 The Sewers 

Struggling to find a good positioning in the rapidly crowding chamber, Sam tries to avoid stepping onto the char-smelling fungus covering the walls while he fights to push back their opponents.

 
 Spoiler: Actions 
 Sam 
Situational actions
If rat leader is not down: move 1 E and Fire Breath on rat leader diagonally past Anri and Senna.
 (1d20)[ 1 ]  DC 13 Dex to halve  (3d6)[ 7 ]  fire damage

If rat leader is down, Sam stays where he is and blasts the Otyugh to knock it back into the other rat
 (1d20+6)[ 15 ]  Blast 1 to hit + (1d4)[ 1 ]  Bless
 (1d10)[ 4 ]  force and  (1d4)[ 3 ]  collision damage split between the Otyugh and wererat
 (1d20+6)[ 22 ]  Blast 2 to hit + (1d4)[ 4 ]  Bless
 (1d10)[ 7 ]  force and  (1d4)[ 2 ]  collision damage split between the Otyugh and wererat
 

 
 
  
Amnestic
Hitting an invisible creature is difficult enough and though Grok has two narrow misses, they are still misses. One more attack lands though, sending another spurt of blood streaming into the sewer water, that Sam's flames quickly turn to steam. When the fire dissipates though, you see...nothing. The hints that the wererat leader were there are gone. You can't see him, or smell him, nor hear him. He could be beside you, and you wouldn't know (except for Anri, who perhaps knows better), or he might have fled off away to nurse his injuries.

The otyugh does no such fleeing, however, it lumbers forward, swinging its tentacles at Sam and Senna, wrapping them in the spiked appendages and crushing them. Flailing, it moves Senna towards its massive maw and bites down, twisting her armour beneath its thick jaws. Despite the pain, she somehow manages to maintain the blessing bestowed upon the party (and herself). Behind the creature, one of the wererats seems to give up the fight and break away, fleeing down south, while the other lowers their crossbow towards Anri, firing past the undulating mass of the otyugh, and skimming her with a bolt.


 
 Spoiler: Map 

 

Grok hits once only, for 20 including the smite.
The leader fails his save vs Fire Breath (had to move an extra 5ft east to angle properly and avoid hitting Anri).

The leader moves away and Hides (21, which I believe beats everyone's PP). You lose track of him.
The otyugh hits Senna  (10)  and Sam ( 13) ) with its tentacles. This Grapples and Restrains them (athletics or acrobatics action to escape, DC13). Senna is additionally Bitten for  13 . She somehow holds onto her concentration for Bless though.
One wererat breaks and flees. The other stays and shoots at Anri past the Otyugh, hitting (barely, including the cover from the otyugh) for  6  piercing damage.

Since the rat swarm is dead there aren't any more enemies between you, so everyone is up. I'll do Senna's actions at the end.


 Initiative Order:- 
Sam: (1d20+5)[21]

O:(1d20)[17]
WR:(1d20)[14]
G:(1d20)[13]

Caeyln: (1d20)[12]
Leaf: (1d20)[10]

 DR: (1d20)[10] 

Grepha: (1d20+5)[6]
Anri: (1d20+1)[6]

 RS: (1d20)[5] 

Senna: (1d20)[4]
Grok: (1d20)[2]
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 7 / 7 d8 HD 
 Spell Slots- 3/4 1st, 2/3 2nd, 1/3 3rd, 1/1 4th 
 1/2 Wildshape 

Sensing a shift in the combat, Caelyn leaps across the steam of filthy water and moves in behind Grok. With a belch of volcanic black smoke, Caelyn utters the words of summoning to her ally. An elemental the size of a large dog appears in a wash of fire behind the filth eating monster, singing it from behind. While the creature's attention is turned, Caelee also summons her healing spirit, manifesting as a small rabbit that also looks to be made of plants and fire, much like her other summon. It hops next to Sam, where it's singing affection eased her brother's wounds.
 
 
  
 
 Spoiler: OOC 
Summon Bokono behind the Otuyugh, hitting it for  (2d6)[ 3 ][ 6 ](9)  fire damage unless it succeeds on a dexterity save DC 15-  (1d20)[ 3 ] . Then summon my bunny spirit around Sam's legs and heal for  (1d6)[ 1 ]  plus  (1d8)[ 3 ]  for my wildfire bond.
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf looks behind him and in front to make sure he's not getting surrounded. Then he moves down again, again shooting at the beast before he returns to his hiding spot.

 
 Spoiler 

Hide  (1d20+11)[ 21 ] ,  (1d20+11)[ 31 ]  (they have disadvantage to see him due to his cloak)
Attack with Elven Accuracy:  (1d20+12)[ 26 ] ,  (1d20+12)[ 32 ] ,  (1d20+12)[ 17 ] 
Damage:  (1d8+7)[ 11 ] 
Colossus if injured:  (1d8)[ 5 ] 
Sneak attack:  (2d6)[ 3 ][ 2 ](5) 
If Crit  (1d8)[ 3 ]  base +  (1d8)[ 5 ]  piercer +  (1d8)[ 4 ]  colossus +  (2d6)[ 9 ]  sneak attack
 Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 3 ] 
If no d8 at 3 or less, reroll lowest d6 2 or less  (1d6)[ 4 ]   =  43 damage with the crit 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
Awful
      
     "Anri"    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 72/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 1/1 
 Spell Slots- 3/4 1st, 2/2 2nd 

A bolt snapped out the dark towards her. Her eyes flashed with gold, and the bolt screeched off her cheek as if it had struck stone, a hexagonal pattern dissipating on the surface of her skin like ink into sand.

 "Annoying,"  she said.

In the distraction, the wererat leader had scrambled off, and the elf clicked her tongue in irritation. Enemies were always running off.

The monster, though, looked more satisfying. With eager swiftness she bounded forward and sank the axe deep into one of the creature's limb, scorching and slicing, before bringing the weapon out and back in a vicious chopping motion, aiming to hew the minster's head from its body - well, as best as she could reach. 
 
  
 
 Spoiler: OOC 


Action: GFB. 16 to hit, 17 slash, 10 burn
BA: attack. 20 to hit, 11 slash, 7 burn
Move: move up to the ortagh
Reaction: shield against a hit.
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 21 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: Concentrating
 
Hearing the tinkling of a fleeing wererat, Grok bellows in fury.  " Coward!  Attacking travelers, then fleeing! "  However, without a target, there isn't much he can do, and he turns his attention to the Otyugh, moving in behind Senna as he slices at the creature's tentacles.

 
 Spoiler: OOC 

Move to be within reach of the Otyugh.  Note that he ignores the difficult terrain of the entangle, thanks to his ring.
Stab with his +1 Glaive.
 (1d20+9)[ 20 ]  +  (1d4)[ 1 ]  Attack 1
 (1d10+6)[ 8 ]  Damage
 (1d20+9)[ 10 ]  +  (1d4)[ 1 ]  Attack 2
 (1d10+6)[ 13 ]  Damage

Reaction:  Sentinal, various AoO stuff.
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 36/55 | AC: 16 HP: 16/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Bless (Senna), Concentrating (Create Bonfire) | Raven Form, Mage Armor 
 The Sewers 

Wrapped up in the slimy tentacle, Sam can feel it squeezing him like a giant snake. Not confident in his ability to break free, he instead flicks his hands to conjure a flame beneath the creature and hurls a psychic assault into its mind. The burning at his feet is immediately recognizable when he feels the bruises begin to heat up and the straining bones refill with vigor.

Soaring over the monster, Grepha descends on the other side to fight alongside Caelyn's tree-spirit and snap her green-flamed beak. With a better look deeper into the den, she assesses where the leader may try to flee to.

 
 Spoiler: Actions 
 Sam 
Create Bonfire under the Otyugh's upper two spaces.
 (1d20)[ 7 ]  DC 14 Dex or take  (2d8)[ 10 ]  fire damage, and again if Sam manages to maintain Concentration on it by the end of stinky's turn
Bonus action for his last 2nd level slot to Mind Thrust the Otyugh
 (1d20)[ 5 ]  DC 14 Int for half or take  (3d6)[ 16 ]  psychic damage, and stagger

 Grepha 
Move over Otyugh without leaving its reach to avoid AoO, fly in the opening between rooms above Bokono
Green Flame Peck on the wererat archer
 (1d20+5)[ 13 ]  to hit
 (1d4+3)[ 7 ]  damage, plus  (1d8)[ 6 ]  fire and  (3d6)[ 14 ]  poison with  (1d20)[ 11 ]  DC 11 Con for half
 

 
 
  
Amnestic
Leaf's arrow shot soars past the party and pierces through the Otyugh's open mouth, flying out the back of the creature and tearing an open hole through it, a hole quickly filled by flame when Caelyn summons up Bokono from behind the creature. Surrounded now, it twitches and flails from Sam's spells, seeking respite but finding none. Grok charges in, whipping his glaive at the tentacles and removing them with two quick strikes and freeing the grappled pair. The sewer monster slumps forward as Grepha flies past to descend on the remaining wererat. The creature reaches up and grabs her before the stinger can make contact, but ultimately such an effort is pointless. Anri leaps up, jumping atop and over the otyugh with incredibly agility, before bringing down a flaming axe cut that bisects the wererat, but a further spin adds insult to injury as she then severs him across the middle from left to right, leaving him quartered.

The remaining, fleeing creature transforms itself, its humanoid form slipping into that of a large rat that squeezes between the bars, and scurries off into the darkness. You hold a moment in case of further attacks, but nothing comes.

A slow, methodical exploration of this section finds a small place for sleeping and a hoard-room which still contains a fair amount of items not recovered or stolen away by the invisible leader. A number of tiny holes pocket the walls, and gazing into them reveals a network of tiny tunnels. While Grepha could slip inside one for investigation, there is no indication which one the leader took - if indeed he took one at all. All you know is that you can't find him in the den any longer.

 "Phew!"  Senna offers with some enthusiasm, poking a foot into the otyugh's unmoving body.  "Urban-man's dungeon indeed." 
 
 Spoiler: OOC 


Battle concluded. I shuffled some of the attacks around target-wise for better narrative description because I can, don't worry too much about it.

Combined with the boat-fight, you're up 30 / 100 towards your next level up.

Loot:-
544gp total in coinage.
360gp in gems

A star chart showing Bahamut and a one-headed Tiamat as constellations.
The skull of some sort of demon
An embroidered pillow (soiled) depicting a uniciorn.

Magic Items, identified on a short rest:-
Two potions of Invisibility
Potion of Greater Healing (4d4+4)
Ring of Swimming
A Mystery Key
Hat of Vermin
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 36/55 | AC: 16 HP: 16/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Bless (Senna) | Raven Form, Mage Armor 
 The Sewers 
 "A shame,"  Grepha remarks as she inspects the many potential, ratty escape tunnels.  "Even one of those vermin survives, they will simply spread again."  The prospect of chasing them seems pointless, so she begins to help the others search through the items. The imp's mental voice silently entreats Sam,   Can you help me search for signs of Gil?  

Wiping off as much of the slime as he can from the creature that had wrapped his arms, Sam steps into the den hoard and starts to help his familiar pick through their remains.

 
 Spoiler: Actions 
Knowledge checks
 (1d20+8)[ 18 ]  Religion for the star chart
 (1d20+8)[ 24 ]  Religion for the demon skull

Sam&amp;Grepha search the wererats and their trash pile for signs that any of them or any of their victims may have been Gil
 (1d20+5)[ 17 ]  Sam Investigation
 (1d20+5)[ 7 ]  Help
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 21 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
In the aftermath of the fight, Grok remains alert with his Glaive held at the ready, clearly prepared for the wererat leader to return as he looks around the chamber.  After about half a minute, he relaxes, not having seen any signs of the enemy.  " Humph.  Cowards.  But contagious ones.  If people are going missing, wiping out this infection would only be for the good. "

He remains alert, and on guard, as the exploration continues, but at the sight of the tiny, rat-sized tunnels, he shakes his head.  " We could try smoking them out.  Not like there isn't plenty of fuel here, and a bit of work should see the smoke directed into their tunnel network.  If they don't have another exit, that'd drive them out, or end their threat. "

 
 Spoiler: OOC 

As a dwarf, I'm thinking Grok would be well aware of the dangers of smoke in tunnels.
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf keeps his bow ready for a moment longer to make sure nothing is coming down the hallway from either direction. He then jumps over the sewage and enters the room with the others. He looks at the tiny tunnels and wonders.

  "Would that fireball fill in the tunnels or just the first few feet?"  

When Caelyn offers up the glorious hat, Leaf thinks it will go well with his silk clothes.   "I think that would look good on me."   If no one else wants it, he tries it on.

 
 Spoiler 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 7 / 7 d8 HD 
 Spell Slots- 3/4 1st, 2/3 2nd, 2/3 3rd, 1/1 4th 
 1/2 Wildshape 

Caelyn assisted her siblings and new friends in searching the disgusting remains of the grotto in the sewer, and though she sincerely wishes to wash herself when they are done, she isn't disappointed with the result. Counting the coins into the bag of holding, she turns and watches Sam search with more intensity than she had, paying specific attention to the corpses. She sighed and looked away, knowing that no matter what he found it would bring sadness. Still, certainty was worth something, she supposed.

When she was going through the bag, she removed a long robe that was warm to the touch.  "I'd forgotten about this! We really should do some trade on these magic items, we have more than we could use if we tried."  Turning to her new companions Leaf, Anri, and Grok, she opened the bag in their direction.  "If any of you want anything from here, I'm sure it would be more useful attuned to you than moldering in our bag." 
 
 
  
Amnestic
Though there are remains of scraps of clothing and a few pieces of (damaged) jewellery or other trinkets, nothing found particularly sticks out to you as being related to Gil.

Grok is well aware that though you could attempt to smoke out the tunnels, not knowing where they lead is the main problem. A well placed fireball could, depending on how the network is connected, do what you need; it could also burn up to the surface, if one of the passages leads upwards.

 
 Spoiler: Star Chart 

The star chart is typically viewed as heresy by both Bahamut and Tiamat followers. It predicts - via astronomy - the invasion by Bahamut into Avernus, not to destroy Tiamat but to free her. This act will coalesce her five heads into one, and as a single Chromatic Queen she will join with Bahamut to lead  all  dragons into a grand new future just as they had worked together originally when they had first been born as gods.

The Church (as they like to be called) or Cult (as they are typically referred) of Prismatic Platinum is extremely small currently and lacks any notable followers or influence, but what they do have is a surprisingly robust ability to spread their propaganda - even if most people don't actually understand it, the pictures are nice to look at.
 

 
 Spoiler: Skull 

The skull is of an Uridezu - a rat-like demon that is typically of minimal intelligence. They were often used as cannonfodder or other menial labour by more powerful demons, and rarely held any actual power. Because of this they are often more than willing to serve mortal masters who summon them to the Material Plane - even the worst mortal is often preferable to their treatment in Hell.

Craven and easily scared, they nevertheless held some degree of power and influence over the rats of the Material, and those demons that freed themselves and ran amok frequently used swarms of rats and dire rats as scouts and cannonfodder of their own. Uridezu were known to be able to summon other creatures of their kind, though rarely did so for fear of incurring a debt. Their bites are known to paralyze, and their tails could be used like whips to trip or disarm their foes.

Given its position among the wererats things, this skull may have been a small object of worship for them, or used as a sign of the leader's dominance and power.
 
Awful
      
     "Anri"    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 72/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 1/1 
 Spell Slots- 3/4 1st, 2/2 2nd 

Destroying the wererat so utterly had mollified a little of the slightly psychotic elf's annoyance at the enemy running away (again!). She clicked her tongue to extingush the flames and nodded to herself at the smell of success, which in this case smelt like singed rodent.

Clicking her fingers to slick the gore off the blade, she rested it again on her shoulder. She padded around the little lair, occasionally poking at something with the spike on her axe's tip. Finding nothing truly interesting, she wandered about until the bag of holding came out.

Peeking through the contents, she retrieved a ring, turning it too and fro delicately between her claws.
  "I will have this,"   she said.

At the notion of fireballs and smoking them out, she angled her head in curiosity.
  "Make something go down the tunnels and see if they come out somewhere, then."  
She turned her fiercely gold eyes on Grepha.   "Like that thing."  
 
 
  
 
 Spoiler: OOC 


I'll take the ring of swimming from the bag.

I'd like the bow of marksmanship but won't take it unless it's offered.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 36/55 | AC: 16 HP: 16/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Mage Armor 
 The Sewers 

Picking up the star chart, Sam looks it over. The significance is realized almost immediately; the writings at Candlekeep are many, and among them those relating to Bahamut always drew the lion's share of his poor attention span. As someone in such a unique position, matters of heresy are far from Sam's place to judge. One thing is clear though, the rats do not seem like worshipers of either Bahamut or Tiamat. So the rat-demon skull acting as an object of worship would suggest.

So, the chart may have been looted from one of the cult's followers, or one of their followers may have been turned into a rat. Either way, the cult's presence in the city may be a point of interest. And they aren't shy about spreading propaganda, which may yield a trail.


 "I can follow only one tunnel,"  Grepha points out the obvious flaw in the plan to have her go poking around in them.  "Even if I could somehow see the rat, it would be a shot in the dark. We would have more luck trying to track the one whose direction we did see,"  she motions her head towards the pathway formerly occupied by the otyugh, and the grates beyond where the rat had vanished. Still, finding one rat in the sewers...

 "I  ha ve  a  be tt er  id ea,"  Sam and Grepha both announce at once, as the half-dragon stands up with the skull in one hand and the chart in another.

 "What was your idea?" 
 "Well,"  with a caw to clear her throat, Grepha explains,  "Wererats do not simply materialize out of thin air. Lycanthropes infect others. That means they had  or have  names and identities above ground, as normal humans. Or whatever they were."  Hopping over to the last wererat killed by Anri, she suggests,  "This one would have seen the other escape to the south, and all of them likely know their plague's leader by name and title. With a couple of carefully worded questions from Senna's Bells, we could question the dead rat on the survivors' civilian identities and have one question leftover to expand on one of those."  After a pause, she looks at Sam expectantly.  "And your idea?" 
 "Oh,"  he holds up the skull.  "This is the skull of a low-ranking rat demon. It's either being used as an altar of worship, or a symbol of their leader's authority. It's not the kind of thing he'd want to ditch behind. So,"  Sam waves around at the lair.  "We can leave him a note here with a time and meeting location, where he can ransom back his prized skull. He might not answer the summons, depends how prideful or sentimental he is. But I'd like to question him about a few things." 
 "Wererats are natural spies and infiltrators. They could easily be connected to thieves' guilds and other ill-reputable organizations. He could have useful information on one or more of our quarries,"  Grepha agrees.

Turning to the rest of their group, Sam smiles and then immediately closes his mouth tightly when too much of the stench creeps in.  "What do you guys think?" 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 7 / 7 d8 HD 
 Spell Slots- 1/4 1st, 2/3 2nd, 2/3 3rd, 1/1 4th 
 1/2 Wildshape 

Caelyn was beginning to feel spoiled by the rest she'd been getting from Seniyad's blessing had been added to her staff. But now... there was an anxiety that her rest might be stolen away again. But when Sam proposed the in initiative she was prompt to respond, even as she continued pawing through potion vials.  "Chances are we'll attract a trap. But... we've generally proven ourselves more than resourceful enough to I think that if we're careful we can handle the negative attention and prosper on the other side."  She smiled at her sister, then closed her eyes for a moment and continues.  "Our... sneaking friend had a different adventure they needed to go on..."
 
 "If we must look to scum for such insights... well I suppose we must... But, our friend Leaf reminds me of... our friend's movements when we explore, so perhaps you'd be capable of surveying the target. I am capable of being as innocuous as a spider or a mouse, and we have potions of invisibility. When we make our move against the bastards who burned that boat, we should make use of all of this and be more that quiet enough."  She looked to Sam, however, and her features softened.  "But we'll be more prepared if we explore every avenue. So if you feel a trap is appropriate, or some more information, or some other good deed of vagrancy and homicide, I'll follow you there."  Brother...  She finished sorting through baubles, rings, and fanciful robes and briefly modeled the new hood she wore.

 "Besides, even though every moment inside this city mildly offends me, I'm highly entertained by this whirlwind tour of the big city. And the friends we've met along the way."  She pulled the hood down, freeing the rat underneath the spawning hat that she'd selected. She caught it in her hand as it scrabbled away and whispered to it, sending it on a quest into the sewer with a nibble of dried fruit and a mission.


 
 
  
 
 Spoiler: OOC 
There are 8 more charges in that rabbit to heal people (approximately), so I'm going to roll d6 to put Grepha and Sam back together.  (8d6)[ 3 ][ 6 ][ 4 ][ 1 ][ 5 ][ 5 ][ 3 ][ 4 ](31)  for healing, spread out as we need it. We also have Bokono for the rest of an hour off this charge, and he empowers Caelee's spells once per turn. I'd rather not waste the charge, but if it does no big deal.

Attune to Robe of cold Resistance. Activate rat hat. Cast Animal Friendship, Speak with Animals, and roll a handle animal of  (1d20+7)[ 20 ] . While the rat is under animal friendship, I want it to go into the sewer and look for wererats, sleep, then come back to me for food. I will cast animal friendship on it tomorrow morning and ask it to lead us if we have to come back down here. Also rats are cute and useful, and Caelee must have the most pets in the party. Now she has rats, all at the cost of an item charges and two first level spells.

Also, I can look up art for these magic items if necessary, but I'd like to ask the DM if they have samples of the magic items first.
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

While Leaf did an admirable job jumping over the muck and avoiding the worst of the sewage, he still has a little on his feet. He tries to shake it off but dares not lick his fur to clean it. He'll have to bathe, as much as he hates the water. The thought gives him a little bit of anxiety. He's ready to get out of these sewers, but understands if the others want to continue towards their objective.

  "Should we leave or continue on? I should be able to scout ahead if we ever need it. Tabaxi can be very quiet."  

It's clear that he would prefer to leave these sewers, but he thinks it's worth being down here if it helps his new friends.

 
 Spoiler 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
Amnestic
Senna looks a little concerned about reanimating the dead once more, even if it's just to speak with their body and not their soul. Holding a hand to her bellbag, she hesitates and says:  "I can...but they'll recognise us, so I'm not sure how helpful they'll be. Hope you've got some clever questions in mind for it."  She doesn't  yet  cast the spell, just in case you change your mind, but is ready to do so at your go-ahead.  "I think we should just move on though, we beat him in his lair and killed all his helpers. If he comes at us again, we can just do the same."  The confidence is brash, and Caelyn and Sam know better - it's partially that she just doesn't want to mess with the dead some more.
Archmage1
Grok listens as Sam, Anri, Caelyn, Leaf, and Senna discuss the task of finding them, and their doubt.  He shakes his head firmly at the suggestion of just moving on.  " Leaving this creature to go on to infect others, to cause more death?  Aye, you're right, it probably isn't going to matter to us.  But what about those that it is going to infect after we leave?  Those that it is going to murder, to rob, to consume? "  He shakes his head firmly.  " That's always the problem with creatures like these.  You have to get them all, or else they just "recruit" some new followers, and start all over again. "
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Mage Armor 
 The Sewers 
 "I know you don't like these necromantic magics,"  he sympathizes with Senna, but Sam nods at their dwarven comrade's words. If even a warrior of the light could see the need...

Taking out some note paper, he writes a ransom note for the wererat leader should he return to the scene of the battle.  "While I understand the desire to exterminate them, I just ask we curb the murderous intent should we meet and parley with their leader,"  Sam beseeches the dwarf.  "Our blades should be ready for a double cross, but to be the double-crossers would only serve to stain  our  souls." 

Grepha rolls her beady black eyes.

 
 Spoiler: Suggested Dead Questions 
1: "Who did your pack get this star chart from?"
2: "What are the civilian names of your wererat pack?"
3: "Do you know anything about the Merchant's League's self-sabotage?"
 

 
 Spoiler: Note 
 Master Wererat,
This was not a well-picked battle. It was not your blood we sought, but information. If you want your skull returned, meet me tonight behind the southern stables for parley. We may be able to work something out and avoid further bloodshed. 

Sam sets the note on top of something, folded so as to be clearly visible.
 (1d20+9)[ 21 ]  Persuasion
 

 
 
  
Amnestic
Grasping her bell, Senna intones its chime above the wererat. The pealing sound resounds through the room, and the light sources you have seem to dim somewhat, though it could just be a trick of the light as a chill pall sets in. The blue light of death sets into the wererat's glazed eyes as its jaw flops open, and an icy wind emerges with each word it intones. Taking cues from Sam, she asks the questions in order, and receives the following responses:-

  "NYEH. HEH. HEH. FOUND. IN. SEWER. ON. CORPSE. ALL. COMES. TO. US.  
  "FLAMING. FIST."   Senna rolls her eyes at this one.

  "NO."  

In addition to the suggested questions, Senna poses the question of where their leader would run to, and what else is down here.

  "HE. WOULDN'T. RUN."   is the answer to the first of these.

  "YOUR. DEATH."   ellicits a sigh from the young cleric, along with a muttered  "Heard that before." 

The magic fades, and as it does so you all feel immediately warmer and safer, despite still being in a stinking sewer surrounded by corpses.

Caelyn's rat darts off into the the darkness as you pack up and prepare yourselves to move on. When you head south to where the other wererat escaped, you find there's a small crank, rusted, but still usable, though it does require the stronger of your party to do the (literal) heavy lifting. Two adjacent bars raise up when you do so, allowing passage for the party, though you'd struggle to imagine that the otyugh could use it, or apply the proper force to crank it in the first place. No permanent damage done though, and the Baldur's Gate sewer infrastructure remains mercifully intact.

The rat does not return before its hour expires, though this is hopefully good news instead of bad. Nor do you see any more wererats. Tracking time beneath the earth is difficult, but the occasional shaft of natural light from above tells you that night has not yet fallen. The channel you're following widens and deepends, and the sound of running water grows louder. Through the darkness and the dimness, you spot a number of stakes lined up in a defensive formation to block your advance, though there are planks crossing the channel to allow you to pass without clambering over them or getting your feet wet.

Ahead, beyond them, you spot the flickering of torchlight, and accompanying the sound of running water: Raucous cheering, pained screaming, the heavy and rhythmic  thump, thump, thump  of wood on wood, and a booming voice screeching in Undercommon.
 
 Spoiler: Undercommon 

 We grant you this sacrifice, cunning Kurtulmak. Bless us with your powers. 
 


Though from your current position you can't see anyone, and nor can they see you, it's not hard to guess that this will change should you approach without care.
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 7 / 7 d8 HD 
 Spell Slots- 1/4 1st, 2/3 2nd, 2/3 3rd, 1/1 4th 
 0/2 Wildshape 

Caelyn eases forward, dropping to a knee in the tunnel and trying to keep herself close to the wall. Looking back at her company, she saw so many new faces and felt melancholy for those that, in her mind, were missing. Then she began to speak quietly, but loudly enough that her family and newfound friends could hear her.  "Those who can should try to get a good position utilizing quick and quiet movement. We don't strike till everyone is in position, then when Grok... I mean, the louder members get their attention."  If she gets some number of volunteers, she whispers a word to Bokono to stay with Grok, turns down the tunnel, and shrinks down to a rat herself before pushing forward and trying to find a good place to shoot firey beams from.
 
 
  
 
 Spoiler: OOC 
Rolling [roll0] stealth for Caelee. Not sure what bonuses she gets for being a rat, but I'm sure we can figure something out. EDIT- Rolled a 23.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Mage Armor, Invisible 
 The Sewers 
 "Assuming we  need  to strike at all,"  Sam reminds, his voice uncertain. Their encounters thus far down here had been less than promising, but Sam still remembers his prayer to Bahamut and the implied commitment to seek the best in people.  "Go ahead and scout, Grepha?" 
 "Of course,"  the bird fades from view and takes off further down the tunnel.

 
 Spoiler: Rolls 
 (1d20+5)[ 7 ]  Grepha Stealth
 (1d20+5)[ 25 ]  invis Adv
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 
  "I'll follow you Grepha. In case you get in trouble."  

Leaf makes sure the hood of his cloak is up, and then moves forward towards the noise, presumably after the now invisible Grepha. He makes sure not to get so close that he would alert whoever is there, but he gets close enough to help should Grepha need it.

 
 Spoiler 
Stealth with Advantage  15, 27  from OOC (others have disadvantage on perception roll to see him)

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
Amnestic
Caelyn and Leaf pick their way forwards, skirting around the edge of the light as best they can and hugging to the darkness. It's no easy task. When they break the corner torchlight licks at their sides, and they - along with Grepha - are greeted by a vast central cistern. Perhaps 200 feet across at its widest point, this circular area of deep but not cavernous sewer water is filled with flickering torchlight. In the centre is a stone platform, atop which you find the source of the loud yelling. A crimson-scaled kobold wearing a skull crown stands atop a platform of stone before an altar. The altar itself is occupied by the bloody body of a man in leathers. His chest has been gouged open, and the kobold holds aloft his still bloody heart. Streaks of sanguine cover the stone, and you see another body being dragged away, for the crimson-scale is not alone. The cistern is filled with kobolds, maybe two dozen in all. Some are crowded around the centre platform but others are spread throughout the cistern on yet more wooden planks arranged into a haphazard arrangement of walkways. Nets are set up between some walkways, though you can't imagine the fish down here are terribly tasty.

It is these numerous kobolds slamming the butts of their spears into the wood and stone that caused the rhythmic religious drumming. Excitement is reaching a fever pitch, and it is only this that keeps some of the kobolds from noticing you, their eyes glued to the central plinth and their leader's sacrifice ceremony. So too are your eyes drawn, until you hear another scream and the clash of metal on stone. Though the angle is difficult to see it looks as though there are some human (captives?) who have not yet given up the fight. Their equipment seems threadbare - a chain shirt, spear, and shield. The most basic of basic, but you do barely make out a Flaming Fist emblem on one of them. They are being surrounded by a half-dozen kobolds, and there is no clear escape for them. One of them, Grepha notes, is almost certainly Gil, unless he happens to have an equally greasy twin.
Amnestic
Seizing the moment, and eager to avoid any more sacrifices, you leap into action.

 
 Spoiler: Map 

 
Quite appropriately for you getting the jump, most of you are winning on initiative.

Taking a dip in the water reveals it to be roughly waist deep, counting as difficult terrain.

It's probably not easy to make out all the tokens (you might have to open the map in a separate window for zoom purposes).
The normal looking green-scaled are wearing leather and shields, and holding spears.
The yellow scales aren't wearing armour and have daggers.
The hooded dark-green scales are wearing leather and wielding warpicks.
The bluescale is wearing studded leather and has an array of flasks across their bandoleer.
The redscale is the chief. Studded leather, spiked shield, shortsword, and shortbow.

Anri, Sam, Caelyn, Grepha, Senna, and Grok are up.

 Initiative Order 
Anri:(1d20+1)[20]
Sam: (1d20+5)[18]
Caelyn: (1d20)[17]
Grepha: (1d20+5)[15]
Senna: (1d20)[13]
Grok: (1d20)[12]

KA: (1d20)[12]
KEG:(1d20+5)[11]

Leaf: (1d20)[10]

KSp:(1d20)[3]
KK: (1d20)[3]
KS:(1d20)[1]
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok frowns at the answers the speak with dead spell revealed nothing of use, and shakes his head.  " That wasn't as helpful as I'd hoped, nut it was worth a try, Ms. Senna. "

He continues along with the group of adventurers, his brown eyes continuing to dart about the sewer, and his hands remain on his glaive, ready to strike, but as the party moves, and the thumping of drums sounds in the deeps, Grok whispers as the stealthier sorts move ahead.  " They're sacrificing something to Kurtulmak. "

However, as the group draws closer, and he finally manages to see what was happening at the cursed altar in the center of the room, he abruptly roars, and seemingly teleports into the action.
 
 Spoiler: Undercommon 
" You'll nae take another! "
 

As his cry echoes, he doesn't hesitate to follow his teleportation with a charge straight between two of the kobalds, lashing out at the spearwielder besides him with haft and blade.

 
 Spoiler: OOC 

So, not much for human sacrifice, Grok charges.
Bonus action:  Misty Step, which I think can get him to the square right before the start of the wooden platform heading south.
Move:  25 feet to the south, which should put him adjacent to the warpick wielder there, and to the northwest of the spearwielder.
Attack twice
 (1d20+9)[ 28 ]  Attack 1
 (1d10+6)[ 15 ]  Damage 1
 (1d20+9)[ 21 ]  Attack 2
 (1d10+6)[ 13 ]  Damage 2
 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Mage Armor, Bardic Inspiration 
 The Sewers 

As she rounds the corner and hovers in the air on unseen wings, Grepha scans the room. The sight of the ritual sacrifices doesn't stir much in her. It's about what she expected of depraved creatures living in the bowels of human waste. If anything, she's glad that convincing Sam to exterminate these pests will be made all the easier.

Then she spots the remaining sacrifices, struggling vainly against the kobolds on all sides, and the boy in their midst.   There is need,   Grepha relays to Sam, along with an image of the room, before she launches herself at the nearest kobold. Their new dwarven ally proves himself a worthy one, appearing in a flash mid-charge to run through one of the creatures. She swerves her path to the next in line, trusting his blade to cut down their foes handily.

Divebombing one of the leather-clad fodder, Grepha appears in a flash of green hellfire, black smoke and clawing talons. She shrieks in Draconic to grab the attention of the others nearby, and hopefully draw their spears and arrows away from the sacrifices.
 
 Spoiler: Draconic 
 "Eyes on me, you gnome-sucking mongrel lizards!" 
 


Carving an infernal sigil into the air with her talons, she casts it beneath Grok's feet.


As the violence breaks out, Sam processes the images Grepha sent through their link and steels himself for more violence. There's no difference to him in what these creatures are. They are dark cultists, and Bahamut's justice would come down on them. Running up to the steps on the corner, he follows Grepha's lead and focuses on saving the prisoners.  "Gil! This way! Grepha and I are here to help!" 

Conjuring two bolts of energy, he tosses them at another of the prisoners' guards.

 
 Spoiler: Rolls 
 Grepha 
Move to the space 1 NE of the Basic Green kobold near Gil and the Fist.
Green-Flame Talons
 (1d20+5)[ 23 ]  to hit
 (1d20+5)[ 23 ]  Invis
 (1d4+3)[ 7 ]  damage + (1d8)[ 4 ]  fire and  (3d6)[ 3 ]  poison,  (1d20)[ 18 ]  Con vs DC 11 to halve poison
Bonus Action for Sigil of Alacrity under Grok.

 Sam 
Move to 1 W of Grepha's starting position.
EB on the basic green kobolds south of the prisoners, starting with the nearer one. Second blast at the other if it takes him out.
 (1d20+6)[ 16 ]  Blast 1 to hit
 (1d10)[ 2 ]  damage and + (1d4)[ 2 ]  impact on the wall
 (1d20+6)[ 26 ]  Blast 2 to hit
 (1d10)[ 9 ]  damage and + (1d4)[ 2 ]  impact if it also hits the first target + 6  crit damage
Bonus Action for Bardic Inspiration on Grepha.
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 7 / 7 d8 HD 
 Spell Slots- 3/4 1st, 2/3 2nd, 1/3 3rd, 1/1 4th 
 0/2 Wildshape 

As a rat, Caelyn hoped to get closer and unleash hell upon the bloodthirsty kobolds. But before she could her allies were already off hollering and shouting and... well DAMN Sam actually managed to find Gil. She grew from a rat back into an elf and stamped her staff, coming around the corner and focusing fire with Sam to mow down the enemies near the prisoners with scorching rays. Bokono also comes around the corner, tossing fire and aiding his master's spellwork.
 
 
  
 
 Spoiler: OOC 
Focus firing the same targets as Sam. Hoping for advantage with the stealth roll plus rat form. Upcasting scorching ray to level 3. Sorry if my spells were switched around, there was some confusion with my sheet.  (1d20+7)[ 17 ]  to hit, and  (2d6)[ 6 ][ 4 ](10)  fire damage.   (1d20+7)[ 20 ]  to hit, and  (2d6)[ 5 ][ 1 ](6)  fire damage.   (1d20+7)[ 25 ]  to hit, and  (2d6)[ 1 ][ 5 ](6)  fire damage.   (1d20+7)[ 17 ]  to hit, and  (2d6)[ 6 ][ 5 ](11)  fire damage. If I have advantage here's 4 rerolls on the d20's to hit-  (4d20)[ 9 ][ 3 ][ 2 ][ 7 ](21) . Bokono will fire seed for  (1d20+7)[ 27 ]  to hit for  (1d6+3)[ 6 ]  fire damage, at the same targets, or at the nearer kobolds to the east if all the ones in range to the south are dead.

EDIT- all the 1's on scorching ray damages are actually 2's, Caelyn's wildfire bond deals 1 more fire damage to the first kobold hit, and Bokono crit for 4 additional fire damage.
 
Awful
      
     "Anri"    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 72/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 1/1 
 Spell Slots- 3/4 1st, 2/2 2nd 

The little elf burst into motion. Fearlessly, she charged along the stone plinth before boldly leaping off into space to the east, and as she did so she flickered and reappeared on one of the platfroms, axe already being swung even as she skidded to a stop. 
 
  
 
 Spoiler: OOC 

 

Move: as above
BA: Misty Step as above
Action:
Attack one:
 (1d20+8)[ 16 ]  to hit,  (1d12+5)[ 9 ]  slash
Attack 2
 (1d20+8)[ 21 ]  to hit,  (1d12+5)[ 9 ]  slash
Reaction: shield if hit
 
Amnestic
The bursting of the party onto the scene takes the kobolds by surprise, and the brutality of it is unmatched. The combined ranged assault of Sam and Caelyn on the furthest kobolds (near to the prisoners) sees three slaughtered in a matter of moments, chunks of their body being blown apart by the magical attacks. Anri follows up, teleporting across a gap to catch another by surprise and cleaving it in two with her axe. Grepha and Grok find their foes only mildly hardier, though they are no less successful in landing critical blows against them, breaking through armour and scale to draw blood. Only one retaliates, hooking its warpick up beneath Grok's knee and dragging back, scraping through the armour to find skin beneath. Senna follows last, incanting a blessing of Deneir that radiates around the party. Whether deliberately or otherwise, she chose not to include herself, but did bless Grepha's strikes.

On the central plinth, they begin to move, with three of the kobolds - two of the warpick wielders and the one with a bandoleer of flasks - get in close.

 
 Spoiler: Map 

 

Anri cuts down one with two attacks.
Sam likewise hits twice with his beams and kills a kobold.
Caelyn kills two with upcast Scorching Ray. Bokono can't attack since you exited wild shape on the same turn.
Grepha hits with her attack, but they're barely still alive due to a poison save.
Grok hits twice, bloodying the warpick wielding elite guard.
Senna casts Bless on everyone (including Grepha), except herself and Bokono, with a 3rd level slot. Bless wouldn't have affected Grok's turn, he hit regardless.

The elite guard strikes back, hitting Grok for  9  piercing damage.
Another one dashes closer, while the third and the alchemist more carefully approach Anri, dodging.

Token reminders:
The normal looking green-scaled are wearing leather and shields, and holding spears.
The yellow scales aren't wearing armour and have daggers.
The hooded dark-green scales are wearing leather and wielding warpicks.
The bluescale is wearing studded leather and has an array of flasks across their bandoleer.
The redscale is the chief. Studded leather, spiked shield, shortsword, and shortbow.

Leaf is up.

 Initiative Order 
Anri:(1d20+1)[20]
Sam: (1d20+5)[18]
Caelyn: (1d20)[17]
Grepha: (1d20+5)[15]
Senna: (1d20)[13]
Grok: (1d20)[12]

KA: (1d20)[12]
KEG:(1d20+5)[11]

 Leaf: (1d20)[10] 

KSp:(1d20)[3]
KK: (1d20)[3]
KS:(1d20)[1]
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 
  "Get the prisoners, I'll try to keep the others from getting to you."  

With his hood still up, Leaf finds a place to hide, staying about where he is, and then shoots at the bandoleer-wielding kobold coming towards the prisoners.

 
 Spoiler 
Stealth with Advantage  (1d20+11)[ 26 ] ,  (1d20+11)[ 20 ]  (others have disadvantage on perception roll to see him)

Attack with Elven Accuracy:  (1d20+12)[ 22 ] ,  (1d20+12)[ 31 ] ,  (1d20+12)[ 23 ] 
Damage:  (1d8+7)[ 12 ] 
Colossus if injured:  (1d8)[ 8 ] 
Sneak attack:  (2d6)[ 6 ][ 2 ](8)  (replace 2 with 6 below)
 If Crit  (1d8)[ 5 ]  base +  (1d8)[ 3 ]  piercer +  (1d8)[ 1 ]  colossus +  (2d6)[ 5 ]  sneak attack 
 Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 2 ]  
If no d8 at 3 or less, reroll lowest d6 2 or less  (1d6)[ 6 ]   = 32 if injured, 24 if not 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
Amnestic
Though taken aback by the slaughter, some encouraging words from the red-scaled chieftain buoy the kobolds to action. The unarmoured yellowscales twist their hands in spellcasting gestures and launch volleys of flame at Grok and Anri while the nearby spear wielders try to jab the nasty-types in the ankles as a distraction. It does very little to Grok, who shrugs past the spear and only takes a glancing blow from the flame, before cutting down the fleeing spear-wielder with a backslash from his glaive. Anri is less lucky - while she puts up a magical Shield against the spear jabs, the angles of the firebolts narrowly skirting round her magic to sear at her skin. Throughout the cistern, the spear wielding kobolds begin to close in.

Through it all, Leaf launches his own projectile across the waterline, and even though the alchemist was doing its best to evade you, the arrow still strikes the kobold in the shoulder causing a screech of agony and anger.

With a potential route to safety, the remaining soldiers and Gil aim to move north, though they're blocked by the elite guard. The lead jabs out with his spear, and catches the kobold in the back.

 
 Spoiler: Map 

 

Leaf hits, but as noted the flaskataur were dodging, cancelling hide advantage, so it "only" deals  12  damage.

The yellow-scales fling a volley of firebolts - two at Grok, two at Anri - to take advantage of pack tactics.
One hits Grok for  1  fire damage (minimum roll lets go). He also gets hit by a spear for  3  piercing damage.
Anri Shields against the spear attack (saving her 5 health) but the two firebolts roll 22 due to advantage, narrowly hitting her for  9  and  6  fire damage.
The spear wielder beside Grok attempts to disengage and flee, but I took the reaction attack from Sentinel, and it hit, killing it off.

The chief yells something to the nearby Elite Guard and the spellcasters, and they seem buoyed by the command, though to what end you are not yet sure.

Some of the kobolds are maneuvering with Cunning Action: Dash, in case their large movement is any indication. Ultimately who moved where doesn't matter a whole lot for tracking hit points - the only injured two are the warpick wielding Elite Guard beside Grok (bloodied) and the flask-wielder (-12), all the spear wielders and yellow-scales (and the chief) are either full health or dead.

One of the soldiers hits the Elite Guard for  7  (max damage!)

Everyone except Leaf is up once more.

Token reminders:
The normal looking green-scaled are wearing leather and shields, and holding spears.
The yellow scales aren't wearing armour and have daggers.
The hooded dark-green scales are wearing leather and wielding warpicks.
The bluescale is wearing studded leather and has an array of flasks across their bandoleer.
The redscale is the chief. Studded leather, spiked shield, shortsword, and shortbow.

 Initiative Order 
 Anri:(1d20+1)[20]
Sam: (1d20+5)[18]
Caelyn: (1d20)[17]
Grepha: (1d20+5)[15]
Senna: (1d20)[13]
Grok: (1d20)[12] 

KA: (1d20)[12]
KEG:(1d20+5)[11]

Leaf: (1d20)[10]

KSp:(1d20)[3]
KK: (1d20)[3]
KS:(1d20)[1]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Bless (Senna) | Raven Form, Mage Armor, Armor of Agathys (5/5) Bardic Inspiration, Bless (Senna) 
 The Sewers 

As her uncharacteristic burst of fury cools, Grepha's mind regains its cold clarity.   Samuel. We should try to apprehend some of them alive. Preferably, we capture one of the leaders who may know something useful, and a nobody who is more likely to talk.  

Spreading his wings, Sam takes to the air, flying above the cistern. With a nod of his head to nobody in particular, he calls down to Anri,  "Try to capture some of them alive. Grepha wants to question them."  He makes a small, morbid laugh.  "Usually that's  my  idea." 

Trusting the rescue of the prisoners to Grok, Grepha glides south to head off the second elite guard. An armor of white frost erupts from her feathers, leaking the black trails of her shadow armor between the crevices.

 
 Spoiler: Rolls 
 Grepha 
Alacrity triggers on Grok, Hasting him for 1 round.
Grepha moves 5 South next to the crossroads guard and casts Armor of Agathys.

 Sam 
Fly 4 E and as far up as he can.
Bonus action Bardic Inspiration on Anri.
EB on the kobold SW of Anri, using NL damage and shoving it diagonally down into the floor.
 (1d20+6)[ 21 ]  Blast 1 + (1d4)[ 1 ]  Bless
 (1d10)[ 2 ]  force and + (1d4)[ 2 ]  shove damage
 (1d20+6)[ 9 ]  Blast 2 + (1d4)[ 2 ]  Bless
 (1d10)[ 7 ]  force and + (1d4)[ 2 ]  shove damage
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 67/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Ignoring his injuries, and roaring his disagreement with the kobold's plans, Grok attempts to slam the butt of his glaive back into the more elite kobold besides him, before spinning around to slam the blade into it, again, and again.
 
 Spoiler: OOC 

Bonus:  None
Haste:   (1d20+9)[ 27 ]  attack 1
 (1d10+6)[ 12 ]  damage 1

Action
 (1d20+9)[ 11 ]  attack 2
 (1d10+6)[ 10 ]  damage 2
 (1d20+9)[ 21 ]  attack 3
 (1d10+6)[ 10 ]  damage 3

If it is almost dead, smite on the third hit
 (2d8)[ 8 ]  Smite


If the Elite guard dies, move south(Along the planking), about fifteen feet north of the living elite guard, his glaive at the ready to discourage it from following the escaping guards.
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 7 / 7 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 1/3 3rd, 1/1 4th 
 0/2 Wildshape 

Caelyn dashes forward, taking a position behind Anri before releasing a blast of flame to wrap around and consume the two kobolds that are moving forward to menace her.  "Flames don't really have a gentle mode!"  Her flames billowed, and as Bokono stepped forward to launch a flaming seed the wave of fire intensifies with their shared bond.
 
 
  
 
 Spoiler: OOC 
DC 17 Reflex save from the 2 kobolds nearby Anri.  (3d6)[ 2 ][ 1 ][ 4 ](7)  fire damage, with 1's becoming 2's and fire resistance ignored. Adding 5 fire damage to the burning hands from bond. Bokono rolled a 12 to hit for 9 damage.
 
Awful
      
     "Anri"    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 72/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 1/1 
 Spell Slots- 2/4 1st, 1/2 2nd 
  "You want to burn things?"   Anri asked the enemy as firebolts thudded into her. Pain, hot and still unfamiliar, bloomed where she'd been burnt. With a click of her tongue, the heavy blade of the axe ignited.   "Let's do that, then."  

'Take them alive!' Lizard called to her.

Anri, still smouldering slightly from the enemy firebolts, looking down at her heavy axe and frowned, then looked back up at the flying reptile man. She considered it, and shrugged lightly.

Wading forward, she swung her axe with brutal efficiency, taking off the kobold's ankles and briefly pressing the flaming blade against the wounds to sear them shut - or at least, enough the kob wouldn't immediately bleed to death. Her duty done, she turned her eyes on the next in line.

Her weapon rose and fell, bolstered by magics, as she happily turned kobolds into chunkbolds. 
 
  
 
 Spoiler: OOC 


Move: as above
BA: ignite the axe
Action: confirmed all hits. 21 damage, 17, 16, 21.
First kob nonlethally dismembered, rest lethal.
Special: action surge
Reaction: shield if hit
Move: move forward to new targets in line.
 
Amnestic
Grok's hasted slashes cut down the elite guard in front of him and he moves on from the kobold, following Grepha's iced-form as the opening for the guards and Gil is opened. Senna follows behind Grok, throwing a quick healing word to staunch an injury of the wearied soldier you rescued, while simultnaeously unleashing a burst of holy fire at the next nearest target. The kobold screeches in pain and, seeing Grepha approach, tosses a wave of lantern oil over Grepha and Grok. The flaming liquid does nothing to the imp, and the dwarf is able to evade most of it, though some of the viscous fire still sticks to him.

To the north, Sam and Caelyn unleash waves of magic against the kobolds that have moved in. Both of the nearest fighters fail to dodge away from Caelyn's flames, though their flailing does inadvertetly let them dodge away from Bokono's fire seed, but they remain standing even after Sam blasts one towards the ground. Anri puts that to bed quickly, cleaving through three of them in quick succession. It seems like they're about to break morale, but a quick barked order and a thrown flask from the alchemist get them to hold strong. The flask bursts between Caelyn and Anri, spewing a noxious poison everywhere, and the two elf-bloods struggle to get away even with Deneir's blessing. Though it leaves them unwounded, they can feel their skin sickening merely at the touch of it.

The alchemist follows up with a poison dart, though it narrowly misses, and Anri is forced to throw up another Shield of magic to evade the elite guard's warpick from landing into her shoulder.

 
 Spoiler: Map 

 

Sam and Caelyn together damage their respective targets (saves: failed) but narrowly don't finish them off.
Bokono's fire seed unfortunately misses.
Anri's action surge cleaves through three kobolds total.

Senna healing words one of the guards and moves in behind Grok. She casts Sacred Flame on the nearest elite guard, who fails their save and takes  10  radiant damage.

The elite guard tosses lantern oil over Grepha (no damage, immune to fire) and Grok (successful save -  6  fire damage post-save). They then disengage and move away.

The bandoleer wielder tosses a flask between Anri and Caelyn causing a poison could. They both fail their dex saves and each take  19  poison damage. They additionally are poisoned for 1 minute. Can make new con saves at the end of each turn (DC14) to end poisoned early. Bless unfortunately didn't help with the initial save. They then try to shoot at Anri with a dart, but miss.
The cloud lingers. Entering or ending your turn in it deals 1d6 poison damage.

The Elite Guard moves in and attacks. Anri is forced to  Shield  to avoid damage.

Leaf is up.

Token reminders:
The normal looking green-scaled are wearing leather and shields, and holding spears.
The yellow scales aren't wearing armour and have daggers.
The hooded dark-green scales are wearing leather and wielding warpicks.
The bluescale is wearing studded leather and has an array of flasks across their bandoleer.
The redscale is the chief. Studded leather, spiked shield, shortsword, and shortbow.

 Initiative Order 
Anri:(1d20+1)[20]
Sam: (1d20+5)[18]
Caelyn: (1d20)[17]
Grepha: (1d20+5)[15]
Senna: (1d20)[13]
Grok: (1d20)[12]

KA: (1d20)[12]
KEG:(1d20+5)[11]
 
Leaf: (1d20)[10] 

KSp:(1d20)[3]
KK: (1d20)[3]
KS:(1d20)[1]
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf stays in his hiding place and continues to watch the battlefield. He sees Anti and Caelyn get attacked by the exploding flask and shoots kobold that just threw it.

 
 Spoiler 
Hide  (1d20+11)[ 20 ] ,  (1d20+11)[ 12 ]  (they have disadvantage to see him due to his cloak)

Attack with Elven Accuracy:  (1d20+12)[ 26 ] ,  (1d20+12)[ 13 ] ,  (1d20+12)[ 16 ] 
Damage:  (1d8+7)[ 11 ] 
Colossus if injured:  (1d8)[ 6 ] 
Sneak attack:  (2d6)[ 2 ][ 5 ](7)  replace 2 with 1 below
 If Crit  (1d8)[ 2 ]  base +  (1d8)[ 5 ]  piercer +  (1d8)[ 8 ]  colossus +  (2d6)[ 9 ]  sneak attack
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 8 ]  
If no d8 at 3 or less, reroll lowest d6 2 or less  (1d6)[ 1 ]   = 23 damage 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
Amnestic
The Tabaxi-loosed arrow streams through the poison cloud towards its creator, striking him hard in the shoulder and for a moment sending him to the ground in pain, the agonised screams echoing through the cistern. Huffing, the king leaps from the platform and stomps over to the flask master, grabbing one of the liquid vials from the bandoleer and forcing it down the kobold's throat while dragging him to his feet. He points a talon at the flying Sam, and the spellcasters respond to his command, launching firebolts up towards the half-dragon. Two go wide, while the others sear against his scales.

As the others shuffle about, one of the spear wielders manages to climb up behind Caelyn, and thrusts his weapon at her, but even poisoned the nimble elf is able to dodge away from it. Grepha is less lucky though, as two of the spear wielders throw their weapons at her, clipping at her icy armour. Buoyed by the success of their strikes, they run to find more weapons to throw.

 
 Spoiler: Map 

 

Leaf hits the alchemist for 23.

The spellcasters all get pointed at Sam with their firebolts. Two miss, one crits ( 8  fire damage) and one hits ( 3  fire damage).
A spearwielder attacks Caelyn, and misses.
Two spear wielders throw their weapons at Grepha and hit for  5  and  3  (non-magical) piercing damage, before retreating to get more weapons.

The kobold king moves up, grabs one of the potions from the alchemist and feeds it to him, healing him  6  hit points. They are nevertheless bloodied. He wasn't actually knocked down/prone, that was just fun narration.

Everyone except Leaf is up.

Token reminders:
The normal looking green-scaled are wearing leather and shields, and holding spears.
The yellow scales aren't wearing armour and have daggers.
The hooded dark-green scales are wearing leather and wielding warpicks.
The bluescale is wearing studded leather and has an array of flasks across their bandoleer.
The redscale is the chief. Studded leather, spiked shield, shortsword, and shortbow.

 Initiative Order 
 Anri:(1d20+1)[20]
Sam: (1d20+5)[18]
Caelyn: (1d20)[17]
Grepha: (1d20+5)[15]
Senna: (1d20)[13]
Grok: (1d20)[12] 

KA: (1d20)[12]
KEG:(1d20+5)[11]

Leaf: (1d20)[10]

KSp:(1d20)[3]
KK: (1d20)[3]
KS:(1d20)[1]
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 61/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: Slightly on fire.
 
Interrupted in his charge for his next target by a flaming surprise, Grok emerges from the cloud of smoke and flame wreathed in burning oil, roaring his displeasure as it dripped through his armor, and burned him in places.  The armoured dwarf jumps into the water, and charges towards the elite guard throwing oil, the water hissing around him, his Glaive at the ready.  He doesn't appear to be slowed in the slightest by the water around him.

 
 Spoiler: OOC 

Charge!  Moving to get within 10 feet of the elite, which I think puts him in the water to his northwest.
Attacking twice, with a pointy stick.

 (1d20+9)[ 19 ]  Attack 1
 (1d10+6)[ 15 ]  Damage 1

 (1d20+9)[ 14 ]  Attack 2
 (1d10+6)[ 12 ]  Damage 2
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 20/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 7 / 7 d8 HD 
 Spell Slots- 2/4 1st, 1/3 2nd, 1/3 3rd, 1/1 4th 
 0/2 Wildshape 

Coughing, gagging, and stumbling, Caelyn retreats a step through the fog of poisonous vapors, keeping mindful of the sharp spear menacing her from the errant kobold at her back. Feeling woozy and unable to see straight, she knew the best tactic wasn't a haphazard spray of flaming rays. Instead, she attempted a new tactic, her hair raising in a strong, warm wind and luminous drops of glowing cinders raining down from the sky over the kobold at her side. "By the radiance of the moon, surrender or be destroyed!"

Bokono, unhindered by the poison, sent a flaming seed rocketing at the nearest foe.
 
 
  
 
 Spoiler: OOC 
Dropping a moonbeam on the kobold in melee with Caelyn. On his turn he will take  (2d10)[ 6 ]  damage unless he succeeds on a DC 15 con save. Doing non-lethal, if you can do that with radiant damage. Bokono will aim a flame seed at the same kobold, rolling  (1d20+7)[ 18 ]  for  (1d6+3)[ 4 ] .
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 50/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Bless (Senna) | Raven Form, Mage Armor, Armor of Agathys (5/5), Bless (Senna) 
 The Sewers 

Two flaming spheres crash into Sam, leaving smoking trails up from his armor. But the flames don't seem to bother the dragonborn's brass scales all that much. The flask of flaming oil likewise washes over Grepha's frosty armor like water off a duck's back, trails of flame trickling down onto the soggy boards with her avian face displaying no care.

With Gil no longer pinned down, Grepha turns her attention to where Caelyn is enveloped in poison, and glides to the druid's aid. Soaring through the poison cloud, she descends upon the kobold in a cloak of green flame. She is not gentle with him; there would be targets for capture in less annoying positions.

Flying back down towards the fleeing captives while strafing off a series of magical blasts, Sam calls out in support,   "Keep strong, Cae!"   Magic carries on his words and flows into her lungs like a breath of fresh air, carrying out some of the inhaled poison.

Alighting on the stonework, Sam warns the Flame guards,  "Don't wander too far alone - there's wererats in the sewers and we haven't got them all yet. Just take cover out of the line of fire and we'll then escort you out, kay?" 
 
 Spoiler: Rolls 
 Grepha 
Fly to where Caelyn previously was in the poison cloud, imp is immune. Should be within raven fly range if I counted right.
Green Flame Peck on Caelyn's Kobold.
 (1d20+5)[ 8 ]  to hit + (1d4)[ 3 ]  Bless + 1  from Bardic Inspiration, rolled in Discord
 (1d4+3)[ 6 ]  damage + (3d6)[ 8 ]  poison ( (1d20)[ 9 ]  DC 11 Con half) + (1d8)[ 6 ]  fire

 Sam 
Bonus action for Healing Word on Caelyn, 2nd level Warlock slot:
 (2d4+3)[ 9 ]  healing
EB on the top basic kobold in the formation of three at the middle
 (1d20+6)[ 7 ]  Blast 1 + (1d4)[ 2 ]  Bless
 (1d10)[ 9 ]  force and + (1d4)[ 1 ]  shove damage split between that kobold and the one behind them
 (1d20+6)[ 25 ]  Blast 2 + (1d4)[ 3 ]  Bless
 (1d10)[ 9 ]  force and + (1d4)[ 4 ]  shove damage split between that kobold and the one behind them
And then move 4 West and Down, back to the corner of the walkway.
 

 
 
  
Amnestic
Grok launches himself through the water with surprising speed, catching the elite guard off...well, guard. Though he was attempting a retreat, it seems such a movement was short-lived, as the glaive lashes out. The first knocks aside his weapon, the second skewers him through the neck. The creature is lifted along with the polearm, before being flung - discarded - into the sewer water. Sam's beams stream over his head, one of them impacting the kobold's shield, but the force knocks it aside, leaving him open to a chest-blast that he survives, albeit barely.

The flung-flame from Bokono streams over Caelyn and strikes the kobold in the shoulder, though likewise, they remain standing. Even enflamed by Bokono, they still get their shield back up in time to block Grepha's flaming strike.

Coughing from the fumes Anri emerges out of the cloud and drops into the water. She swings her greataxe at the legs of the elite, cutting twice and very nearly removing a foot, but they barely stay standing. Seeing Anri in trouble, Senna conjures a healing word and leaps into the water, dashing towards her with an intent of curing the poison. The still-standing Kobold Elite swings his pick at Anri, who evades, but it leaves her open to a double-barrage of blowdarts from the alchemist. She flings up her shield, but with the inspiring command of the Kobold King the blowdarts pierce past it, both striking her and she feels both metal and venom in the wound.

 
 Spoiler: Map 

 

Grok hits twice, and in the process kills the elite guard.
Sam misses with one shot, hits with the second.
Grepha misses their peck.
Caelyn didn't roll her end-of-turn save vs. Poisoned, so I did it instead. Got a 12 (including bless), which unfortunately fails. No additional damage, but  Poisoned  condition remains.
Anri, despite Poisoned, hits twice, though the elite guard survives at 1hp. She rolls 11 (including bless) on the anti-Poisoned save, so she remains Poisoned.

Senna Healing Word's Anri for  6  healing. She then hops in the water and  Dash es towards Anri, with the intent of curing poison (if she can get there in time).

The alchemist fires two darts at Anri, hitting for  5  piercing and  6  poison, and  5  piercing and  5  poison, for a total of  21  damage. They then move away and drop prone behind some crates.
The Elite Guard attacks Anri with their pick, misses, and disengages away.

Leaf is up.

Token reminders:
The normal looking green-scaled are wearing leather and shields, and holding spears.
The yellow scales aren't wearing armour and have daggers.
The hooded dark-green scales are wearing leather and wielding warpicks.
The bluescale is wearing studded leather and has an array of flasks across their bandoleer.
The redscale is the chief. Studded leather, spiked shield, shortsword, and shortbow.

 Initiative Order 
Anri:(1d20+1)[20]
Sam: (1d20+5)[18]
Caelyn: (1d20)[17]
Grepha: (1d20+5)[15]
Senna: (1d20)[13]
Grok: (1d20)[12]

KA: (1d20)[12]
KEG:(1d20+5)[11]

 Leaf: (1d20)[10] 

KSp:(1d20)[3]
KK: (1d20)[3]
KS:(1d20)[1]
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf stays in his hiding place and continues to watch the battlefield. He decides to try to take out the leader. Popping up from his hiding place briefly, he shoots one arrow at the red kobold, before ducking back down behind the bridge.

 
 Spoiler 
Hide  (1d20+11)[ 23 ] ,  (1d20+11)[ 12 ]  (they have disadvantage to see him due to his cloak)
Attack with Elven Accuracy:  (1d20+12)[ 21 ] ,  (1d20+12)[ 31 ] ,  (1d20+12)[ 19 ] 
Damage:  (1d8+7)[ 9 ] 
Colossus if injured:  (1d8)[ 7 ] 
Sneak attack:  (2d6)[ 2 ][ 2 ](4) 
 If Crit  (1d8)[ 6 ]  base +  (1d8)[ 2 ]  piercer +  (1d8)[ 3 ]  colossus +  (2d6)[ 10 ]  sneak attack 
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 2 ]   = 20 damage if injured, 13 if not 
 If no d8 at 3 or less, reroll lowest d6 2 or less  (1d6)[ 5 ]  
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
Amnestic
The spellcasters and spear throwers continue their ranged assault against the party. Seeing Sam 'retreat', the firebolt-flingers instead target the water-bound Senna. Three of the bursts of flames plop into the water with foul-smelling sizzles, but one of them catches her on the arm. She quickly douses the offending flame in the water, and her spell is uninterrupted. The spearmen throw another pair of projectiles at Grok, and one of them manages to catch him as they retreat to claim more.

To the north, Caelyn's moonbeam scorches her enemy, but he quickly ducks away from the radiant light and circles around her, stabbing at her back. The elf is too fast though, and the spear finds only empty air.

Leaf's arrow strikes the red-scaled kobold, but though it does damage it does not seem to deter the kobold leader. He tugs it from his scales and downs a potion, smirking as the wound heals over at incredible speed. A pair of spear wielders take up position behind him and raise their weapons, ready to throw. The leader raises his voice, magical enhancements allowing it to echo throughout the cavern. This time, he speaks in Common, albeit slightly stilted.   "Kurtulmak respects strength and cunning. If you leave now, the great ones here will not follow."  
 
 Spoiler: Insight (DC16) 

The speed of which you killed his kobolds so far has shaken him slightly, though it seems the offer to go separate ways is more born out of wanting to safeguard the remainder rather than believing he will lose - the clutched weapons indicate they will still fight to the death instead of surrender.
 

 
 Spoiler: Map 

 

Leaf hits for 13.

The Spellcasters unleash a volley of four firebolts at Senna. One hits for 5 (33/38), she retains Concentration on Bless.
Two spearmen throw their spears at Grok, one hits for  7 .
The spearwielder by Caelyn makes their save vs. Moonbeam for half damage. He disengages as a bonus action around to her opposite side, then attacks Caelyn, and misses.
The king downs a potion of healing, and two of the spear wielders ready to throw newly claimed weapons.

Token reminders:
The normal looking green-scaled are wearing leather and shields, and holding spears.
The yellow scales aren't wearing armour and have daggers.
The hooded dark-green scales are wearing leather and wielding warpicks.
The bluescale is wearing studded leather and has an array of flasks across their bandoleer.
The redscale is the chief. Studded leather, spiked shield, shortsword, and shortbow.

Everyone except Leaf is up.

 Initiative Order 
 Anri:(1d20+1)[20]
Sam: (1d20+5)[18]
Caelyn: (1d20)[17]
Grepha: (1d20+5)[15]
Senna: (1d20)[13]
Grok: (1d20)[12] 

KA: (1d20)[12]
KEG:(1d20+5)[11]

Leaf: (1d20)[10]

KSp:(1d20)[3]
KK: (1d20)[3]
KS:(1d20)[1]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 50/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Bless (Senna) | Raven Form, Mage Armor, Armor of Agathys (5/5), Bless (Senna), Bardic Inspiration 
 The Sewers 
 "You've killed innocent people for the sake of your dark rites. In Bahamut's name, I will not allow you to take more victims!"  Sam shouts back at the Kobold King. He hurls another pair of energy blasts, aiming to knock out his previous target before pivoting to another.   Grepha, can you get that one off of Cae?  
  I am trying,   the imp responds telepathically, chasing the scrappy little lizard with a vengeance.

 
 Spoiler: Rolls 
 Sam 
Bonus action for Bardic Inspiration on Grepha.
  (1d6)[ 4 ]  healing  forgot to delete this ignore it
EB on the kobold he hit last time, NL damage. If it goes down he targets the bottom corner spellcaster on the altar to ragdoll them off the altar.
 (1d20+6)[ 8 ]  Blast 1 + (1d4)[ 2 ]  Bless
 (1d10)[ 3 ]  force and no shove to avoid dealing any death saves if it KOs
 (1d20+6)[ 18 ]  Blast 2 + (1d4)[ 4 ]  Bless
 (1d10)[ 1 ]  force and, if the spellcaster is tossed off the altar,  (1d6)[ 4 ]   (1d6)[ 5 ]  a few fall damage rolls in case necessary

 Grepha 
Fly 2 W
Green Flame Peck on Caelyn's Kobold.
 (1d20+5)[ 12 ]  to hit + (1d4)[ 4 ]  Bless
 (1d4+3)[ 7 ]  damage + (3d6)[ 10 ]  poison ( (1d4)[ 4 ]  DC 11 Con half) + (1d8)[ 2 ]  fire
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 21 HP: 54/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Removing one hand from his glaive as the spear pierces his armor, Grok breaks off the rest of the spear, leaving the tip in place, before he continues his charge, roaring his rejection of the Kobold's deal.  As he advances, the air seems to shimmer around him, and the light reflect from him just a bit more brightly as he continues his charge to the east, and brings his glaive down at the kobold just within reach.  And then following through with a quick thrust, attempting to spear the kobold.
 
 Spoiler: OOC 

Bonus:  Casting Shield of Faith(On himself)
Move:  5 squares west.
Action:  Attack the nearby kobold twice.

 (1d20+9)[ 23 ]  Attack 1
 (1d10+6)[ 16 ]  Damage 1


 (1d20+9)[ 16 ]  Attack 2
 (1d10+6)[ 9 ]  Damage 2
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 20/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 7 / 7 d8 HD 
 Spell Slots- 2/4 1st, 1/3 2nd, 1/3 3rd, 1/1 4th 
 0/2 Wildshape 

Raising her staff high, Caelyn's eyes flair with fire.  "Stop pestering me!"  Her staff began to glow as she swings it low, trying to knock the kobold's legs out from under it with a non-lethal strike. Bokono, however, didn't hold back as he belched a flame seed at the dragonling.
 
 
  
 
 Spoiler: OOC 
Cast shillelagh. Smack the kobold bothering her with her staff. 19 to hit for 5 damage on the discord. If Grepha's attack kills it she will direct her moonbeam closer to the king's podium and prepare to begin using it like a magnifying glass to cook scaly ants. Bokono will aim a flame seed at the same kobold, rolling Discord- 12 to hit and  (1d6+3)[ 9 ] . If the target is down the elemental will move closer to the action and attack the nearest bad guy.
 
Amnestic
Heedless of Senna's movements, Anri moves in to take the head of the king, but poisoned as she is, her axe swings are parried and deflect by the king, made even slower by the two spears thrown her way. One scrapes against her armour, though the other one goes wide. The nimble kobold targeted by Sam leaps away from his first beam, but the half-dragon predicts this move, and nails it with the second, sending the creature tumbling to the ground in a pile, while Grepha delivers death with her beak to the spear-wielder menacing Caelyn still. Bokono and Caelyn shift their attention southward, though by now the kobolds seem more prepared for ranged assaults and Bokono's fireseed is defleted.

Grok cuts a dwarf-shaped path through the water and climbs up to the platform, his glaive lashing out at the two spear-wielders in wide swings. One goes down immediately, their head removed in a shower of blood, while the other barely gets their shield up to avoid also being beheaded. The force of the blow still knocks the wind from them and they stumble back. Senna brings up the rear, incanting a mass healing spell for the party to help mend their wounds as best she can. She calls forth a follow up blast of flame, but to no avail.

The alchemist springs back, blowing two more darts at Grok that seem to find gaps in his armour and leave venom-stricken needles piercing through. The remaining elite guard washes another batch of scorching lantern oil over the dwarf, though this time he seems more prepared and dodges away from most of it.


 
 Spoiler: Map 

 

Anri moves in to the king, but misses twice. She does make her save vs. poisoned though, ending the effect on her. One of the thrown spears misses, but the other hits (unless she shields) for  6  piercing damage.
Sam misses the first, hits with the second, killing the kobold. Grepha kills the kobold menacing Caelyn.
Caelyn moves the moonbeam, Bokono misses.
Senna moves in to chase after Anri and casts Mass Healing Word with her final third level spell slot. Everyone except Bokono is healed  6  hit points. She also casts Sacred Flame, but the dex save is made.
Grok moves in and kills one kobold, then injures another with the second strike.

The alchemist launches two more darts at Grok before retreating. They hit (21 and 25 for final results) for  6  piercing and  4  poison, and  7  piercing and  6  poison, for a total of  23 , before any reductions.
The elite guard also looses another wash of lantern oil at Grok, who makes his save, so only takes  6  fire damage, before reductions.


Token reminders:
The normal looking green-scaled are wearing leather and shields, and holding spears.
The yellow scales aren't wearing armour and have daggers.
The hooded dark-green scales are wearing leather and wielding warpicks.
The bluescale is wearing studded leather and has an array of flasks across their bandoleer.
The redscale is the chief. Studded leather, spiked shield, shortsword, and shortbow.

Leaf is up.

 Initiative Order 
Anri:(1d20+1)[20]
Sam: (1d20+5)[18]
Caelyn: (1d20)[17]
Grepha: (1d20+5)[15]
Senna: (1d20)[13]
Grok: (1d20)[12]

KA: (1d20)[12]
KEG:(1d20+5)[11]

 Leaf: (1d20)[10] 

KSp:(1d20)[3]
KK: (1d20)[3]
KS:(1d20)[1]
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf stays in his hiding place, or moves if he needs to find a better angle but only if he can find another hiding spot, and shoots another arrow at the red kobold, before ducking back down behind his cover.

 
 Spoiler 
BA Hide  (1d20+11)[ 17 ] ,  (1d20+11)[ 17 ]  (they have disadvantage to see him due to his cloak)
Attack with Elven Accuracy:  (1d20+12)[ 15 ] ,  (1d20+12)[ 16 ] ,  (1d20+12)[ 19 ] 
Damage:  (1d8+7)[ 12 ] 
Colossus if injured:  (1d8)[ 7 ] 
Sneak attack:  (2d6)[ 4 ][ 6 ](10)   = 29 damage 
 If Crit  (1d8)[ 6 ]  base +  (1d8)[ 4 ]  piercer +  (1d8)[ 8 ]  colossus +  (2d6)[ 11 ]  sneak attack
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 6 ] 
If no d8 at 3 or less, reroll lowest d6 2 or less  (1d6)[ 3 ]  
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
Amnestic
After a number of arrows from Leaf, the latest one very nearly misses the King, but they're a moment too late to evade it and it takes a chunk of scales from their skin. They hiss in response, and a wave of firebolts flies towards Caelyn. She dodges away from those she can, but in the face of such a wave of fire she can only do so much, and pockmarks of scorch and ash are the result on her body. The resonant pain causes her to flinch, and the radiant light above the king fades before it can truly damage him.

No longer fearing the sky above, the king lashes out at Anri with his shortsword. The elf very narrowly avoids the first strike, but the second catches her, and just as with the poison darts, she feels a searing in her blood from the blade's latent poison. The adjacent spearman follows through, catching the elf off guard with a critical strike that pierces into her leg. The other remaining spear wielder leaps forward to stab at Grok, but his faith is a stalwart protector this time, and the piercing point skitters against the oath-powered magic, preventing any damage.

 
 Spoiler: Map 

 

Leaf hits (barely) though due to the potion the king was at full health, so  22  damage instead of 29.

The spellcasters launch of volley at Caelyn. Two miss, three hit, for  4 ,  2  and  4  fire damage. She loses concentration on moonbeam before the king can be hit by it.
The king and a spearman attack Anri. The king misses once and hits once for  8  slashing and  7  (post-save) poison damage.
The spearman crits Anri for  16 . If I've done the maths right Anri is now on 7 hit points remaining.

The other remaining spearman attacks Grok, but his Shield of Faith saves him from the hit.


Token reminders:
The normal looking green-scaled are wearing leather and shields, and holding spears.
The yellow scales aren't wearing armour and have daggers.
The hooded dark-green scales are wearing leather and wielding warpicks.
The bluescale is wearing studded leather and has an array of flasks across their bandoleer.
The redscale is the chief. Studded leather, spiked shield, shortsword, and shortbow.

Everyone except Leaf is up.

 Initiative Order 
 Anri:(1d20+1)[20]
Sam: (1d20+5)[18]
Caelyn: (1d20)[17]
Grepha: (1d20+5)[15]
Senna: (1d20)[13]
Grok: (1d20)[12] 

KA: (1d20)[12]
KEG:(1d20+5)[11]

Leaf: (1d20)[10]

KSp:(1d20)[3]
KK: (1d20)[3]
KS:(1d20)[1]
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 21 HP: 30/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: Concentrating
 
Even as his armor is pierced by needles and he finds himself covered in fire, Grok doesn't hesitate to continue his offensive, shrugging off the wounds in favor of continuing to wreak vengeance upon his foes.  Taking advantage of the smoke rising from the burning oil still coating him, he teleports for a second time, following it up with a quick charge, attempting to take the Alchemist off guard as the flaming dwarf attempts to impale him.
 
 Spoiler: OOC 

Bonus:  Misty Step(To the south of the southernmost yellow kobold)
Move:  Finish the movement to be adjacent to the alchemist.  This does trigger an AoO from one of the yellows
Action:  Attack, and attempt to smite twice.(Yep, time to get serious.  Who needs resources anyway.)
 (1d20+9)[ 12 ]  Attack 1
 (1d10+6)[ 14 ]  Damage 1 +  (3d8)[ 16 ]  Smite(2)  (MISS) 
 (1d20+9)[ 29 ]  Attack 2
 (1d10+6)[ 12 ]  Damage 2 +  (2d8)[ 8 ]   Smite(1)  16(Using the first smite roll).   CRIT :  56 damage total
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 10/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 7 / 7 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Suffering a volley of flaming bolts, Caelyn can't help but wonder if this is what her enemies feel like when she unleashes her fury on them. But she doesn't have time to linger. Drawing upon her most powerful spell, she summons four swirling arms of water, which reach out to her wounded allies and soothe their wounds painfully (though possibly with some nasty side effects, considering the source of the water). While those arms gush towards herself and her allies, she fires an intense ball of flickering flame at the kobold king, attempting to put him down.

Her elemental companion launches another flaming missile forward, trying to raze the alchemist or the king with hungry flames. 
 
  
 
 Spoiler: OOC 
Invoking elements.  (1d20+7)[ 17 ]  to hit the kobold king, for  (8d8)[ 5 ][ 5 ][ 1 ][ 2 ][ 2 ][ 2 ][ 8 ][ 6 ](31)  fire damage, 1's becoming 2's and ignoring resistance. Unless I'm mistaken, Caelyn, Grok, Anri, and Senna are the most wounded, so each of them heals for  (3d8)[ 11 ]  damage, plus Caelee heals for an additional  (1d8)[ 1 ]  from her bond with Bokono. Bokono will move up and continuing firing flame seeds at the enemy.  (1d20+7)[ 14 ]  to hit,  (1d6+3)[ 7 ] .
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Bless (Senna) | Raven Form, Mage Armor, Armor of Agathys (5/5), Bless (Senna), Bardic Inspiration 
 The Sewers 

Taking wing out of the cloud of poison, Grepha spies the elf girl they'd named Anri bleeding rather badly. Gliding nearer, Grepha alights on her shoulder.  "Allow me to take care of some of this damage."  Needles of shadow slip free from her feathers and slither through the air, leaving smokey trails. They begin to stitch shut wounds like a field surgeon's implements, all the while hissing with disgust at their healing task.

Back towards the rear, Sam refocuses his fire on the spellcasters perched atop the altar's podium. He launches a pair of force blasts at them, aiming to pummel them into submission.  " I'm with you, "  he calls out to Caelyn, healing her wounds with a shout of intent while Grepha tends to their other most wounded teammate.

 
 Spoiler: Rolls 
 Sam 
EB on the NWmost spellcaster kobold on the podium.
 (1d20+6)[ 7 ]  Blast 1 + (1d4)[ 2 ]  Bless
 (1d10)[ 8 ]  force and bump into the one behind for  (1d4)[ 1 ]  split between them
 (1d20+6)[ 23 ]  Blast 2 + (1d4)[ 3 ]  Bless
 (1d10)[ 8 ]  force and bump into the one behind for  (1d4)[ 4 ]  split between them
Bonus action to Healing Word Caelyn for  (1d4+3)[ 7 ]  hit points

 Grepha 
Fly to the space 1 W of Anri.
Spend Cult Dice to heal Anri for  (2d4+2)[ 8 ]  hit points.
 

 
 
  
Amnestic
Anri doesn't back down despite her injuries and swings twice more. The first goes wide, but the second catches her red-scaled foe with a fiery cut. The king ducks, raising up his spiked shield which launches a volley of poisoned stakes at Anri, catching her off guard with yet more venomous pain. Fire is added to fire with Caelyn's invocation, though perhaps the more notable aspect is the healing magic that gets spread around, allowing the elf to remain on her feet. Sam's blast soars past, striking one of the spellcasters, though not enough to do lethal damage.

Grok vanishes past most of the collected kobolds, but one manages to lash out with a dagger and nick him from behind. His first slash baits the alchemist into ducking the wrong way. The kobold practically leaps onto the radiant blade, being pierced straight through the chest and spine, leaving a trail of bloody and viscera along the blade and staff's length. Senna, unwilling to be overtaken, launches a volley of magical bolts at the nearest kobold menacing Anri and executes him in a similarly fast manner.

The final remaining elite guard moves back into the fray with mining pick in hand, but despite his King's encouragement, Anri is able to evade the deadly swing.

 
 Spoiler: Map 

 

Anri misses with one attack, hits once for 19. The spiked shield retaliation deals  2  piercing and  4  poison to her (dropping her to 1).
Grok misses the first slash but nukes with the second, killing the alchemist. He also takes an opportunity attack hit for  5  piercing damage.
Caelyn severely injures the king and throws out a heal (Anri: 11)
Sam misses one, hits once, and heals Caelyn.
Grepha throws out a heal. (Anri: 19)
Senna expends her last 1st level spell slot on Magic Missile, rolling max damage to kill off the spearman next to Anri.

The injured elite guard misses with their pick against Anri.

The king looks pretty close to death.

Token reminders:
The normal looking green-scaled are wearing leather and shields, and holding spears.
The yellow scales aren't wearing armour and have daggers.
The hooded dark-green scales are wearing leather and wielding warpicks.
The bluescale is wearing studded leather and has an array of flasks across their bandoleer.
The redscale is the chief. Studded leather, spiked shield, shortsword, and shortbow.

Leaf is up.

 Initiative Order 
Anri:(1d20+1)[20]
Sam: (1d20+5)[18]
Caelyn: (1d20)[17]
Grepha: (1d20+5)[15]
Senna: (1d20)[13]
Grok: (1d20)[12]

 KA: (1d20)[12] 
KEG:(1d20+5)[11]

 Leaf: (1d20)[10] 

KSp:(1d20)[3]
KK: (1d20)[3]
KS:(1d20)[1]
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf continues to watch the battlefield from his corner. He again pops out of hiding spot and shoots another arrow at the king kobold before ducking back down behind his cover.

 
 Spoiler: OOC 

Hide  (1d20+11)[ 26 ] ,  (1d20+11)[ 20 ]  (they have disadvantage to see him due to his cloak)
Attack with Elven Accuracy:  (1d20+12)[ 29 ] ,  (1d20+12)[ 14 ] ,  (1d20+12)[ 25 ] 
Damage:  (1d8+7)[ 13 ] 
 Colossus if injured:  (1d8)[ 3 ]   Replaced by 8 from Piercer
Sneak attack:  (2d6)[ 4 ][ 5 ](9) 
 If Crit  (1d8)[ 2 ]  base +  (1d8)[ 5 ]  piercer +  (1d8)[ 8 ]  colossus +  (2d6)[ 11 ]  sneak attack +  
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 8 ]  replace 3 from colossus  = 30 damage 
 If no d8 at 3 or less, reroll lowest d6 2 or less  (1d6)[ 2 ]  
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
Amnestic
The remaining kobolds, seeing their king and alchemist, break. With screams and squeals and squeaks they split and break in all directions, ducking and weaving, bobbing. The party (mostly) looks to stop their flight, cutting down most of the retreating kobolds, though a pair still live to flee another day, vanishing into the dim sewer tunnels before you can chase them down or finish the job.

The cistern falls quiet, and you're left with a pile of bodies - mostly kobolds, and some of the sacrificed Flaming Fist. Gil is the first to speak up of his few remaining comrades. His expression and tone are a mixture of wonder and confusion.  "What are you doing down here?"  Freed from the hectic winds of battle you get a chance to take a better look at the man. He's still a bit on the scrawny side, still got greasy hair, still bearing all the signs of youth, but he's bulked up slightly in the months you've been separated, and there's a little more surety in his stance, though it might just be a trick of the armour and weapons he and the rest of the other remaining Fist soldiers are carrying.

Senna answers first, clambering out of the sewer water and taking a moment to magic herself clean.  "Saving you, apparently." 
 "But...no one knew we were in trouble."  He seems legitimately baffled by this, and looks to the rest of you for answers.

The cistern centre platform bears not just the bodies of those whose lives were ritualised and those who carried out the ritual, but also the kobold clan's hoard. Whether a result of their sick rituals or just thievery, they seem to have accumulated quite the treasure trove, including some magical items, which Senna (once she's dried) sets about working out. The majority of their equipment seems beyond usability, and is unlikely to be worth stripping and carrying back to the surface.

 
 Spoiler: Items 

From their hoard, you receive the following items:-
 Boots of the Winterland 
 Shortsword +1 

From the bodies, the items of note are the following:-
 Crown of the Kobold King 
 Wondrous Item (Crown), Rare (requires attunement) 
This ancient burnished bronze heirloom has passed from king to king for centuries. Rumors abound of secret blood rites that grant the wearer additional abilities, but even without this ceremony the crown invests its wearer with power.
While attuned to this crown you gain the following benefits:-
 
 +2 Charisma (to a maximum of 20) 
 Immunity to the Frightful Presence feature of dragon-type creatures 
 A sorcerer can spend one Sorcery Point to upcast a spell they cast by 1 spell level. 
 
 Poison Spiked Shield 
Shield (nonmagical)
When a melee attack hits you, you can use your reaction to loose a volley of poisoned stakes at the attacker. They take 1d6 piercing and 1d6 poison damage. This spiked shield has four uses remaining of a maximum of five. Refilling its uses can be done in any major city at a cost of 25gp per use for materials, and potentially at a higher cost (or not at all) in smaller towns/villages.


In addition, you receive 5310gp in the form of coinage, art objects, and precious gemstones.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Bless (Senna) | Raven Form, Mage Armor, Armor of Agathys (5/5), Bless (Senna), Bardic Inspiration 
 The Sewers 

Squashing down a perverse sense of satisfaction at the ritual site desecrated by its own followers, Sam takes a deep breath and focuses on the positive. No one else will be sacrificed here. Particularly not if they destroy this altar.

Gil's voice gives him something else to focus on, and Sam turns to smile at the boy - now, perhaps, better called a young man.  "Well, we heard rumors of folks going missing around the sewer entrances. And Grepha's been searching for you almost nonstop since we arrived."  The magic-cloaked raven lands on a board-path nearby and shuffles a bit, feeling called out.

 "We have something to return that belongs to you,"  she states, solemnly. Smile chased away by the tone, Sam nods and walks over to Gil, withdrawing the cloth bundle containing Waukeen's symbols.  "It was as you feared, but we put them to rest." 
 "Sorry,"  Sam says, holding out the bundle to Gil.

 "It seems I was searching the wrong places regardless. You've done well to elevate yourself above the refugee camps,"  Grepha observes, looking up at Gil's Fist uniform.


After the exchange with Gil comes to a close, Sam gathers the kobold he'd knocked out and any others that had survived their injuries, sitting them up against the structure of the podium with their arms and legs tied. He's not sure yet what Grepha wants to ask them, but he wants to question them a bit himself too.
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 21 HP: 36/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: Concentrating
 
As the kobolds break and run, the charred dwarf quickly stabs one of the retreating buggers, but he doesn't attempt to hunt them down, knowing that he wouldn't be able to catch them.  After verifying that they weren't going to be heading back, he wanders back along the bridges, and rejoins the main group of the party, to discuss.  He doesn't seem to care about the small, or the charred state of his armor.  When he speaks, he addresses the young guardsman.  " Foul things, Kobolds. "  He shakes his head, and spits, derisively, into the water.  " I hope your dead can rest easier, now that this lot have paid the price for their crimes. "

He looks towards the altar.  " We'd best do something about this foul altar as well. " 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf shoots at the kobolds as they flee, hoping to make sure none survive to seek their revenge later, but he fails to get the last two, who dart around the corner just before he can shoot another volley.

In the now silent chamber, he helps the others sort through the kobold's horde. He looks for anything interesting, preferring jewelry or statuettes over gems, and gems over coins, unless there is an interesting coin or two.

He also gathers his spent arrows, replacing the ones that still look usable and holding out any broken ones for the others to see.

  "Can anyone mend these?"  
 
 Spoiler: OOC 

Hide [roll0], [roll1] (they have disadvantage to see him due to his cloak)
Attack with Elven Accuracy: [roll2], [roll3], [roll4]
Damage: [roll5]
 Colossus if injured: [roll6]  Replaced by 8 from Piercer
Sneak attack: [roll7]
 If Crit [roll8] base + [roll9] piercer + [roll10] colossus + [roll11] sneak attack +  
Piercer reroll lowest d8 if roll 3 or less: [roll12] replace 3 from colossus  = 30 damage 
 If no d8 at 3 or less, reroll lowest d6 2 or less [roll13] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
Amnestic
 "I'll have to toss a few extra coins to Tymora after this."  Gil looks out over the cistern, and his comrade's sacrificed bodies - throats slits, chests carved open and emptied.  "They weren't so lucky though."  He sighs.  "We were told it'd be an easy mission - a few slimes, a small group of kobolds. Something for the new trainees to cut their teeth on while they learned. Not...this." 

He takes the offered pendants, and for a moment it looks like he might toss them into the water. He holds them out, his hand hovering over the gently flowing cistern, but he thinks better of it, and instead drops them into a pouch at his waist.  "Thank you."  It's a simple response, but it seems anything further is beyond him at this time.  "We need to report back and get some people down to recover our bodies. This isn't a great place to chat but...are you staying down here?" 

In response to Senna's suggestion of destroying the altar, Senna grabs up one of the discarded mining picks and tosses it to Grok.  "Nice of them to provide the tool for it." 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 22/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 7 / 7 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn looked to Leaf's broken arrows and shakes her head. "I possess no magic that can fix those, but given materials I can craft more." She looked to the hoard of coins and gems assembled by the kobolds, moving over to it and beginning to count and shuffle them into their own bag of holding. "I daresay that though spendthrift is wise, we should be able to afford you a fresh quiver... several thousand times over." When she finished the labor she turned to Grok. "IF you need some immolation to aid your demolition let me know. I have no love of the shrines of bloodthirsty gods as well."

But it was Sam who caught her attention while she was counting. Her brother, so warm hearted and kind that at times it frustrated her to no end, who pursued Gil across the lands, into the depths of sewers, and beyond what even the most valorous knights would consider reasonable, and by the gods he DID it. Saved him. Returned his parents necklaces. Told the greasy haired boy he had done well for himself, even. It was... inspiring, in it's own way, but it prompted self reflection that left her feeling... wanting. Since Seniyad had blessed her staff with magic to ease her sleeping mind she found less reason to torture herself with self doubt and danger, but she would never have pushed this far to aid someone she barely knew without her brother.

She hoped her family would remain together. They were stronger together. Better together. Like arrows, one could snap under pressure, but a bundle could sustain even the strongest of grips. She didn't want to be a lone arrow, and she feared for those who had left before her.
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Bless (Senna) | Raven Form, Mage Armor, Armor of Agathys (5/5), Bless (Senna), Bardic Inspiration 
 The Sewers 

Looking over his shoulder at Gil, Sam smiles. Not a happy smile, but a somber and supportive one.  "I need to question some of these kobolds, about some other things we found in the sewers among the wererats. And maybe other dangers that might be down here. We might see you at the barracks sometime." 
 "If you do not intend to wait for us, take care on the path out,"  Grepha cautions the boy and his surviving comrades.  "There are still surviving rats down here, though wounded and scattered." 
 "Maybe some of us could go up with them?"  Sam suggests. With a playful look he asks,  "Senna, I know it's great down here in the stinking bowels of the city, but maybe you'd want to escort them back to the barracks?" 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 21 HP: 36/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: Concentrating
 
Grok catches the proffered pick in one hand, before sliding his glaive into it's sheath, swinging it around, and bringing it slamming down into the altar with all the skill a dwarf could bring to bear as he got to work reducing the foul thing to rubble.
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf was hoping someone knew a spell to fix the arrows, but Caelyn's offer is almost as good. He tosses aside the broken arrows.

  "Thanks for the offer Caelyn. When we're out in the wild, that will come in very handy. For now, though, I think I saw some interesting magic arrows back in town. I think I might trade some of these coins for some of those."  

He watches in amusement as Grok uses his energy to destroy the altar. He doesn't think the kobolds will return, or that the altar is worth the trouble, but the dwarf's efficiency in dismantling it is impressive.

Leaf had taken two things from these last two fights. First, these others were very capable. Second, and most important, they all seemed to have good hearts. He definitely wants to stick with them through the troubles ahead. He looks around the wreckage of the battlefield, happy that none of us suffered any serious injuries.

He wants to say more, but all that comes out is,   "I'm glad I met all of you."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
Awful
      
     "Anri"    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 31/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 2/4 1st, 1/2 2nd 
 
 "Hrm."   Anri made a noise as she poked at her half-healed wounds. As little as she knew, sewers seemed a bad place to have open wounds. With a frown, she wrenched out an errant spike the shield had left in her. The battle had been very close. Poisoned, stabbed and shot, the little elf had come close to the precipice of nonexistence, like when she was sleeping in the tower.

What would happen when she died? Would she wake up in another tower? Would she go to these god things that kept being mentioned?

Something felt... off. Like she'd used to be... stronger, somehow. That was she was now was less than what she had used to be, even if she didn't remember what  used to be  was. The others seemed to all be alive, which was... good? Though some of the Iron Fist were dead, their cells were very boring, so the elf found herself somewhat ambivalent.

Dismissing the flames sheathing her axe with a click of her tongue, she padded over to the kobold she'd scorched and sliced but left alive, looping a hand around its leg-stumps and dragging it to the others.
 
 "Here's the alive one,"   she announced, depositing it like a cat presenting a mouse. She frowned down at it in sudden thought, the motionless creature unconcious.   "I think it's alive."   
 
  
 
 Spoiler: OOC 
 
Amnestic
 "An excuse to get out of the stink? I knew you cared. I'll meet you back at the inn."  Senna cracks with a smile, as she takes the opportunity to escape the sewer. She does spend a few moments patching up the three unconscious kobolds (including the one dropped by Anri) and rousing them with smelling salts before she graciously accepts her "escort" of three Flaming Fist soldiers back to the surface. Whether affected or genuine, as they exit the cistern you hear her girlish giggling fading into the distance; an attempt at lightning the mood, perhaps.

The kobold captives are roused just in time to hear Grok bringing the destruction of their altar. Whether its his dwarven blood singing or his own trained skills he finds it a simple task to target the weaker points and chip away at the stone. The rhythmic clang of metal piercing stone and the scattered chunks skittering across wood and rock echo throughout. A desecration to the true believers, and a cleansing to those who (perhaps) know better.

The trio wake up scared, confused, injured, and exhausted. Restrained and unable to move they straight against one another, yipping and screeching unpleasantly as they try to pull away with urgency.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Raven Form, Mage Armor, Armor of Agathys (5/5), Bardic Inspiration 
 The Sewers 
 "Um, thank you,"  Sam tells the elven girl, trying not to cringe too hard at the state of the footless kobold. When the three are roused, Sam feels pangs of sympathy even in spite of the dark deeds in which they'd taken part, even as he feels disjointed pangs of satisfaction at the bloody business around them. It's an uncomfortable juxtaposition of conflicting natures that makes him feel a little ill. Or maybe that's just the sewer fumes.

Grepha perches upon his shoulder, still wreathed in shadows and frost that make the bird cut a much more intimidating figure. Seeing Gil walk out of there alive and well brings its own mixture of conflicting feelings, as relief and satisfaction at a job well done blend together with a sickening roiling in her gut where the devil recoils at this act of unbidden charity with no question of repayment.

The two of them speak to the cowering kobolds in the Draconic tongue, hoping they know it well enough as the Glintrunners did. Sam brings out the flyer from the Cult of Prismatic Platinum first, on the off chance that one of them knows something about it.

 
 Spoiler: Draconic 
 "Quiet down,"  Grepha caws at the kobolds, attempting to silence them so that Sam can speak.

 "It's alright. If you cooperate, I'm not going to kill you. Do you know who is spreading these papers?" 
 


After the questioning about the flyer, Sam asks them a couple more questions.

 
 Spoiler: Draconic 
 "What other dangers are in the sewers? Do you know anything about the rat people?" 
 "Have you noticed anything strange in the city above? Or strange deals taking place hidden down here?" 
 


Once Sam exhausts his questions, Grepha asks one of her own.

 
 Spoiler: Draconic 
 "Where does your tribe keep your eggs?" 
 "Why are you asking that?"  at first, Sam responds with shocked disapproval.  "We're  not  here to hurt any eggs or kids or anything like that." 
 "Of course not. But without anyone to care for them down here, they will die or be exterminated by the next batch of guards to cleanse the sewers,"  the black bird looks down at the frightened lizards.  "We will deliver the eggs to another tribe of kobolds to be cared for. These cultists cannot be allowed to poison our allies' minds with their nonsense, but there is no reason to genocide their children." 
 

 
 Spoiler: Rolls 
Sam Persuasion with Grepha Help to get the kobolds to cooperate
 (1d20+9)[ 11 ] 
 (1d20+9)[ 21 ] 
 

 
 
  
Amnestic
The kobolds do not quieten down, and in fact only screech harder when addressed, babbling over one another to answer in a mixed jumble to each question, in order.
 "Don't know, don't care. 
 "Not me." 
 "Not us." 
 "All sorts, hope you die!" 
 "Crawlers and slimes and rocks and men and rats and snakes and goop and shadows and-" 
 "Rats are stinky." 
 "Hope you drown." 
 "Never go to city." 
 "Undercellar has dirty deeds." 

On the topic of eggs, they finally fall silent, and refuse to answer, regardless of cajoling or arguments made.
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 21 HP: 36/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
As the kobolds are questioned in their foul incomprehensible tongue, Grok continues wielding the pickaxe with the hands of an expert, slowly but steadily reducing the altar to rubble.

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Raven Form, Mage Armor, Armor of Agathys (5/5), Invisible, Bardic Inspiration 
 The Sewers 
 
 Spoiler: Rolls 
 (1d20+8)[ 17 ]  History to see if Sam has read or overheard anything about this Undercellar place.
 

  Well, the first one is not very cooperative at all. Regretting that you gave up on the suggestion magic?     No. It's too tempting to misuse.    Refreshingly honest. I can take care of the consequences, if you prefer, Grepha offers telepathically. Sam frowns and hesitates.   You heard the thing. It's not going to stop killing.  

Reaching down, Sam picks up the second and third kobolds and unties their legs. They'd answered, even if their answers were unclear or unhelpful. And he's not about to hold against them their protection of the eggs. Leaving their hands bound, he sends them off with a push.  "Let these ones go,"  he tells the others.

Waiting until the two kobolds are far enough away, Grepha fades from view. With any luck, it would be in their heads to protect the hatchery, wherever in this forsaken network of tunnels it might be.   Let me see if they lead me anywhere useful,   she transmits. Sam gives her the mental go-ahead, and she takes off after them. With Grepha gone, Sam looks down at the last, uncooperative kobold. His eyes glance to the dwarf, who he knows would be willing to end it.

Remembering his prayers, Sam takes a slow,  shallow  breath. He decides to make one last attempt in spite of Grepha's reservations, taking a squatting position.

 
 Spoiler: Draconic 
 "This tribe was destroyed by your leader looking for power for his magic hat. Thinking about how they can live is loyal to them, trying to look impressive is selfish. If you take me to where the others will group, we can find a way for the ones left to live." 
 

 
 Spoiler: Rolls 
 Sam 
 (1d20+9)[ 25 ]  Persuasion

 Grepha 
 (1d20+5)[ 19 ]  Stealth
 (1d20+5)[ 14 ]  Invis Advantage

 (1d20+3)[ 22 ]  Perception if needed to follow the kobolds
 

 
 
  
Amnestic
The kobold leans forward, lowering its head, before hacking up a globule of spit right into Sam's face.  "Think I can be tricked? I'm not weak like the others, my belief is pure. I won't let you corrupt or kill our young." 

The released pair seem smart enough not to immediately rush to the eggs, wherever they might be. Unfortunately they're also not...well, fortunate. As they make their escape, running down tunnels this way and that, one of them slams facefirst into an otherwise invisible gelatinous cube. The acidic geometric jelly melts flesh and muscle from bone in a silent scream in a matter of moments. The remaining individual takes off in another direction, but ultimately just stops and huddles in an alcove, alone. Watching and waiting.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Raven Form, Mage Armor, Armor of Agathys (5/5), Invisible, Bardic Inspiration 
 The Sewers 
 "Well, can't say I didn't try,"  Sam gets up and wipes off his face.  "This one's not going to turn from their dark god,"  he tells Grok solemnly.  "Make it quick, at least." 
  Be wary of gelatinous cubes,   Grepha's mental voice prods.   This may take some time. Don't wait up for me.  

Listening, Sam dutifully reports to the others,  "Grepha says not to wait up for her. And to watch out for cubes. One of them said something about a place called an Undercellar. I remember reading about it in some law journals back in Candlekeep. It's a not-so-secret brothel for the rich, involved in a lot of shady stuff. But too well-connected to shut down,"  he describes the place bitterly.  "It's possible someone there knows something about the weird stuff going on in the city, come to think of it... but it wouldn't come cheap. And we'd have to be careful." 
 
 
  
Amnestic
 
 Spoiler: History on Undercellar, totally didn't forget it last post 

A brothel beneath the streets of Baldur's Gate, hidden by a network of tunnels and with entrances spanning much of the city. It caters to nearly any interest you could have, if you have coin to buy them and their silence. Rumours abound of the rich and powerful as well as the less-powerful but still well off attending in secret. Catering as they do to the moneymakers and moneyspenders of the city, any attempt to shut it down for illegal practices has been stymied and ultimately went nowhere.
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 21 HP: 36/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: Concentrating
 
Making one final swing with his borrowed inferior pickaxe, Grok finishes demolishing the profane altar, and kicks the remaining rubble into the sewer.  He mutters a quiet prayer to Dumathoin as he finishes up his work, before he tosses the battered pickaxe aside, and responds to Sam.  "Undercellar?  Sounds foul.  We'd need a plan.  And to be prepared."
He pauses, and looks over the somewhat greenish faces of his companions, and then at the remaining kobold.  And then hefts his glaive.  " Anything you have that might persuade me to not kill you? "

 
 Spoiler: OOC 

 (1d20+5)[ 8 ]  Intimidate

If the Kobold declines, Grok will finish the thing off.
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Since he doesn't speak draconic, Leaf avoids the interrogation and keeps collecting coins and gems, searching the bodies for anything else valuable or any more information. He's not terribly concerned about what happens to the kobold. On the one hand, killing a defenseless creature might be seen as wrong. But on the other hand, ridding the world of an evil creature is a good thing. As long as no one tortures it, he stays out. He doesn't like torture, even if some think it is useful.

  "I'm ready whenever you are done with the prisoner."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 22/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 7 / 7 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Preferring to leave the punishment of the unrepentant kobold to her newer companions, Caelyn steps up behind Sam and frowns. It wasn't that she didn't have an opinion on what to do with the hostile little dragonling, but the others cared more about it than she did. "The Undercellar? I hadn't heard of it. " She gives her brother an acidic smile. "I'm glad that when we were all learning our trades your mind was on the most important information you could find- the site of a legendary flop house for the rich and famous. Good job."  She wrinkles her nose at him before her smile softens.  "I suppose we know what our plans will be for the night. We should all change." 
 
 
  
Amnestic
The last remaining kobold, faced with death, sits resolute in the face of it. If Grok is close enough, he aims another globule of spit his way.  "I don't fear death." 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 21 HP: 36/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: Concentrating
 

Grok impales the kobold on his glaive, swiftly killing the creature, before he turns to the multitude of companions.  " First step is leaving the sewers.  Then we plan. "

With that said, he looks around for a nearby exit to the surface.
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 16 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Raven Form, Mage Armor, Armor of Agathys (5/5), Invisible, Bardic Inspiration 
 The Sewers 

The sound of the deed done brings a frown to Sam's face. But he is glad to have chosen the allies he did. Even the dwarven warrior of justice, known by reputation for being stoic and stubborn, had taken time to offer one last chance. It is the time after the battle, dealing with prisoners and survivors, that Sam hates most. Killing in battle you can forget. Or, he has learned to.

When Caelyn comes by, Sam looks to her and makes a playful shrug and a forced smirk.  "Hey, I've always liked to read! It's not my fault most wizards and scholars make their reading material so dry it could spontaneously kindle. They should consider hiring some bards and skalds to spice it up!" 

Leaving Grepha to her self-appointed mission scouting further in the sewers, Sam trusts she will find her way out eventually. Being able to crawl around in so many forms has its benefits. Though he does feel guilty leaving the stench to her alone.  "We definitely need to wash ourselves. And before we go poking at Undercellars, there was some enslaved fey Grok wanted to go investigate? Being held by a Rage-wizard?" 
 
 
  
Amnestic
 Party 

After finishing up with the altar, the corpses, and your not insubstantial loot gains, the party (sans Grepha) seeks a path back to the surface. It doesn't take too long, and by the looks of things you follow in the footsteps of Senna, Gil, and the other Flaming Fist. You emerge back onto rainslick streets, with darkness encroaching in above. There's no sign of the others, who presumably have already moved along to the inn and barracks respectively. You earn some scrutinising looks from those hurrying past, but most are too focused on not being in the cold and wet than to bother querying why a band of eccentrics are climbing out of the stinking sewer, smelling of death and decay.

 
 Spoiler: OOC 

I assume you're probably going back to the inn to short rest and become less stinky.

Probably best to decide definitively where your next objective is as a party.
 

 Grepha 

Grepha swoops along the tunnels, twisting this way and that in search of anything. For the most part a sewer is a sewer, filled with dirt, grime, and not a whole lot else. Ahead of her she hears the sound of chomping teeth on bone, and rounds a corner face-to-face with an enormous frog-like creature that takes up almost the entire tunnel on its own. While it retains two of its webbed feet, it has four other 'arms', each one ending in a purple-tinged tentacle. Its mouth is lined with razor-sharp teeth, from with a protruding dripping tongue sticks out. In addition to its normal pair of eyes, its nose has been replaced by an eyestalk topped with a trio of blinking ocular receptors. Three of its tentacles are currently occupied holding on to the half-eaten bodies of large rats and a kobold. The other whips along the ground as it stomps forwards. It "sniffs" the air with its eyestalk, and seems to peer directly at Grepha.
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 21 HP: 36/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: Concentrating
 
After emerging from the sewer, Grok looks up at the pinging rain for a moment before resolutely lowering his gaze to the dirty cityscape before him, and stamps his feed, knocking clusters of... mud(hopefully) from his boots.  That vital task completed, he glances back to his temporary? companions.  " Looks like it's terrible weather today.  What do you say to a nice, hot meal at the tavern, and we can talk. "
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | -- 
 Sam 

With a nod of agreement, Sam starts walking his way out of the alley ditch and lets the rain pour over him, casting some prestidigitations upon his clothes to wish away the worst of the clinging stink until he can reach a proper bath.  "Personally, I'm most inclined to see that wizard you mentioned,"  he tells the dwarf.  "But I don't think he'd let us in like this." 
 Grepha 

Grepha waits. She waits and watches the last kobold, lingering in his hidden nook in the sewers. She waits until her patience for remaining in the stinking cesspits wears thin. Though with the fates of his allies, perhaps the creature's cowering is clever, rather than merely annoying.

But waiting forever will solve nothing. Grepha peels off her enchantments one by one, the ice armor and smokey aura that would have betrayed her identity as the bird to the little lizard. One thing she's learned about kobolds is that they are not as dim-witted as she'd believed. Climbing up to the pipe-rafters of the nook they are in, Grepha peels away the last layer of sorcery, her invisibility vanishing.  "You seem to be in trouble, little one,"  she croons in Draconic, attempting to disguise her voice as well.  "Maybe I can help. What has you hiding down here?"  She lets her stinger tail dangle like that of a cat, hoping it seems non-threatening enough not to spook the kobold into running immediately. They follow a dark god, perhaps a helpful imp would be seen as a boon... it had been a while since she put on the devil charm, hopefully she'd not gotten rusty.

 
 Spoiler: Rolls 
 (1d20+4)[ 7 ]  to avoid giving away that she was the magic bird, and appear friendly
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf had avoided getting dirty in the sewers, hopping from ledge to ledge, rock to rock, and staying out of the muck. But even with his balance, he couldn't avoid the stench permeating his fur. Even though he hates water and hates being wet, he knows that now is not the time to be squeamish. He lets himself soak in the rain in a vain attempt to get the stink off of him. But it is for nothing. He will need soap, especially if he wants to have any fun at the Undercellar. He'd heard of it but had never been, and is excited to finally get to see it.

  "First, we need baths. I think we need to investigate the Undercellar, but agree that going to see this wizard might be more urgent. It's up to you Grok."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
Amnestic
 Sewers 

The kobold squeaks and panic-swipes at Grepha with a claw, though the talons find only air. Whether it recognised the ruse or simply didn't find the appeal of an imp appearing with offers of "help", or even perhaps was too scared of everything and anything, it still takes off running further down the tunnels away from Grepha.
Awful
Anri emerged from the sewer with relief. She stepped out into the rain, letting it saturate her lion skin and rattle its fingers off the blade of her axe. To the inn, then, and with haste, to wash the stink and slime of the below off of her.
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 36/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok nods at Leaf's response as the armored dwarf continues walking towards the tavern.  " Agreed.  Ragefast shouldn't take too long.  And I think we need to have a plan before going to the undercellar.  It's a den of scoundrels.  They always have another exit.  We need to either block those exits, or convince them to not flee when we visit. "  He frowns as something occurs to him.  " If Ragefast's the sort the rumors paint him out to be, he probably knows more about the undercellar. "
His piece said, Grok continues tromping through the rain-slicked streets, rain plinking from his armor with all the stoic endurance dwarves were known for.

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Invisibility 
 Grepha 

Leaning back away from the claw swipe, Grepha rolls her eyes. So much for the nice way. Spreading her wings, she vanishes from sight and takes off at a steady glide after the kobold.
 
 
  
Amnestic
 Party 

The party returns to the tavern for some much needed cleansing, picking up Senna, and information gathering on Ragefast's home location.

 
 Spoiler: OOC 

Short rest. Roll any hit dice as required.

Senna:  (3d8+9)[ 25 ] 
 


It's not hard to find people who know of him - a wizard of some renown, his place of residence is kept in the central 'quarter' of the city. By the time you arrive, night has truly fallen and the streets are lit only by the light from the houses within or the occasional carried lantern.

A thick stone wall, perhaps five feet in height, surrounds Ragefast's estate, though no gate bars entry to the grounds. The exterior is a grassy lawn scattered with tall trees that grow beyond the wall's height as a small nexus of natural growth - restrained though it is - within the otherwise stone-and-brick city. The building itself seems relatively new, and cared for. Rather than a standard rectangular layout, it instead has an ostentatious dodecagon exterior. Each of the 12 walls, save for the main entrance, has a window looking out, though they seem guarded by curtains blocking sight within.

The roof of the 12-sided building ascends into a single tower, rising to perhaps a third floor overlooking the area. On one side of the tower you can see what looks to be an opening, through which a large telescope extrudes.

The doorway  appears  welcoming enough, with a pair of  Continual Flame  lanterns flanking the door to give it a bit more brightness compared to some of the surrounding residences.

 Grepha 

Grepha swoops along the tunnels, twisting this way and that in pursuit of the kobold. For the most part a sewer is a sewer, filled with dirt, grime, and not a whole lot else. The creature rounds a corner ahead of her and lets out a piercing screech, followed by sound of chomping teeth on bone. The imp rounds a corner face-to-face with an enormous frog-like creature that takes up almost the entire tunnel on its own. While it retains two of its webbed feet, it has four other 'arms', each one ending in a purple-tinged tentacle. Its mouth is lined with razor-sharp teeth, from with a protruding dripping tongue sticks out. In addition to its normal pair of eyes, its nose has been replaced by an eyestalk topped with a trio of blinking ocular receptors. Three of its tentacles are currently occupied holding on to the half-eaten bodies of large rats and a kobold - the one you were following. The other whips along the ground as it stomps forwards. It "sniffs" the air with its eyestalk, and seems to peer directly at Grepha.
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 46/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 2 / 7 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn, who had managed to avoid being sprayed with sewer water or damage through the first half of their journey down into the sewers, was just as eager as the others for a bath and a refreshment when they left the foul smelling waterways. She washed at the inn, had a few drinks to ease her sore muscles, and most importantly, flushed and cleaned her wounds with her sister, knowing that sepsis cuts deeper than any kobold could manage.

When they arrived at this wizard's hold, Caelyn took a small bundle of seeds out from the bottom of her bag and whispered to them before turning her attention back to her allies.

 
 Spoiler: To the Seeds 
 I hope we free an ally or a family member of yours this day. None should be forced to serve. 
 

 "We should be careful. I sense the term "adventurer" coming suspiciously close to "breaking and entering" if we are not careful... or importantly... if we are caught." 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
After enjoying a hot meal, some mediocre ale, and a bucket of water, Grok was once again ready to face the world as he leads the way to Ragefast's hold(Said route may not have been the most direct).

Grok gives the short wall, and plantified grounds a frown as he walks through the entrance, to the door leading into the dodecagonal structure.  Reaching the door, he does the unexpected.
He knocks.

 
 Spoiler: OOC 

Rolled 3 HD in chat, getting 25 hp back.  Used an additional 16 from lay on hands to fully heal.
Also used channel divinity to restore a spell slot before the rest.
 

 
 
  
Amnestic
A moment or two pass after Grok knocks, then the door's wood twists around its core, forming the grains into the rough shape of a mouth and a pair of eyes - animated and alive as surely as your own are. It yawns, loudly.  "Ahhh, and right in the middle of my third nap of the day."  It speaks with a tired, eminently sleepy voice. The door's eyes glaze over you, though they barely seem to focus or take you in.  "So? What is it you want? Hopefully not more  sales  people."  If the door could shudder, it clearly would do from its voice.  "Get on with it. I don't have all night." 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Invisibility 
 Sam 

After a nice bath and some prestidigitation, Sam and his clothes are looking and smelling fresh once more. Stepping outside into the night air, he stretches gladly and walks along with the others. At the home of the renowned wizard, Sam examines the building and takes in its ostentatious displays.  "He's obviously respected around here. We should take care to solve this diplomatically, and if not, remember that we mustn't kill anyone,"  he cautions the others. They are already on some thin ice with the Fist. While they walk into the yard and up to the door, his mind sifts through any information on the subject that might help them carry this out on the right side of legal grey areas.

 
 Spoiler: Rolls 
 (1d20+8)[ 20 ]  History to know of any relevant laws in Baldur's Gate about holding creatures like nymphs captive or enslaving them; and if legal, the necessary safety precautions when doing so
 


As the magical door-mouth addresses them, Sam glances up at the telescope and gets a few ideas to get them inside, stepping forward.  "Hello, this is the renowned wizard Ragefast? I was an apprentice of the late Gorion, and I was hoping to find someone to help me with some astronomy questions about some strange charts my companions and I located,"  he announces.

 
 Spoiler: Rolls 
 (1d20+9)[ 29 ]  Persuasion if enough truth-nuggets qualify, -5 if Deception is deemed more appropriate
 (1d20+9)[ 26 ]  Advantage if somebody gives Help
 

 Grepha 

Stalling in her flight as she comes upon the kobold-crunching froggy behemoth, Grepha assesses the situation briefly and then turns in the opposite direction, retracing her flaps. An idea comes to mind. When she draws near to the nook in which the kobold was hidden, she first passes it by and smears her hands and feet along a path to leave a scent trail, then doubles back. She grimaces before closing her mouth and eyes, and rubbing some of the foul water from the canal upon her torso to conceal her scent. Then she ducks into the nook and hides.

She hopes that the creature will chase her trail, allowing her to slip past behind it.   I am going to be owed so many of Vala's pepper poppers for this,   she thinks to herself while lurking and waiting.

 
 Spoiler: Rolls 
 (1d20+5)[ 17 ]  Stealth to slip by the frog
 (1d20+5)[ 14 ]  if the combined  smell-camo  and invisibility grants Adv
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf takes his bath with the accompanying discomfort. He hates baths but can't spend any more time stinking of the sewers. He shakes his fur dry and puts his armor back on, hopefully after someone uses prestidigitation to clean it. Otherwise, he puts on a little perfume to mask the scent.

At the wizard's house, he tries to help Sam with the introductions.

  "We would love some help with these. Especially from someone so knowledgable."  

He then slowly moves to the back, hoping not to be noticed so he can better sneak around inside if he needs to. He pulls his cloak up and stays behind his larger companions.

 
 Spoiler: OOC 
Help action for deception or perception

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
 

 
 
 
  
Amnestic
The door ruminates for a moment, but eventually concedes with an  "Oh, very well."  Its face morphs back into the clean wood and it swings open, allowing you entry into a small greeting hall. Two lines of multicloured cloaks are hung on opposite walls, along with there being a half-dozen chairs and benches set for relaxing. The white flame burning in a fireplace tells you it's magical, though this one at least gives off heat as well as light. Notably, there are no doors, save the one you entered from.

A small, winged black cat sits on a table, watching you with gleaming eyes.  "The Master will be with you shortly." 

Sure enough, after a few minutes one of the far walls distorts and warps, opening to reveal a middle-aged human, with dark brown hair neatly trimmed and perfectly coiffed, matching his short beard. He carries himself with an air of noble distinction when he steps through, and clearly appears to be a man of some means, given his deep sea-blue robe trimmed with elegant gold patterns. His hand rests upon a cane, though he doesn't seem to need it to walk, and from the gemstones inset in the wood you could take it to be magical. He looks you over, standing beside the winged, talking cat.

 "My door informed me an astronomy student of Gorion's wished to speak about the stars. Looking at your group, I believe you lied. Tell me why you're here, before I call the guards." 
 
 Spoiler: History 

Whatever laws of equality may have been structured to be originally, they were whittled down by endless niche exceptions carved out by spellcasters to protect their own interests.

These days the rules are broad and simple: Binding (or enslaving) planar creatures - which would include fey nymphs - is permitted, since it falls under the same exceptions as calling familiars or other summoned creatures. This may be revoked for individuals if such binding causes public unrest or disturbance.
 

 Grepha 

Grepha holes up for a moment, hoping against hope that the Froghemoth will move past without spotting her. The great lumbering creature stomps along the sewer, whipping its free tentacles this way and that as it searches for additional sources of nutrients. Though she tried her best to remove the stink of blood and hell on her and replace it with the grime of the sewer, the under-dweller is familiar with such deceptions, and lowers its eyestalk to again look directly at her, its tentacles streaming towards the imp.

 
 Spoiler: OOC 

They've got a PP of 19, so 17 is sadly not good enough.

Grepha is adjacent to the Froghemoth and won on initiative. I'm not doing a map for it, I doubt I'll need to. Grepha's up.
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Following the excellent introduction of the dragonoid, Sam, Grok headed into the the house, following their invitation inside.  At Ragefast's fairly polite introduction, Grok nods, once, acknowledging the deception of their entry, before he replies.  " We mislead.  We're here about the nymph.  It's one thing to bargain.  Another thing entirely to imprison. "  He pauses, and looks directly into Ragefast's eyes.  " Do you have an explanation? "  In the silence that follows his rocky words, Grok stands calmly, making no threatening actions, simply waiting for a response.

 
 Spoiler: OOC 

If appropriate?  Persuade:   (1d20+6)[ 10 ] 
 (1d20+6)[ 9 ]  Advantage, if someone helps out?
Edit:  Oof, there's the rolls, and what I get for trying to have Grok be a bit talky.
 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Invisibility 
 Sam 

Taking a seat in the wizard's abode, Sam looks at the winged cat with curiosity, trying to pin down what kind of creature it might be. His mind runs on two parallel tracks, searching for angles to take in freeing the fey.

 
 Spoiler: Rolls 
 (1d20+8)[ 15 ]  Religion to identify the kind of planar creature the cat is; -5 of Arcana is a better fit
 (1d20+8)[ 26 ]  History to determine if enabling a scenario in which the nymph frees herself would be a crime for them or for Ragefast, since the wizard would likely be culpable for the actions of their own familiar
 


When the man of the house arrives, he begins to withdraw the star chart he'd found below. But their paladin is a bit more forthcoming, and Sam tucks it back away.  "Oh, well you see I did have an astronomy question, but there have also been some public complaints about the captive nymph. You know, concerns about retaliation from the fey spilling over on others." 
 
 Spoiler: Actions 
Help action on the Diplomacy, for what it amounts to
 

 Grepha 

Grepha launches out of the nook as the froghemoth crouches down to peer in at her, attempting to sail past it and speed down the tunnel behind it. A desperate last ditch attempt, but nothing ventured, nothing gained.

 
 Spoiler: Actions 
Fly-Dashing through the big frog's space, since I'm guessing it's at least two sizes larger. Its spaces she crosses are difficult terrain, and she has 80 feet of move to work with.

Movement provokes AoO.
 

 
 
  
Amnestic
A flash of anger and irritation crosses over Ragefast's face.  "So, the commonfolk saw fit to imagine gossip of me and my Abela? Lies and rumourmongering on the streets that lead...what, an armed group of vigilantes dreaming of heroism to storm my home under false pretenses? Or puppets of that monster Ramazith?"  He taps his cane into the stone floor, punctuating his words with a reverberating sound.  "You know nothing. Abela is not my slave. We are in love." 
 
 Spoiler: Arcana 

The animal is most likely a tressym, a magical winged cat that are often favoured as wizard's familiars. Most of them can't speak.
 

 
 Spoiler: History 

You would be the provoking cause of this, so you would still be legally liable, same way if you made a demon "free itself" and it went on a rampage as a result of that. While Ragefast may be potentially liable as well, you'd catch the majority of the weight from it.
 

 Grepha 

The imp attempts to slip away, but the Froghemoth is faster, and clearly practiced at lashing small things with its tentacles. It wraps the slimy limb around the imp, then pulls her in close and chomps down, swallowing her whole, pressing her into the worst possible place. There might be some solace in knowing she won't go out the other end, but she can already feel the creature's stomach acids eating away at her.

 
 Spoiler: OOC 

The Froghemoth hits with its tentacle, grappling Grepha and locking her in place. (17 non-magical bludgeoning damage).
On its turn it then bites, and swallows her (17 non-magical piercing damage). She's restrained and blinded.

I'm fairly certain she's not getting out of this, but she does get another turn to try. &gt;_&gt;
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 10/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Invisibility 
 Sam 

Tilting his head to the side, Sam scratches his chin at the strange news. Rather than jump to any further conclusions, he tries reason.  "We're not exactly storming anything,"  Sam gestures at himself, seated casually in the wizard's sitting room.  "Who is this Razamith? Ramazith? Does he have a reason to spread rumors about you?" 

Sam receives a small ping in the back of his mind when Grepha bites it down below. He remains quiet about it for now, waiting for her spirit to return and fill him in on what happened.

 Grepha 

Spiteful to the end, Grepha gives the beast a final sting on the inside of its guts.

 
 Spoiler: Actions 
Grepha stings the Froghemoth. Unlikely to amount to much, but it's the principle of the thing.
 (1d20+5)[ 6 ]  to hit
 (1d20+5)[ 9 ]  Disadv from restrained
 (1d4+3)[ 7 ]  and  (3d6)[ 8 ]  poison, DC 11 Con  (1d20)[ 18 ]  to half
 

 
 
  
Amnestic
 "You come here bristling with weapons and lies, fully armed and armoured. Do you think I would be intimidated by such a show?"  He waves a hand dismissively.  "You must have seen his gaudy tower in the north of the city. Ramazith has long been jealous of me, for so many reasons. Now he seeks to steal away Abela for his sick experiments. It wouldn't surprise me if he was the one who spread the gossip in the first place, to turn the people against me." 
 Grepha 

It's hard to twist her stinger to stab at the Frog's guts. Harder still to pierce the thick blubbery organs, and pressed in from all sides she struggles to land a proper blow. Her twisting attempts only coat her more in the acidic liquid, and she quickly feels her essence being dissolved away from the material plane - a painful exit to be sure, but it could have been worse.

 
 Spoiler: OOC 

The stomach acid hits for 11, which unfortunately ends her.

Froghemoths are CR12, which is a decent challenge for the party, and pretty overwhelming for Grepha on her lonesome.
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok frowns at Ragefast's words.  " Could be.  Do you mind if we talk to Abela?  If all is well here, we can have a less friendly discussion with Ramazith about spreading rumors. "

 
 
  
Amnestic
 "Ah, of course."  Ragefast says, with mock agreement.  "Please, heavily armed strangers who introduced themselves solely through deception, please come into my home! Step inside, marvel at the artifacts I have acquired, perhaps you might like to fancy yourself to some jewels in addition to being given immediate access to my love."  He snorts derisively.  "You take me for a fool with this question, and Ragefast is no fool. I still have yet to hear a reason for me to not call the guards." 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: Ghost/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | -- 
 Sam 
 "Ragefast sir, we only came to ask questions. The paladin here is perhaps a little too quick to judge,"  Sam tries to smooth things over before the situation turns violent, standing up and beginning to walk to the door.  "If Ramazon is the source of these rumors, then we'll pay him a visit and a scolding. No one should be harassed because of who they love. Come on, everyone, let's get going."  He gives the party a look and waves his hand.

 "And ah, maybe give me a chance to ask the legitimate astronomy questions and make some conversation before jumping to accusations next time, hey?"  he adds.  "Honey and vinegar, or something like that." 
 
 Spoiler: Rolls 
 (1d20+9)[ 18 ] [/roll] Persuasion to smooth things over
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

While the others are discussing the nuances of human-fey love vs imprisonment, Leaf takes the opportunity to look around. First, he looks up to make sure there is a window he can escape from. If so, he then waits until the wizard turns his back to him to engage in the heated conversation with Grok, making sure the Tressym is distracted as well.

With his hood up, if no one stops him, he sneaks into the tower.

 
 Spoiler: OOC 
If there is no apparent exit window, or the wizard is guarding the passage, ignore all of this.

Perception  (1d20+7)[ 25 ] 

Stealth  (1d20+11)[ 22 ] , Advantage  (1d20+11)[ 14 ] 
Target has disadvantage on perception roll, which I think is -5 to passive perception.

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
 

 
 
 
  
Amnestic
 "You burned the good use of Gorion's name when you used it in a lie, I am not so flush with free time that I can entertain any would-be student who crosses my threshold. My door will forbid you entry unless you come with news I care to hear. Go, speak to Ramazith, see where his machinations lead you and this city astray. We are done here."  He waves you away, never taking his eyes off you, or his hand off his cane.

 
 Spoiler: OOC 

Grok Insight - Regardless of truth or not, to Grok's eyes Ragefast seems to believe everything he's saying.

There's no chance to exit for Leaf while in the entrance hall - Ragefast and the Tressym are both watching the group as a whole, and the only exits are a window and the door behind you, both of which are in line of sight.

If you want to try climbing the exterior after the party leaves you can do.
 
Amnestic
The wizard and familiar watch you leave, and the door slams shut behind you, as if by magic, leaving you once again out in the cold of night. The streets are quiet, quieter still as you make your way north, out of what is in the daytime the busy centre of the city towards the northern area, where nobility and the Ducal Palace resides. Even with little light to go by, you can still see the imposing tower of Ramazith jutting out above the other buildings around it. Decidedly cylindrical, this blue building with terracotta tiles stretches perhaps many floors into the sky, though how many exactly isn't clear from the exterior you would guess at least six.

When you knock on this door, it swings open automatically, revealing the interior. To your left a set of stairs curve along the wall upwards, while on the right is a wall that segments the tower into two semi-circles, granting you visibility of only half of this floor. A roaring fire blasting with heat burns in a corner, surrounded by comfortable looking sofa and chairs. Near to the door, a shelf is arranged with a line of glimmering large rocks of various colours, though it's hard to tell if they are valuable or simply a cheap but pleasant decoration. Beside the chairs is a bookshelf stuffed fat with tomes, though there is a clear gap where one is missing.

The tome is held by a more elderly man, perhaps in his 70s or 80s, reclining on the sofa. In his spare hand, he appears to be nursing a goblet of wine. When the door swings open, he lowers his book and gives you an appraising look.  "Rare are the days any see fit to knock on my door anymore."  Ramazith's voice deep with age and has a patience honed by years.  "Wipe your feet as you come in. It's nothing personal but I will keep reading as you tell me who you are."  And so he raises the book back up, lowering his eyes from you once more.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: Ghost/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | -- 
 Sam 

Wizards sure do like to stand out. Sam wipes his feet at the door before making his way inside, and remains standing since they weren't invited to sit.  "Hello, sir. My name is Sam. Sorry to bother you so late, we've been investigating some dangers around the city and doing what we can. We each had some questions,"  he reaches into his bag and pulls out the star chart he'd found below.  "Mine is about this star chart. I found it in a den of wererats we cleared out, and I found this chart connected to the Cult of Prismatic Platinum. I was hoping to see if anyone knows about their activity in the city, or the deeper meanings behind these charts they disseminate." 
 
 Spoiler: Rolls 
 (1d20+9)[ 20 ]  Persuasion if necessary to get catch the wizard's interest
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 46/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 2 / 7 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn felt her rage bubble under the surface when the blasted wizard accused... well... they sort of did... nevermind. Onward to the next wizard. This one seemed just as pompous, but slightly more reasonable. Still, she remained silent, as she was far from a social butterfly and farther from an expert on the arcane. She followed her family in, watching their new companions to try to learn more about them and their reactions.
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Frustrated at his own foolish eagerness getting in the way of getting to the bottom of the rumors, Grok falls silent for the remainder of the visit with Ragefast, and continues to remain silent at Razimuth's visit.  All the while, suspicion lingering in his mind.

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf isn't sure these wizards are going to be much help, so he again stays in the back of the group with the hood of his elven cloak pulled up. He looks around the room, first for any exits he might be able to sneak through if he decides to investigate further, and then for anything that might be valuable.

 
 Spoiler: OOC 


Perception  (1d20+7)[ 25 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
 

 
 
 
  
Amnestic
 "Stars aren't an area I have any particular interest in. Why bother when there's so many things closer that matter more? That hack Ragefast might know more, though I'd be surprised if he knows anything at all."  He sounds bored by the question.  "As for this cult...dragon-related, I presume? Mm. I can't say I care much for the minds of dragons or their followers when their bodies are what is important."  He sighs and turns a page.  "There's an orcblooded librarian working at Knowledge-Hold by the name of Livaan with a particular fondness for dragon stories. If you're interested in learning more I would speak to him." 

It's difficult to tell just how attentive Ramazith is being to you, and Leaf in particular. His eyes are set on his book, rather than the party, so you could potentially sneak up the stairs or through the side door without being noticed, assuming there are no traps laid or anyone waiting to spring. You notably have not seen a familiar in the room.
Awful
[QUOTE=Awful;25758098]      
     "Anri"    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 70/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 4 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 0/1 
 Spell Slots- 2/4 1st, 1/2 2nd 

Anri had been quiet, but she had wondered why they hadn't just axed the last wizard to death and released the nymph, if that's what they were supposed to do. This who-to-fight and who-not was a little obscure and somewhat irritating.

  "Anri, for now."   she'd introduced herself in her expressionless voice, but otherwise the little elf had just been looking around thoughtfully. This sort of place was almost but not quite familiar. It was a tower, though hers had been sunken and this one very much wasn't.

When the others had asked their questions, she would ask about it.

  "There's another tower like this outside the city. Sunken into the earth."   she said in her typical blunt way. She stared directly at him, gold eyes catching the firelight.   "It's a wizard's tower, you're a wizard. Who's was it?"   
 
  
 
 Spoiler: OOC 

-1 to persuasion for a reason
 
Amnestic
 "No idea what you're talking about."  He turns another page.  "It isn't unusual for arcanists of prominence to know each other - shared professional interests, and all that - but can't say I've heard of any submerged tower. Is it even a tower at that point? A question for the philosophers, rather than the spellcasters." 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf looks around at the others to see if they are going to stop him, although they may not know enough about him to even know they should. He takes one last look at Ramazith to make sure he isn't looking at Leaf. If it looks clear, he slips through the side door into the other room, keeping an eye out for Ramazith to spot him or for a familiar or minion to appear.

Once in the other room, he looks for any clues or anything valuable or interesting.

 
 Spoiler: OOC 
Stealth  (1d20+11)[ 20 ] , Advantage  (1d20+11)[ 25 ]  Disadvantage on perception roll

Investigation  (1d20+2)[ 13 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
 

 
 
 
  
Amnestic
Leaf opens the door to reveal a distinctly disorganised room, filled with all manner of knickknacks and items - a stuffed shark, a lone statue head, barrels, spools of cloth, jars of body parts from a number of creatures, a sarcophagus, tables piled with rocks which may well just be normal rocks, and tools both esoteric and mundane. More pressingly, there's a brief glimmer of magic beneath Leaf's feet, and the stone floor morphs into a massive hand that grabs at the tabaxi, too fast to be evaded. The stone appendage grasps him tightly, squeezing to deliver the point home.

Ramazith glances up at the noise, but then lowers his eyes back to the book.  "You shouldn't pry. You now owe me three hundred gold for resetting the trap. Two hundred for the materials, plus one hundred for my time and effort spent doing so. It will let you go in a minute or so. Close the door when you're out."  He seems utterly unperturbed by it, quiet confidence falling off the man in waves.  "Anything else?" 
 
 Spoiler: OOC 

Leaf fails their strength save (7 vs DC15) vs Glyph of Warding - Earthen Grasp and takes  8  bludgeoning damage.
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 52/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf has the wind knocked out of him by the magical hand. He gasps at first, both due to the squeezing and because he doesn't really think he's done anything wrong. Once the squeezing stops, he smiles at the wizard, but doesn't try to escape early.

  "I'm just a curious cat, sir. I'll stop if you want. This room is fascinating, though. I'd love to hear the story behind some of these items. Where did you get a stuffed shark? And why do you have a table full of rocks? You are a very intriguing man."  
 
 Spoiler: OOC 
I guess persuasion  (1d20+4)[ 13 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
 

 
 
 
  
Amnestic
 "Curiosity killed the cat, or so they say, and so it might if you'd tried to go upstairs."  Another page turn.  "I'm not going to pontificate on how I came about my collection, but suffice it to say you pick up a lot of things over the years. You came here with questions before knocking on my door, don't deflect from them." 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok, after hearing the questions going back and forth waits for a moment to interrupt, to bring the conversation a little more on track.  " On a less foolish note, we did try consulting Ragefast, however, he seemed a bit distracted, and rather upset with you.  Do you know why? "
 
 
  
Amnestic
 "Oh, is this what this is about? The nymph?"  He let out a wry chuckle.  "Yes I expect he's most upset at the moment. Poor man's fallen in love with the woman he's killing. Normally it takes a man years to wear his woman down, but he's doing it in a matter of weeks."  Whether he finishes his reading or simply chooses to give you more attention, he finally sets the tome aside and takes another sip of wine.  "He's quite right to be mad at me, you know. I was the one who spread the rumours about his bride-to-die, though they  are  truthful - at least when I started them. Gossip does have a way of running away with itself. Should I share his story...? No, I don't think I shall. The tragedy of it will ripen all the more from his mouth than mine. Put short, the nymph is cut off from nature, dying among the hustle and bustle of the hard city stone. He truly is in love with her, but he doesn't know how to save her, and even if he did he lacks the magic to do so. I, on the other hand, have both." 
 "Nymph hair is a prized item for many magical items and as a spell component, and I've been seeking a regular source for some time, but he swore quite vehemently he wouldn't let me have 'a single hair from her head!'."  He sighs, a bit theatrically.  "I can keep her safe, hale, and healthy, protected from rampaging men and beasts of the wild and let her live out a peaceful life, and once my own life comes to an end she can go wherever she wants. Perhaps she might even stay, having come to appreciate the safety my tower offered her."  He finishes his goblet of wine, letting out a satisfied breath.  "So there you have it. If you care to seek a profit, I will pay handsomely for you bringing the nymph to me unharmed, and if you don't, well, no loss to me, I suppose." 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: Ghost/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | -- 
 Sam 

Sam withdraws 300 gold from their money case and deposits it on the sitting room table.  "Sorry, he's still learning how cities work,"  Sam glances back at Leaf and shakes his head.

 
 Spoiler: OOC 
Deduction noted on loot doc.
 


When they get to the meat of the visit, Sam listens carefully. He tries his best to maintain a neutral posture, even as the wizard outlines intent to keep the nymph captive himself and harvest her hair. The idea is so twisted it makes his scales crawl.  "You seem to know a lot about him and the nymph. Do you have any hard evidence of it? Like a... wizard scry-o-vision recording?" 
 
 
  
Amnestic
 "You think I would spy on him? Utilise my vast wealth of magical energies to peer into his secrets?"  He feigns offense before chuckling again.  "You're quite right to think so, and I did, once, before he threw up a safeguard against it. Familiars can't get close either. I'm sure I could unravel such defenses, if I cared to try, but no, my information came from him directly. He came on hands and knees, begging for my help to save his lady love. I told him my terms - that she stay here instead. I even offered to let him visit, if she wished to see him still."  He refills the goblet from a pitcher on the table in front of him.

 "Can you believe he turned me down? Ah, the shame of it. There's no record of my prying though. You can take me at my word, or don't. Doubt is healthy to cultivate, so long as it doesn't turn to paranoia." 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 46/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 2 / 7 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn stayed silent throughout this conversation, much like she did with the previous wizard. However, her eyes smoldered. Pompous magic users, seeking to domesticate the beings of nature. If the only option was to see the dryad delivered to this one she would do it, but she had her own agenda in mind for saving her. If she was bound, Caelyn would break those binds. If she was enchanted, the druid would dispel it. If she was genuinely convinced, Caelyn would do her best to change the nature spirit's mind. This was no place for her, and surely returning to the natural world would restore her. However, Caelyn kept quiet and polite until they were out of ear shot of these presumptuous magi.
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: Ghost/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | -- 
 In the Tower 
 "Well, I guess we should talk about our options,"  Sam tells the party, giving the wizard a nod of farewell.  "Thank you for your hospitality and the answers to our questions,"  he tries his best to be polite despite his growing distaste for wizardry. Had Gorion ever been so flippant? Sam has a hard time picturing it.

 Outside 

Once they are away from the wizard's tower, Sam lets out a breath and the demeanor of false pleasantness falls away into a scowl.  "I feel dirty after visiting these old wizard dudes,"  he admits. A bit of shadowy smoke, visible only to him (though Leaf may feel a prickle of unease if he'd inherited any of a cat's mythical sense for spirits), gathers upon his shoulder.  "It seems like Grepha's reporting back. Maybe we can find a dark alley out of view to summon her again, before we figure out what to do." 
  My attempts to trace the kobolds were unsuccessful, on account of them all dying and then being eaten by a giant monster. Me-inclusive on that last part,   the imp whispers into his mind.   I sense we're getting into some other new trouble, again?   she asks wearily.

While they find somewhere to conduct unholy rites in peace, Sam mentally fills her in on the situation.

 A Shady Corner Somewhere 
 "I don't think you've seen Grepha in her true form yet,"  Sam opens by saying, to their dwarven paladin acquaintance.  "Just um, don't overreact with any smiting or anything, alright?" 

With a chalk circle and a few burnt herbs, a smoky apparition appears and coalesces into a ragged looking imp with a vaguely feline face. She's wearing a leather bag and a cape that look like they suffered an acid wash and could use some Mending.  "I need a bath,"  she complains.  "Even if it didn't come with me, I feel  conceptually  unclean. Whatever plan we come up with for breaking into a wizard's house, can it not involve crawling through the sewage again?" 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
 In the Tower. 
Grok nods as Ramazith explains his tale.  " That must have been quite the experience for you.  I do wonder why he was so desparate;  It hardly seems the air of a skilled wizard.  Are such encounters common for a mage of your skill? "

 Outside 
Grok shakes his head.  " I regret listening to those rumors, and acting, rather than getting more information.  It seems that I am quite the fool, but something just doesn't quite seem right about all of this.  Both of them were telling the truth, but what aid could Ramazith provide that Ragefast couldn't accomplish?  Is there something special a nymph needs to survive, something Ramazith has? "

 In the shady corner. 
Grok gives Grepha a long, hard look, before directing his gaze to Sam, the evident warlock.  " Demon summoning is a dangerous business, boy.  It can lead to dark places.  But it doesn't seem that you're there, yet. "

He looks away, clearly thinking.  " I think we need to see this nymph.  It's central to this story, and can probably explain a lot of what is going on.  And I'm disinclined to leave her to either wizard, absent her choosing so. " 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | -- 
 A Shady Corner 
 "Not a demon,"  Grepha is quick to correct, her tone short. She takes to the air and lands on Sam's shoulder, shifting forms into a raven in case anyone happens to wander into the alley while Sam cleans up the ritual supplies.  "I had no luck following the kobolds in the sewers. It is plagued by invisible slimes and frog monsters. It seems their eggs may die down there. Very sad, oh well." 

Sam blows out the flame and dumps the ashes of the burnt herbs into an already dirty corner.  "Wasn't it your idea to save the eggs? How would we even get them to the Glintrunners?" 
 "I thought it would help. And we could hire Zu and Skie to courier them, keep them out of trouble and out of our hair. Maybe Vala too, wherever she  skulked off  to." 
 "The thought is appreciated. Maybe we can still find the kobold nest, but... well, This nymph mess is a headache,"  Sam rubs his forehead and stands up, stowing the brazier in his pack and scuffing away the chalk marks with his foot.  "Ragefast knows we were looking into it, and he knows what we look like. If we do anything that can be traced back to us, we'll be in more trouble with the Fist again."  His brow is intensely focused as he stares into the brickwork on either side.  "There were equality laws protecting creatures like Abela, at one point. But they were worn down by lobbying wizards pushing for laws to protect their rights to familiars." 
 "Oh, are we fighting for familiar rights now? Do I get to vote? Refuse orders?" 
 "I offered to let you refuse orders and you told me not to because it was stupid." 
 "It was, and is. But I guess I can't rag on you for hypocrisy. Thank you  so much , master, for not being a creepy pervert like Ragefast." 

Rolling his eyes, Sam taps his fingers on his belt.  "Point is, there's not a lot we can do legally to hold him accountable for imprisoning her. And a wizard expecting us would be a nearly impossible break-in. Even if we can break some of the exterior warding and get Grepha in through a chimney or something, who knows what's inside. I'm not sure we can pull this off." 
 "We have one bargaining chip we could use to sway things politically if we manage to secure an audience with a Duke. Maybe Silvershield, for rescuing his daughter?"  Grepha lowers her voice, looking around.  "But such matters are better spoken behind closed doors." 
 
 
  
Amnestic
 Ramazith's Tower 
 "Skill, age, and notoriety,"   he replies to Grok, the swagger clear in his voice.  "Love can kill a man, just as surely as it is killing the nymph. Normally Ragefast would have more pride, but even he can get down on his knees when pushed to it."  Bemusement glimmers in his aged eyes.
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
 Ramazith's Tower 
Grok nods.  " I see.  I think we have the information we came here for.  It has been interesting meeting you, Ramazith. "

 A Shady Corner 
Grok listens to the argument between Sam and Grepha, but when Sam discusses the problems with extracting the nymph, he nods.  " We don't need to break her out.  We just need to find a way to communicate.  Is that something that any of you can do? "
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | -- 
 A Shady Corner 
 "Grepha and I can communicate as long as I'm within like, a block of her,"  Sam guesstimates.  "If we  can  get her inside as a spider, she could pass messages between us and the nymph." 
 "And I am the one member of our party that Ragefast remains unaware of, since I was not present." 
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf is a little embarrassed about getting caught in the magical trap, and a little disappointed that Sam paid the man. It wasn't our fault the man had expensive, magical traps set just to trap people in the entry to his junk room. He invited us in, so Leaf doesn't think we should have paid for it. But Leaf keeps his disappointment to himself. When the plan is brought up for Grepha to sneak into Ragefest's tower, Leaf just says sheepishly,

  "Watch out for magical traps."  

He then adds for the others,   "I need to get some more ammunition. Would anyone like to go shopping with me?"  
 
 Spoiler: OOC 
Plan to buy 10 each of +1 acid/ice/fire ammo for 336gp.
I'd also be interested in finding out if the thieves guild has some gloves of thievery for sale.

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
 

 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok frowns at Grepha's offer, considering his options.  " We could try to get the Fist involved.  We only have Ramazith's rumors that this Abela is a nymph.  We might also be able to appeal to... someone?  To look into changing the laws.  When you decide it is ok to imprison and enslave sentients because they're not from your city, corruption tends to thrive.  All of that would take time.  Plus we'd need to be able to communicate with her.  And I'm disinclined to take any action if she is content to remain. "

To Leaf, Grok frowns in consideration before replying.  " If we're going shopping, maybe there is something useful available?  A current law book, for example? " 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | -- 
 A Shady Corner 
 "Appeal to the Fist?"  Grepha scoffs.  "The Fist will obey the letter of the law, and the letter of the law says that Ragefast has done no wrong. Correct?"  she looks at Sam, who nods sadly.

 "The corruption has already taken root and thrived." 
 "If you intend to involve the law, we must go above the Fist to the men who make the law. We have a potential connection with Duke Silvershield. But the wheels of politics move slowly, and Abela's time is short." 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok shakes his head, firmly.  " We need to talk with the hypothetical nymph before we can do anything.  We need to be certain that she exists, that she is in trouble, and that she wants help.  If those things are not true, then anything else is going to be really, really awkward.  Yes, both Ragefast and Ramazith seem to indicate that she exists, but we only have their word for that. "
Grok's certainty of purpose seems to have been burned a bit, by his lack of success with Ragefast, but, like any good terrier, he refuses to simply give up.
" If Ramazith's home was anything to go by, there probably will be magical traps.  And a magical cat.  Can Grepha detect magic? "  He almost speaks the other question,   Can it be trusted  , but refrains, having enough social skill to know it would be a bad idea.  He frowns, and removes his helmet, before scratching his head.  " I could try summoning Blazan, who might be able to act as a friend to the nymph, and get inside?  Although the dwarven might be a problem. "

 
 
  
Amnestic
Nocturnal discussions in the cold and dim light are shelved. Your sewer-excursion drained your efforts, and without a clear path forwards on dealing with Ragefast you opt to retire to an inn for rest.

This night passes without being attacked in the dark, and you're allowed a full night's sleep, letting you prepare for the next day.

 Sam/Caelyn/Senna, the Next Day 

The Silvershield Estate is located in the far northwest of the city, and takes up a significant amount of land all on its own. While Ragefast's abode was surrounded by a small cluster of nature behind its walls, the manor in which the Silvershields reside is surrounded by what could - if it were publicly accessible - be described as a full park. Its grounds are vast, and distinctly private, likewise sequestered behind (noticeable taller) walls. The white-painted building itself is vast, perhaps the largest building in the city save for the Ducal Palace, bearing at least three full floors and stretching far wider than any individual house. It's easily large enough to house the family, their staff, and their guards, with rooms to spare.

A pair of armoured Flaming Fist guards stand at alert by the gate that opens on the path that leads to the estate. There's a relatively steady flow of deliveries (foodstuffs, from what you can tell at a glance) through the gate, but each and every visitor is checked by the pair, even when the visitor is clearly on a first name basis with them.

 Grok/Leaf/Anri/Grepha, the Next Day 

Leaf doesn't have much trouble acquiring the ammunition they sought, though contacting the thieves guild proves difficult. Those who seem like they might be of that stripe seem unnerved by a tabaxi, and seem to treat him as a Flaming Fist operative (which, technically, is not inaccurate) rather than a fellow; convincing them of your intentions will take more time than you have to dedicate at the moment, given the other things on your plate.

 
 Spoiler: OOC 

Remember to subtract the gold from the lootlist, if you have not already done so.
 


Locating the Merchants' League building isn't difficult, and in the event you find yourself turned around passers-by point you in the right direction swiftly enough. It's an utterly bland building of grey bricks and greyer stone, with dimmed windows and a bland exterior - a single plaque marks its purpose, but it too is utterly practical with no art to it. The painted wooden door is shut, and while there are no guards standing outside the building, Grepha does spy a familiar face sat on a bench nearby. When last she saw him, he was a great deal more ragged but it is without a doubt Aldeth Sashenstar, the hunter who survived your druidic encounter in the woods, and brother of the Merchants' League leader. He's now shaved and well rested, and no longer dressed in hunting leathers. He looks every bit the moneyed man, though the expression on his face is one of deep concern. His eyes stare off into the middle distance, clearly deep in thought.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Spider Form 
 Silvershield Estate 

The building is immense, and the grounds perhaps rivaling Candlekeep itself. Sam's memory isn't quite sure, home feels like forever ago and a landmass away. Waiting in line behind the shipments and visitors, he does his best to quell any nervousness.

Come their turn he introduces himself,  "Hello. I am Sam, and we were hoping to meet with Duke Silvershield, or at least pass along a message that we would like to meet. We were part of the adventuring company who freed Lady Skie." 
 Merchant's League 

Grepha lingers in Leaf's ample hair and fur in the form of a spider, as the party's new allies go about their business. When she spots the man outside the building, she whispers to Leaf,   "That is Aldeth Sashenstar, brother of the League's chairman. We have some... complicated history with him. Fortunately, you do not."   She taps at the tabaxi's ear.   "Try to see that it remains uncomplicated, my too-curious kleptomaniac. In any case, he seems as good a man as any to talk to about the happenings in his company..."  
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 46/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 2 / 7 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn followed Sam to the Silvershield estate. The place was beautiful, relaxing, but... off. Too manicured. Too maintained. As though the power of nature could be contained, clipped, and controlled. She'd let Sam do the talking, especially with her history of impressing nobles. 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Still a distance from their target, Leaf lets the kleptomaniac comment slide. Curious, yes, but not a kleptomaniac. Leaf only steals with a purpose. Although he would be more comfortable lifting the man's coin purse than digging for information. Before he walks over to the man, he asks Grepha for some more details.   "What is your complicated history with him? Any recommendations on what he might be interested in?"  

With Grrepha's information in hand, Leaf approaches the man,   "Mr. Sashenstar? You look remarkably similar to your brother. I've had some business with your brother and the League, but I don't think we've ever been introduced. My name's Dancing on the Edge of a Falling Leaf, but everyone just calls me Leaf. Yes, Edge would have been cooler, but at least they don't call me Dancing or Falling. How are you today?"  
 
 Spoiler: OOC 
persuasion  (1d20+4)[ 19 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Spider Form 
 Merchant's League 
  "Oh, just Caelyn trying to threaten his life and Samuel attempting to deescalate. As I said, complicated,"   Grepha whispers in the tabaxi's ear.   "He enjoys hunting I suppose? I know little about the man's personal life."  
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok follows Leaf, his freshly polished and cleaned armor clanking a bit as he walks over the rough cobblestones of the street, splashing through a puddle or two left from the rain the previous day.  While Leaf introduces himself, Grok looks over the building, and takes in the rather bland building, as well as the bland man sitting nearby.  But, rather than introducing himself, he waits, to give the Mr. Sashenstar a chance to respond, before he would join the conversation.

 
 
  
Amnestic
 Silvershield Estate 

One of the guards is still dealing with a passing merchant when the other turns to you. He gives your group a once over, and then intones in a bored tone.  "There are two Duke Silvershields, and both of them are very busy men, you can't just walk up and expect a meeting at the drop of a hat. What do you want to talk about?" 
 Merchants' League 

Aldeth lets out a mirthless chuckle as you break him from his stupor.  "Business with the League? I'd call it a fool's errand if so. Head on in, if you think it might still serve your purposes, but I expect you'll just find disappointment, unless you're another vulture come to pick the bones of our life's work."  He doesn't need to answer your question for it to be clear how he's feeling from his tone if voice - melancholy practically radiates from him.
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

While Leaf knew this was true, he continues to pretend to be a businessman.   "Oh no, what happened? Things were going so well just a few months ago. This is very disturbing news."  

After silently comparing the response to his current knowledge, he continues,   "I'm no vulture. As you may know, I represent a group of potential investors that might be able to help salvage the business."  

Throughout, he does his best to be compassionate, which he truly is. He feels bad for this man, who likely had nothing to do with the business' mysterious collapse.

He waves over Grok,   "I'd like you to meet my associate, Grok Magmaforge. Grok, this is Mr. Aldeth Sashenstar"  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Spider Form 
 Merchant's League 
 "We bring the identity and goals of Lady Skie's kidnappers,"  Sam tells the guard in a low voice.  "Anything further is for the ears of the Dukes only. Our arrival was already delayed, and this information must reach them soon." 
 
 Spoiler: Rolls 
 (1d20+9)[ 28 ]  Persuasion to convince the guard of the import of their arrival
 (1d20+9)[ 16 ]  if anyone grants Help
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Merchants' League
Introduced, Grok steps forwards, and proffers a gauntleted hand.  " It's good to meet you, Master Sashenstar.  I'd heard good things about the Merchant League, especially in comparison to some of the less scrupulous groups.  But my information is out of date, as travel takes time.  What's changed? "

 
 
  
Amnestic
 Silvershield Estate 
 "Lady Skie has been back for two months. I doubt it's  that  urgent,"  the guard drawls.  "If you truly believe it's that important then put it in a letter and I'll see it delivered, but you either give me a reason for why you personally need to see them or you can leave."  It's not hard to see that his eyes have been drawn to the weapons on hand.  "Armed and armoured groups don't get access to the Grand Dukes at the drop of the hat, no matter how silver your tongue might be." 
 Merchants' League 
 What's changed? My brother, my associates, everyone around me. Like I stepped out from one world and into another, just slightly off, forced to watch as those I call family and friend smother the child we spent so long to build together and for...what?"  Aldeth shakes his head, his voice taking on a light, airy tone of bewilderment and detached wonder.  "They plan a celebration for me today, you know. A celebration of my anniversary in joining the League, and yet I know that my anniversary is not for another three months. There can be no salvaging when such madness rules the day, and I feel the same madness taking hold of me, day by day. For your own sake, I would tell you: stay away." 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf listens with appropriate concern as the man describes the loss of his life's work.   "Taking hold of you too? Against your will? That sounds like something nefarious. Who could be behind this madness? Who would want to destroy the League?"  

After waiting for a response to that, he continues,   "Perhaps we could help you. We have friends who might be able to help us find out who this is. We would need access to the League. And we'd likely have to keep our true intentions from your brother, in case he is either a part of it or has been corrupted."  

He adds as an afterthought,   "I wonder if he would even recognize me then. Perhaps you could get us invited to the celebration."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Spider Form 
 Merchant's League 
 "We spent two months lost in the woods because of a fey trap, which makes getting this information to the Duke  more  urgent, not less,"  Sam tells the guard, doing his best to maintain his calm.  "As per our instructions, this information is for the Dukes' eyes and ears only. I would ask that you deliver news of our arrival and the nature of our information and see what the Dukes think, rather than assume you know. The cost of turning away this information would be dire."  Sam holds out his arms,  "We are more than happy to disarm before entering, but walking around the city unarmed is unwise right now." 
 
 Spoiler: Rolls 
 (1d20+9)[ 10 ]  Persuasion to convince the guard to deliver news of their arrival
 (1d20+9)[ 18 ]  if anyone grants Help
 

 
 
  
Amnestic
 Silvershield Estate 

The guard narrows his eyes. Though his equipment marks him as no different from any other Flaming Fist, clearly guard duty for the Silvershield Estate isn't just left to anyone.  "Dire you say? Why, Lady Skie must surely have been under threat for the last two months she's been back and unharmed."  The guard snorts.  "Don't think you rightly know who you're dealing with, son. We're out here to keep out the riff-raff, and if we don't, then our jobs go kaputt. Ain't a day goes by we don't have some would-be messenger claiming something is of grave importance, but wouldn't ya know it, turns out it can wait just fine.  Tell you what though."  The guard sets aside his wicked-sharp polearm, and picks up a small writing board from next to him, along with an inked quill.  "You can go ahead and dictate your message to me and it'll get passed on. Maybe the Seneschal will read it, and if he thinks it's worth the Duke seeing it, then it'll get passed up the chain, and if he don't think so, it'll go in the fireplace." 

Despite his dismissive attitude, he does hold the quill at the ready for you to begin speaking.

 Merchants' League 
 "I wish I knew."  Aldeth responds to the question of what was behind it.  "I...am loathe to involve any others in our troubles."  He stares off into the distance.  "I had resigned myself to the death of the League, but the Sashenstar line has thrived only by fighting against resignation. I dare not to hope."  His eyes drift back to your party.  "I could claim you as friends I met on one of my hunting trips, perhaps. Those inside are so changed that they might not know it for a falsehood. You certainly seem well armed enough, though I hope it will not come to violence." 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 46/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 2 / 7 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn's face remains determinably neutral as the guard gives them back sass and attempts to put them in their place. Thankfully, due to her trancing, the lack of homicidal and fratricidal nightmares, and perhaps a kernel of wisdom well earned, she keeps this neutral demeanor as they are dressed down by this glorified gopher. She does, however, turn to Sam and give him a questioning look that says "We may need to push our luck here."
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
 Merchant's League 
Grok frowns as Aldeth explains that everything had changed, and that his friends seemed slightly off, and that they had a celebration planned, one that should be on a different date.  His mind slowly works through the implications.  After a couple of minutes of thinking, his eyes seem to harden as he gazes at Aldeth.  " Is it possible that you have been drugged, or enchanted?  Similarly to the rest of the Merchant League?  When is this celebration supposed to take place? "

After he finishes speaking, Grok reaches up, and touches a necklace around his neck, before he breathes deeply.
 
 Spoiler: OOC 

Using Divine sense
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Spider Form 
 Silvershield Estate 

Sam rolls his eyes.  "A  seneschal ? Ugh, no way, those are always corrupt. They're probably in on it. I'd prefer to go at least another few days without being targeted by an assassination attempt."  Then he perks up with an idea.  "Hey Senna, you prepared that Sending spell, right?"  Sam snaps his finger and points her way.  "Could you message Zu with it and arrange to meet him and Skie somewhere? Maybe we can get Skie's help getting in,"  he suggests. The waiting guard is already forgotten as he pursues another angle.
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf nods along. He tries to make it sound like this was Aldeth's idea.   "That's a good plan. I could pass as a hunter. Our friends look like adventurers so you could have met them while you were out hunting. Should we meet here, say one hour before you want to go in the party? I think we might be able to help you."  

If Aldeth seems agreeable and trustworthy, Leaf will look at Grok and Anri to see if they have anything to add, and look in Grepha's general direction in case they want to join in. If everyone is ok with the plan, he'll say goodbye to Mr. Sashenstar and make his way back to the others.

 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Spider Form 
 Merchant's League 

When Leaf looks towards her, he finds nothing - for the spider is perched in his ear.   "Acceptable,"   she whispers, so small of a spider's whisper only the ear she is within could ear.
 
 
  
Amnestic
 Silvershield Estate 

The guard seems self-satisfied when you turned away. His job, or so he sees it, is done: He turned away the riff-raff. Senna nods, and trots off to find a quiet alley where spellcasting will perhaps be less viewed with suspicion (or if it is still suspicious, at least there's less likelihood of it being observed). Her sending message is as follows:   "Hi Zu. It's Senna. Can we meet with Skie today? We have urgent business with her Father. Hope to see you soon."   and the reply she receives she relays as follows:-  "Of course! Lovely to hear from you again. It has been entirely too long. Skie was just talking about you recently. Meet at Smilin' Boar-"  The way his tone was, it seems like he wanted to say more, but was cut off by the 25 word limit of the spell.

The Smilin' Boar, you know from your perusal around the city, is a rather popular restaurant in the more upper class area of the harbour, serving rich patrons who are recent arrivals to the city or soon to depart.

 Merchants' League 
 "I would hope not, but I have no way to know. If I am, would thinking I'm not just be proof that I was? Or evidence I wasn't?"  He shakes his head, trapped in the mago-philosophical query.  "It's due for later this afternoon, around five o'clock. If you're available we could meet ahead of time and arrange our stories better with the rest of your fellows." 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Spider Form 
 Silvershield Estate 

When Senna conveys the results of her Sending, Sam nods gladly. It sounds like they may have caught the duo on their way out after some bounty. And while Zu was not exactly careful with the word limit, well... Sam figured that Skie would be worse. Or not know what the voices in her head were.

 "Great. It'll be good to check up on them anyways,"  he says optimistically, the bureaucratic fiasco at the gate already forgotten as Sam strolls towards the harbor to meet with (two-month) old friends.
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf shakes Aldeth's hand as he leaves.   "Let's meet at the Snarling Goblin around the corner. It's dark and private and they make a decent ale. We'll see you at 4."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok nods somberly at Aldeth's response.  " We'll get to the bottom of this, and find out what is going on.  In the meanwhile, I would recommend that you stay in a public place, one with the Fist's about, to make sure nothing untoward happens. "

Grok then looks to the sky, assessing the sun, before looking to Leaf.  " Do you think you could do some covert scouting of the headquarters? " 
 
  
Amnestic
 Silvershield Estate-&gt;Smilin' Boar 

The exterior of the Smilin' Boar is anything but humble, though it goes for elegance over pure ostentatiousness (though it has some of that in turn). The windows are patterned stained glass, which you can guess in the night must cast the streets in a multicoloured collage of shades. As you enter through the painted wooden door, you're welcomed by a friendly waitreess who points you in the direction of Zu and Skie on request. The walls are littered with plaques and memorabilia, most of them boasting of famous previous persons who wined and dined in the Boar. Because of the time of day the place isn't exactly packed, but neither is it quiet - with ships coming and going such a restaurant must be ready to cater to people at all times, not just the standard lunches and dinners. Tourists are clearly the primary clientele, and there are shelves provided for people to store their luggage and bags without getting in the way of tables or - more importantly - the staff.

The ever cheerful Zu and Skie are sat at a table with a selection of cheeses, bread, and dipping oil before them. The pair wave you over, and it's not hard to see that though Zu is sitting casually, Skie has scooched her chair to be up closer to him.  "So,"  Skie says, chewing on a bit of cheese.  "What do you need from Daddy?" 
 Merchant's League 

Aldeth doesn't look particularly motivated to move much of anywhere, and given his despondency it doesn't seem entirely unlikely he'll stay put until your appointed meeting time. Some merchants really do have too much time on their hands.

 
 Spoiler: OOC 

Since the Silvershield Estate crew is crossing the city to get to the tavern, I'm fine with you bumping into each other to rejoin and share notes, unless the Merchant's League team has another goal in mind for now?
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf nods at Grok and smiles.

  "I thought you'd never ask. Why don't you find the others and update them. I'll meet you at the tavern."  

He pulls the hood of his cloak up and blends in with any crowds as he walks the perimeter of the Merchant's League building. He casually looks in windows and plans escape routes in case we need to get out.

 
 Spoiler: OOC 
Stealth  (1d20+11)[ 26 ] , advantage  (1d20+11)[ 27 ] 
Perception  (1d20+7)[ 8 ] 
Investigation  (1d20+2)[ 7 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok nods, before clanking off in the direction of the Smilin' Boar tavern, chosen at random from a list of taverns of the city.
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Spider Form 
 Smilin' Boar 

Excited to see the two, and both unharmed, Sam waves cheerily at them and crosses the fancy tavern to their table.  "Hey, long time apparently,"  he says, taking a seat.  "Sorry it took us so long to get here, and check in on you two. Long story short, some hags trapped us in the Feywild for two months but for us it was like... a couple hours,"  he briefs them on the brief summary of the missed adventures.

 "Well, it's not that we need something from him,"  or at least that's not their whole reason for going in there. But Sam pats his bag and keeps it simple, when Skie asks. He lowers his voice a bit,  "I still have the evidence we got about who hired... them to kidnap you,"  he explains.  "But we can't get in the Estate to give it to your father directly, and make sure nobody intercepts it. There was already an attempt to assassinate us and destroy the evidence since we got here. The guard won't just take us at our word after we were missing for so long." 
 Scouting 

Remaining hidden in Leaf's fur, Grepha watches.

 
 Spoiler: Rolls 
Rolled in Discord
18 investigation
19 perception
 

 
 
  
Amnestic
 Smilin' Boar 
 "I'll be sure to keep my distance from fey in the future, lest we all lose out on more time with me."  Zu remarks with a sly grin, before sipping his drink. Skie giggles.

 "Daddy is pretty busy. He  is  a Grand Duke you know. Same with Uncle Eltan."  Was she bragging? It was never easy to tell with Skie.  "I guess I could get you in, if it's  that  urgent. I don't really want to go home today but..."  She glances at Zu, blushes, and then looks away again.  "I guess I, like, do owe you." 
 Merchant's League 

The building is uniform in design, as if made as simply (some might say blandly) as possible, with evenly-spaced windows, and only the single door to gain entry - that at the front. There are eight windows, four on the front, four on the rear, split over two floors. All the windows have curtains and shades pull shut, though you note there are no bars on them, so smashing through should - if appearances are to be believed - be quite simple. Whatever their business, they clearly give little expense towards appearance, and also fancy their privacy. Grepha does notice movement behind the curtains, though that doesn't tell you much you couldn't have already guessed.
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 46/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 2 / 7 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

At the mention of meeting with Zu and Skie, Caelyn sighed softly and rolled her eyes. She would try to give second chances, but neither had made a great impression on her when they first met. Skie was basically living the life of a princess and squandered it on sleeping around. Much the same could be said of Xu from what she understood, including sleeping with her sister, but his willingness to work with them meant he was an ally, if a... distracting one. But, she recognized their usefulness, and so she nodded when it was suggested they connect with them. "Hopefully Skie is... easier to deal with in better circumstances. And let us hope that Xu has not involved himself with her and brought down the wrath of powerful people upon us."

 Later 

The more Caelyn wandered Baldur's Gate the sooner the excitement of seeing so many people wore off and the fatigue of seeing SO MANY PEOPLE began to wear her down. Add that with a depressing lack of plant life, the sewer, the filth, the pollution, and the vice, and she was beginning to wish they were done with this place. Skie's choice of restaurant did little to assuage the budding depression beginning to stew inside her.

Whether or not she particularly LIKED Xu, it was impossible to ignore his charisma. Skie, predictably, was aggravating, but circumstances were quite better, so Caelyn sipped her second glass of wine and waited. When there was a pause in the conversation, she spoke up and said.  "We have news of threats to... well... most of us, but the well being of these lands as well. This city is at risk. We have shed blood and made oaths to get this far. We appreciate your help, Skie, and thank you for your expertise, Xu, but we need this meeting as soon as possible."  
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Spider Form 
 Smilin' Boar 
 "I'm sure there are plenty of nice fey. Hags just aren't one of them,"  Sam thinks back to their dryad acquaintance.  "Feywild doesn't come on my list of recommended vacation locations though,"  he adds, taking a sip from a rather boring cup of water. He's on the job.

 "I know he's important and busy, but that's why the information has to go right to him,"  he explains.  "Whoever did this... he obviously isn't one of them, that's why they needed you. So he's one of the few people we can trust a hundred percent." 

Looking between the two of them, Sam smiles.  "I'm glad you two are doing well. I heard you were doing bounty work?"  A womanizer the tiefling may be, but Sam would trust him if push came to shove. And Skie may be safer with Zu than with anyone else.

 Scouting 
  "Well, it's not abandoned,"   Grepha points out in Leaf's ear as he prowls around the painfully bland building - even Hell has  some  sense of decor, macabre though it may be.   "I can see movement inside, past the curtains. Feel free to try picking the window open if you feel like it, but if you get caught I will abandon you to the guards,"   she advises bluntly.   "That said, it was the guard commander who told you to investigate this place, so maybe they would be lenient."  
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf slowly backs away from the building and then disappears into a group of pedestrians walking by. He ditches them and then speaks to the imp.

  "We have some information and haven't been seen. We have found an escape route from the second floor if we get trapped inside. I don't think we should risk it more right now, and I'd rather not be recognized when we go to the party, so let's go find the others."  

If she wants, he lets Grepha ride on his shoulder as he makes his way to meet the others.

  "We make a good team, Grepha. You are welcome to come with me any time."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
Amnestic
 Smilin' Boar 
 "Why leave the Material, when there is still so much to see and...experience?"  Zu gives a none-too-subtle wink at...apparently everyone at the table. Somehow.  "We have been doing a spot of bounty work, helping to clear up the city and earning a pretty copper or two along the way. Skie is a natural, you know,"  he doesn't sound completely sincere.  "Able to get herself into and out of all sorts of trouble."  She giggled, again. The 'compliment' seemed appreciated regardless of how it was phrased.

 
 Spoiler: OOC 

If no further questions/smalltalk we can move on to meeting Duke.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Spider Form 
 Smilin' Boar 
 "We've been hunting some forces of evil as well. Though,"  he pauses and rubs his chin.  "Nobody, uh, hired us to. So we did it for free. Not a great business model, but we rescued a friend of Grepha's along the way." 
 
 Spoiler: OOC 
Good to move on whenever everybody else is.
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 46/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 2 / 7 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 
 "We can't say that our work hasn't been well rewarded, however. We do well enough in way of rewards, both material and conceptual."  She relaxes slightly as things turned towards business.
 
 
  
 
 Spoiler: OOC 
Ready to advance.
 
Amnestic
 Smilin' Boar 
 "Didn't I say before? You should never do anything for free. It's money that makes the world go round."  Your small talk continues only so long as it takes Zu and Skie to finish their food before they pack up and lead your group  back  to the Silvershield Estate.

 Silvershield Estate 

If the guard feels any regret or shame for having turned you away before, only to see you return within two hours with Lady Skie at the head, he doesn't show it. In fact he seems entirely at ease with the situation, apparently quite happy that - from his perspective - his job has been accomplished both before and again, now. Even with Skie giving you access, you're forced to disarm your weapons and spellcasting tools before being allowed to move forwards.

 
 Spoiler: OOC 

The assumption is that Grepha isn't currently with the party; adjustments might need to be made if that changes for fiend-related reasons.
 


After Skie relays the details to the 'help', an errand boy is dispatched to deliver a message to Duke Silvershield and you're left to sit and do not a whole lot of much in the waiting area at the head of the manor. People come and go while you sit on exquisitely comfortable cushions and are occasionally offered drinks (wine or water, as you desire). You're kept waiting, and waiting, and waiting.

And eventually, Duke Entar Silvershield makes an appearance, dressed in noble attire that is a deep red, threaded with orange-golden filigree and patterns. It gives the impression of a military man in dress uniform, though with enough of a civilian twist that you can see it as just a fashion statement. He walks with a cane, though again it appears more fashion than function, there is no hindrance in his stride. Though he glances your way, he doesn't address you directly. When he speaks, it is clear and precise.  "Skie, I am very busy, but your page insisted I come at once. What could possibly be so important as to pull me away from my work? 
 "They're the ones who helped those slaves out in the Cloakwood Daddy, they said they had really important information for you that that was urgent, but they'd been held up because of yay-"   "fey"   "fey magic."  Skie finishes, prompted by Zu's correction. The glare that Zu receives could have killed a lesser man, but the tiefling seems unperturbed. Thin on patience already, the Duke turns to you and demands:  "Well, get on with it." 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Raven Form 
 The Smilin' Boar 

As the two bounty hunters leave the restaurant with him, Sam notices Grok coming down the street towards them and waves him over.  "Hey!"  he motions to the dwarf and explains to Zu and Skie,  "This is Grok Magmaforge, he's been helping us since we got here." 
 City Alleys 
 "You have skills,"  Grepha admits. As they pass through the back streets of the city, she shifts into the form of a raven on Leaf's shoulder. His armor's pauldron thankfully does a good job of cushioning her talons, putting some context into the worn markings on Sam's leather armor.  "Trust comes more slowly, but we will see. I will navigate to the others, we may wish for more manpower on this - even if some of it is without Aldeth's knowing." 

The raven takes off into the sky, to lead Leaf back to the rest.

 Silvershield Estate 

Much like the guard, Sam shows no signs of lingering distaste from their last encounter. He's more focused on looking around at the inside of the estate, and the manicured plants growing inside. His sister may not appreciate them, but Sam isn't picky about a little natural beauty in the midst of the bricks and chimneys.

When they find themselves before the Grand Duke, Sam stands and bows. He produces the bundle of letters they retrieved from the Cloakwood mines.  "My Lord, we retrieved these letters. The vampire mage who was keeping Skie was supposed to destroy them, but had them hidden away, maybe to use as leverage against his co-conspirators,"  he explains.  "They contain evidence that Rieltar of the Iron Throne and someone named Sarevok were conspiring to cause the Iron Crisis, and their agents in the Blacktalon bandits have falsely shifted blame onto the Zhentarim. It also implicates the Iron Throne in the slave trade." 
 Estate Gates 

While the others go inside, Grepha remains perched on a building beyond the estate, where she can view the gates from afar. And keep an eye on their stowed weapons.
 
 
  
Amnestic
 Silvershield Estate 

The Duke takes the letter and reads over them, stretching out an uncomfortable silence as he takes in the information. His face remains determinedly passive, the very model of a politician giving nothing away.  "The Iron Throne has many business and political rivals who are unhappy with their sudden rise to power. You are not the first to present documents accusing them of things; forgeries and accusations are rife, but all so far have fallen short of substantial. Do you have any other evidence of the claims?"  It's hard to tell if he doubts you, or if he's being thorough.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Raven Form 
 Silvershield Estate 
 "Well, the cleric who sabotaged the Nashkel mines had a journal, but it's with the Beregost guard right now,"  Sam recalls.  "That was the sickness thing mentioned in those letters, there were mutated dogs and stuff running around. Recruit Gil of the Flaming Fist was in Nashkel when we arrived to resolve it." 
 "We had some other letters recovered from the Blacktalons that mentioned one of the same guys and came from that Daevner vampire,"  he searches around through their things for Tenhammer's correspondence.  "Corporal King of the Flaming Fist and his unit were there as witnesses to clearing them out, we worked with them,"  he adds once the letters are recovered.  "There was a duchal agent there too who gave us the tip that led us to Lady Skie in Cloakwood." 
 
 Spoiler: Rolls 
 (1d20+2)[ 22 ]  Insight to try and gauge if Ender Sai was Entar's agent by his face.
 

 "Plus there was an assassination attempt a few hours after we got to the city, and not the quiet kind. Someone was desperate to destroy this information or keep us from getting it to the Dukes,"  Sam adds.  "Commander Scar would be the reference for that one." 
 
 
  
Amnestic
 Silvershield Estate 

There's a slight eyebrow raise when Sam mentions the duchal agent, but not enough to tell definitively if it's surprise at there being one involved, or recognition; it feels more like the former than the latter though. He glances over the other provided documents, skim reading as he seems to note the connected names between them.  "An accusation, and investigation, like this cannot be taken lightly or loudly." 
 "A Grand Duke cannot been to express favouritism for one group over another, nor expressing personal grudges in their dealings. I will have this looked into further, and if it proves true will bring it before the others. You are not to mention this to anyone outside this room, save those who already know. If it is true then doing so could compromise the investigation. Am I understood, Skie?"  The young ditz doesn't seem to have been listening at all, in truth, but perks up at her name and blindly agrees  "Yes, Daddy, whatever you say."  Entar sighs, turning his attention back to the party.

 "Anything else?" 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Raven Form 
 Silvershield Estate 
 "That's all, I think,"  Sam answers. It's clear from the Duke's tone there won't be any favors or shortcuts. As Grepha said, the wheels of the political game move slowly.  "We're looking into some things for the Commander, we can keep you informed if we find any more evidence. Is there some kind of passphrase we can set up with the gate guards for bringing in things related to this investigation?" 
 
 
  
Amnestic
 Silvershield Estate 
 "If you are being targeted you should contact as little as possible, to avoid others-"  He glances at Skie,  "being caught up. I will instruct my guards to allow you to pass messages or items with the codeword 'Cloakwood'. Do not waste my time with this, it is a priviledge not extended lightly." 
 
 Spoiler: OOC 

Assuming no one else has anything they wish to bring up and discuss, where's the party due next?
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Raven Form 
 Outside Silvershield Estate 

Once the group has been dismissed and gathered outside, Sam turns to Grok's group.  "So how'd it go looking into the merchants? Find out anything useful?"  He looks up at the raven on a nearby rooftop and passes along a silent telepathic greeting.
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Finding the remainder of his current companions in the street, Grok walks up to them with his clanking reporting his arrival just in time for him to hear Sam's question.  Grok's voice is it's usual deep self, but there is a bit of an odd edge to it as he speaks, as though he is unsure of something.  " We met Aldeth, who seemed rather unhappy about how things had been going for the Merchant League.  More disconcertingly, he also had some alarming information.  It seems that the members of the league were off.  They had difficulty remembering past experiences, if they remembered them at all.  Perhaps they are being drugged, or enchanted in some fashion? "  He pauses, and shakes his head.  " Regardless, we have a chance to investigate.  They're throwing a "Welcome back" party for Aldeth around five o'clock.  And we're invited.  We're planning to meet with Aldeth at a nearby tavern around four.  I suspect there won't be a better opportunity than this to work out what is going on. "

With his message delivered, Grok plants the butt of his glaive into the ground, and leans on it for a moment.  " How did things go at your end? "

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf nods along at Grok's description. He got everything right so there isn't much to add about the meeting, but he does chime in with the basics of the building that he and Grepha scouted out.

  "There is only the single door in the front. There are eight windows, four on the front, four on the rear, split over two floors. All the windows have curtains and shades pull shut, though there are no bars on them, so smashing through should be quite simple if we need a quick escape."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
Amnestic
You exchange information and catch up details with one another, and spend the remaining day preparing yourselves for what afternoon adventures you have to come. At the appointed time, you proceed to the nearby tavern, to meet Aldeth.

 Later, at the Tavern 

The merchant is much the same as Team Merchant League's Estate last found him - though there seems to be a little more glimmer of life in his eyes. He seems to have spent a little more effort on his appearance, though  little  is the operative word here, and he's found sat in a generally central table, nursing an ale. When he spots Sam, Caelyn, and Senna with the others, his face twists into anger and bitterness.  "You. What are you doing here? Come to laugh? Some practical joke where you dangle assistance in front of me?"  He raises his mug.  "Cheers to that, very funny."  He doesn't sound amused.
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok stops at the abrupt change of mood in Aldeth, before he looks back and forth between his recent companions, and Aldeth for a moment, before he interjects.  " Is there past history between you? "

 
 Spoiler: ooc 

Grok's trying to calm the situation down, and encourage Aldeth a bit.
 (1d20+6)[ 13 ]  Persuasion
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Raven Form 
 Outside Silvershield Estate 
 "Oh boy,"  Sam comments upon learning of Aldeth's return.  "This should be fun."  He shakes his head.  "We spoke to the Duke. We shouldn't expect any favors for trifling matters, but he's looking into some stuff. Said to be careful who we talk to about the you-know-who of the metal chamberpot." 
 Aldeth in the Tavern 

With Grepha soaring above and watching from the rooftops, Sam determines not to use his hat of disguise here. After all, Caelyn would be the one who'd cause trouble being seen. Instead he gives Aldeth an awkward wave.  "Not exactly, no,"  he says, taking a seat at the table. For Grok' sake he explains,  "We met in Cloakwood, Aldeth had an altercation with some druids and Cae and I didn't... quite agree on how to handle it." 
 "But right now there are other fish to fry. We're friends with these two,"  Sam thumbs towards Grok and Leaf.  "And we're here to help."  He tries making a friendly shrug,  "It's not like  I  ever had any beef with you, right? I wouldn't come here just to mess with you." 
 
 Spoiler: Rolls 
 (1d20+9)[ 17 ]  Persuasion to bury the hatchet
 

 
 
  
Amnestic
 Tavern 

Aldeth huffs, and then points at Caelyn.  "This one threatened to burn my house to the ground."  Though his tone is more sulky than accusatory, he nevertheless continues.  "I'd like to hear an assurance from her that your interests are legitimate. It all just seem very... coincidental ." 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf slides around the table and sits next to Aldeth. He turns to Aldeth as an aside.   "I met these people a few days ago. Since then, they've saved my life a couple times, and I have seen them risk their lives to help other people, but I don't know them very well. We were all thrown together - long story - and tasked with finding out what is happening to the Merchant's League. Why is it deteriorating? Who is behind it? So I think our interests align with yours, but let's hear what they have to say."  

He puts his elbows on the table and puts his hands together under his chin. He looks up at Caelyn with wide eyes.

  "This is new to me. I'd love to hear the rest of this story."  
 
 Spoiler: OOC 
Help action for Caelyn's persuasion roll.

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 46/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 2 / 7 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn first assumed her old position, behind Sam, seeking cover from Aldeth's outburst, but she slowly stepped around and forward, lifting her hood to look the man in the eyes.  "Sir... the troubles I've had since before we met have been many, magical, and maddening, but they are not an excuse for how I treated you. I was being tormented nightly with dark dreams and nightmares. But as I said, that was no excuse. I conducted myself horribly, and I can only hope that, with time and effort, I can redeem your opinion of me. I assure you, we're here to help, and I doubly reassure you, I have no intention of harming you or yours. If that is not enough to set a foundation to work together, I would plead that the matters we deal with are larger than hasty threats made while under duress."  Caelyn keeps her tone level and calm through the apology, and her eyes are cold.
 
 
  
Amnestic
 Tavern 

For a moment it looks like Caelyn's assurances might not suffice, even with the placating words of the others. He takes a long quaff of his ale and then slams it down to the table with a sign.  "Fine then. I said before we would leave it as was, and so we shall. I'm not so flush with options that I can turn away help." 

He lowers his voice, gesturing for you all to lean in.  "As your...comrades might have told you,"  he nods to Grok and Leaf,  "I am due to attend an anniversary celebration shortly. It's not my anniversary. Those throwing it would know this, and so I expect foul play is at work. Those I called friend, family, and allies have changed, though I know not how or why. I would invite you in under the guise of those I met on a hunt - which I suppose is now somewhat true - to join the festivities. It will give you an opportunity to look into the League further, and give me some extra security in case a fight breaks out. The event starts in...just less than an hour. I wouldn't worry about carrying weapons - events like these, it's part and parcel for the pomp." 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Raven Form 
 Outside Silvershield Estate 

Sam breathes a sigh of relief as things are... mostly settled. They aren't grabbing each other's throats, at least.  "That sounds strange,"  he comments on the news about Aldeth's family.  "If they're under some kind of enchantment, maybe Senna could try dispelling it." 

He doesn't have many ideas besides that.  "Sounds like we have a not-plan, anyways. Just got to wait until it's time, then." 
 
 
  
Amnestic
Aldeth doesn't pay for your food and drinks at the inn, should you order any. Though you're offering him help, it's clearly for mutual benefit, and perhaps he's still a bit sore about the events in Cloakwood.

As the hour draws closer, he pays his tab, and you're lead (back) to the Merchant's League building. Perhaps in preparation for battle, or just owing to the pomp he mentioned, Aldeth dons a set of studded leather and places a rapier and dagger at his hip. The interior opens into a tiny reception room with a desk, two chairs, and a small waiting bench. A guard stands at attention at the back door that leads further in. The clerk sat at the desk makes a few (bored, barely interested) inquiries with Aldeth about your identities, before waving you through. For how bland the exterior was, the interior is anything but. Plush red and gold carpets line the floors, a chandelier hangs overhead flickering with magical lighting, and ornately carved wooden tables with matching chairs for conducting business at. The walls are lined with bookshelves and storage units, each packed to the brim with tomes of what you can be sure are incredibly boring documents of money changing hands.

Still, despite the rich setting, you can't help but notice how quiet and  dead  the building is. Outside of your group, there seems to be no one else around. From above, you hear the lilting sounds of piano playing. You're lead by Aldeth up a set of stairs into the second floor of the estate.

However it normally is decorated, it currently is decked out for a party...of which there are very few actual attendants. Along two walls are shelves of alcoholic beverages, with a full bar that could seat three dozen people at once, and three bartenders currently staffing it. On the far wall you spot the piano being played. Tables and chairs enough to seat almost 80 more people make up the rest of the arrangements, but of those currently here only a scant fourteen are filled, making the room look decidedly empty. Casual small talk bubbles up beneath the piano notes, but while you're still taking in the room a man approaches you, dressed in splint mail with weapons at this belt.

 "Brandilar, one of our guards, he's also mentioned thinking this party is strange, so I believe him trustworthy."  Aldeth mutters to you - and you note the  only  guard on the floor. He greets Aldeth amiably, and after a brief hushed discussion, Aldeth turns back to you, his voice equally low.  "We should probably mingle rather than staying as a group - my brother hasn't arrived yet, you might get a chance to talk to others before he arrives." 
 
 Spoiler: OOC 

Rather than play out individual conversations back and forth, party should choose who they want to talk to from those who are available, and then make a Charisma (Investigation) check to see what you can suss out from their words, if anything. If both people choose the same location, they'll get advantage (stacking) on their check, using the highest modifier...but they may miss out on other information!

Alternatively, you could try doing something other than chatting to people and choose a relevant skill for doing so.

People you can speak to:
 At the Bar-  
A rotund, dwarven man, who looks like a merchant from his clothing.
A beautiful crimson-haired woman, dressed for a ball - arguably  over -dressed for this event.
One of the three bar staff.

 At Tables- 
Table 1: A trio of two middle aged human merchants who might well be twins, alongside a blond haired woman that is probably romantically involved with one, given how she's clutching to his arm.
Table 2: A pair of merchants who seem to be discussing nothing at all, and are just staring off into the middle distance.
Table 3: A sad looking man with a dirty face and commoner's clothing, being berated by another merchant.
Table 4: A quartet of merchants who seem to already be deep in their drinks, given how poor their motor skills are - food and drink is being spilled everywhere.

Or the piano player.
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 3/3 Dawn 

Leaf nods at Aldeth's suggestion and looks to the others,   "Yes. Let's split up."  

He barely waits for a response before heading over to talk to the beautiful woman. If he has to talk to someone anyway, it might as well be someone he can flirt with. Maybe this could lead to something more interesting tonight than the fall of the Merchant's League.

He sits next to her and orders a drink. At an appropriate time, he breaks the ice and then offers to buy her one too.

  "I love your dress. That's fine craftsmanship. Who made it? Can I get you a drink?"  

He proceeds to ask her name, her connections to the Merchant League, and if she knows any of the others in the room. He introduces himself and tells her his story, claiming to be a hunting friend of Aldeth, and representing a potential investor in the League.

 
 Spoiler: OOC 
Persuasion:  (1d20+4)[ 19 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
At the Inn, Grok eats a light meal, attempting to keep Aldeth at ease, before he departs for a few minutes to polish his armor, and make sure it was appropriate attire for a party, and that no remains of the recent adventure were to be found on it's shining surface.  Thus properly prepared, he is ready for the swanky party.

Inside the luxurious, but somehow run down Merchant's League headquarters, the armored dwarf takes in the scenery, and the lack of people within.  Clearly, something was off.  However, despite that, someone had clearly decorated for a party, leaving a small number of merchants, a guard, and his current companions around to fill a space designed for three times that number of people.  With a directive to split up and be merry, Grok, seeing a fellow dwarf, approaches him.  " Humans, am I right?  Making a party of the littlest things, and missing all the parts of a good party. "
With that said, he gives one of the bartenders a significant look, and glances at his empty hands.

 
 Spoiler: OOC 

Attempting to see if anything is off about the rotund dwarven man.
 (1d20+3)[ 13 ]  Investigation
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/1 4th 
 2/2 Wildshape 

Caelyn nods to Sam.  "I am capable of dispelling most magic, though I cannot pierce curses."  She settles in to wait for the time for action, thinking over what else she can contribute to the fight.
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 
 The Anniversary Party 

When they reach the League's headquarters, Sam has taken the appearance of a different sort of featherless biped. He seems to have based his appearance off of Melian's, with a more square fixture to his jaw and a figure based on his memories of Ender Sai. His elven disguise is dressed in a fine, but humble merchant's suit and a light brown cap.

As he passes an eave, a spider threads down and hides beneath his illusion, peering out from the collar of his leather armor.

In the banquet room, Sam is naturally drawn towards the servant (or so they seem) being berated by their master. Spurred by a sense of compassionate justice, he approaches their table.  "Someone's intent on being the center of attention. Not feeling very festive?"  he asks, trying to sound... posher? than normal. While he distracts the merchant from berating the commoner, and tries to needle out some information about his business here, Grepha watches quietly for tells - and for danger.

 
 Spoiler: Rolls 
 (1d20+6)[ 21 ]  Performance
 (1d20+6)[ 7 ]  Adv if Grepha counts
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/1 4th 
 1/2 Wildshape 

Caelyn rode on Sam's other shoulder, tucked into his collar, also in spider form. She kept herself still, which wasn't all that hard for the spider. It just wished to scamper off Sam's shoulder and go find some insect to eat. But there wasn't the frantic need to run of the squirrel form, or the manic energy of the monkey she took the form of. She kept her eyes open, and what magnificent eyes they were! She could see so much more than normal without even turning her body! She would have to remember to discuss it with Grepha, no one else in the party would have the same perspective on it.
 
 
  
Awful
Entirely at a loss at a 'party', Anri didn't wander off on her own. Instead, she stuck with the Beard, tagging along behind him something like a lion-skin wrapped puppy and perching on a stool next to him.

The other elf had come as a bug, and honestly that seemed like far more of an interesting thing, but alas, such was beyond Anri's current capabilities.
  
"Humans,"   she agreed, not really knowing what she was agreeing to, but doing her best to help. She waited to be given alcohol.
Amnestic
Perhaps the woman is just the talkative sort in general, but she seems more than happy to speak to Leaf. She's an entertainer by nature, a filler of drinks paid to keep men company and look pretty on their arms at events. The League paid for her services for tonight, only for the event to be a bit more dead than she imagined. She takes to the conversation with vigor and legitimate interest, unabashedly asking questions and probing you for answers perhaps moreso than you do to her.

 
 Spoiler: Insight DC16 

While she doesn't seem to be telling mistruths, her enthusiasm is the lie, all part of her job. There's a distinct sense that anything you tell her will be forgotten by tomorrow.
 


Grok and Anri find the dwarf's words a bit stilted, perhaps owing to the drink he's had, though if it is the drink to blame the barstaff are clearing it away quickly. He explains he's visiting from a neighbouring clanhold - Clan Forgebar - with the hopes of investing since the League is so powerful and flush with money. Attending this party is a way for him to make some connections.

 
 Spoiler: History DC14 

Clan Forgebar was wiped out thirty years ago during a war with a neighbouring alliance of kobolds, goblins, and xvarts. The dwarves started it, so it was really their own fault.
 


Sam, along with his pair of hangers on, strike up a conversation with the berating merchant and his - it turns out - debtor. The explanation for why they brought a debtor to an anniversary party is muddled at best, and the merchant seems confused as to why you're even asking at all. The debtor seems equally confused by their situation, and just says they were told to come here at the time, and did so per the instruction.

 
 Spoiler: Insight DC13 

The debtor is telling the truth, but the stilted words from the merchant are so muddled it's hard to tell if he's lying or simply soft-skulled.
 


Senna's own attempts at socially ingratiating herself with the others in the room flows...poorly. She attempts to strike up a conversation with the twin merchants and the wife(?), but one of them rebuts her flatly, and she finds no support apart from token etiquette-obligated apologies with little sincerity behind them.

 
 Spoiler: OOC 

She rolled a 9 on her social investigation, RIP.
 


While you are each carrying you your respective conversations, two more people ascend the stairs - both dressed with similar finery to Aldeth. They approach him immediately, and begin a hushed discussion, though from Aldeth's expression it's not a pleasant one.
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok nods along with the dwarf.  " Ah, Clan Forgebar.  I've heard of them.  A bit of an interesting history, but good to know that you're going well. "  As Grok continues the fairly pointless conversation with the not-dwarf, he tries to split his focus, and do two things at once.
First, he draws upon his divine sense, hoping to get some idea of what was going on.  Secondly, he surveys the room, trying to get a sense of how many people in the room were genuine, and how many were more like his dwarf "friend".

 
 Spoiler: OOC 

Using a second charge of divine sense, and trying to insight?

 (1d20)[ 12 ] (Perception or Insight.  Grok's wisdom skills are fairly similar.)
 

 
 
  
Amnestic
The dwarven companion doesn't seem to twig on that Grok has recognised the error, though Divine Sense fails to pick up anything extraplanar about anyone in the room, save Grepha - for better or worse everyone here seems to be of the Material. A cursory glance around the room once again indicates the strangeness of the two merchants staring into empty space, but it's hard to tell just how much of the others behaviour is due to drink or natural stiltedness.

 "Enough, 'brother'!"  Aldeth's voice grows louder, echoing through the room and bringing an end to the pianosong. All eyes turn to him.  "Whoever you are, this farce has gone on long enough. You know as well as I do that this isn't my anniversary. What have you done to my brother?!" 

The man beside him laughs - a low chuckle at first, then growing louder, higher pitched. It turns into a cackle, gleeful and superior.  "Stu-STU-pid prima-MA-te! You could-could have been el-el-el-EL-evated! Did you think-THINK that your deception-tion-TION had gone-GONE unnoticed-d-d? Your so-so-so-so CALLED 'hunting frien-FRIEN-friends?"  Another stilted unnatural laugh as the man hunches forward, its limbs elongating. Its skin sloughs off with its clothes, morphing into a twisted grey humanoid, its head hairless with engorged eyes. A doppleganger.

Screams erupt around you as more transform - two at the table of four, one at the table of two, the piano player, and the dwarf next to Grok and Anri.  "Brandilar, to me!"  Aldeth yells, pulling his rapier free.

 "killKILLkikkilKILL them ALL!" 
 
 Spoiler: Map 

 

Anri, Grepha, Sam, and Leaf are up.

Brandilar will take his turn at the end of the initiative block.

Initiative:
 Anri: [19]
Brandilar: [18]
Grepha: [18]
Sam: [17]
Leaf:[12]
 
DD: [10]

Grok:[9]
Senna: [4]
Caeyln:[4]
Aldeth: [4]

D: [4]
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf watches the transformation of all the doppelgängers. He is surprised but knows that this makes a lot of sense. He wonders what happened to the poor souls that are being impersonated. But he is quick about that. He makes sure the beautiful woman is not one of the infiltrators, as well as the bartender right next to him. He debates grabbing the woman and running off, sure that she would be enamored of a rescuer, which might lead to an interesting evening.

But he knows his friends will need help, so he needs to make a decision. Help the woman. Or help his friends. He decides that his friends need his help more. He leaps up onto the bar, then over to the other side and ducks down behind it. He calls to the woman first.

  "Climb over the bar and hide back here."  

He then looks at the bartender next to him.

  "Protect her."  

In one swift motion he pops up and shoots at the doppelgänger piano player, before holding his arm out for the woman.

  "What's your name, darling?"  
 
 Spoiler: OOC 
Leaf
Object Interaction: equip longbow
Move: over bar
Bonus Action: hide
Action: Attack doppelgänger to the south

Hide  (1d20+11)[ 18 ]  (did not pull up his cloak)
Attack (with Elven Accuracy):  (1d20+12)[ 28 ] , ( (1d20+12)[ 32 ] ,  (1d20+12)[ 13 ] )
Damage:  (1d8+7)[ 9 ]  (reroll below = 15 total)
Sneak attack:  (2d6)[ 3 ][ 3 ](6) 
If Crit  (1d8)[ 4 ]  base +  (1d8)[ 4 ]  piercer +  (2d6)[ 7 ]  sneak attack
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 8 ] 
 If no d8 at 3 or less, reroll lowest d6 2 or less  (1d6)[ 4 ]   =   36 total  
if passive perception is &gt; 17 then I only did 15 damage

On hit, use one charge of bow. DC14 STR save or restrained until the end of my next turn.


 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 11 HP: 55/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 
 The Anniversary Party 

Naturally, Sam had been ready. The nature of their visit already meant something untoward was going to happen, and the moment Aldeth started shouting the disguised half-dragon was already leaping into action. Quite literally. Breaking away from the table with the moneylender and his debtor, the 'elven merchant' steps onto the table where Senna fumbled talking to some other merchantfolk, and launches into the air. A flurry of air whips down, flapping their clothes and the feathers in their caps. Sam's wings, through invisible, still do their work.

Aloft, he launches a pair of energy bolts to knock one of Aldeth's aggressors back and then ascends higher into the air, puffing from the effort. His eyes flash with mystical power, trying to assail the mind of the other assailant. Grepha whips out a web parachute and glides down on the current of Sam's wingbeats, landing next to his target to deliver a nasty bite.

 
 Spoiler: Rolls 
 Sam 
Move 2 NW, 1 N, 1 NW onto the table.
Take to the air 1 NE-up, flying just above the floor to the East of Senna.
Cast EB on the doppel to the West of Aldeth.
 (1d20+6)[ 25 ]  to hit
 (1d10)[ 7 ]  damage and 10 knockback
 (1d20+6)[ 10 ]  to hit
 (1d10)[ 4 ]  damage and bonks him into the chair behind him if the first one also hit, for  (1d4)[ 4 ]  damage
BA to cast Mind Thrust on the other doppel, North of Aldeth.
 (1d20)[ 5 ]  Int save vs DC 14 to halve  (3d6)[ 8 ]  psychic damage and avoid the stagger

 Grepha 
Hops down to the floor and moves North to get to the West doppel, whether or not it gets knocked back.
 (1d20+5)[ 11 ]  bite
 (1d4+3)[ 5 ]  damage
On hit,  (1d20)[ 17 ]  Con save vs DC 11 from target, to halve  (3d6)[ 7 ]  poison
 

 
 
  
Awful
      
     "Anri"    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 72/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 1/1 
 Spell Slots- 4/4 1st, 2/2 2nd 

Anri had leaned her greataxe up against the bar. With a considering look as the nearby not-dwarf transformed, she reached out and plucked it into her grasp.

With a click of her tongue to ignite the blade, she swung it once, twice, to begin the day's work.
 
 
  
 
 Spoiler: OOC 

BA: ignite axe
Action: attack, two swings
 (1d20+8)[ 24 ]  to hit,  (1d12+5)[ 9 ]  slash,  (2d6)[ 7 ]  fire
 (1d20+8)[ 26 ]  to hit,  (1d12+5)[ 6 ]  slash,  (2d6)[ 7 ]  fire
 
Amnestic
Yelling and screams go up as more and more of the creatures transform from people into...monsters. Leaf hops the bar, but his attempt to hide himself goes unfulfilled, with the doppleganger seemingly keenly aware of his every move as if it could read his very thoughts. Awareness doesn't save it from being skewered by an arrow, nor from the magic from the projectile locking its limbs in place. Locked in place, the doppleganger shudders, and three identical copies of it appear in an overlapping shimmer of light, each taking another's place.

When Sam rushes away from his table, the obnoxious merchant swings at his back, his form shifting into that of a doppleganger as well. The maul-like fist slams into Sam, who keeps moving regardless, blasting away at those assaulting Aldeth. He manages to strike with one beam, but the second strikes only the floor, though the snare on the mind does seem to set in. His flight doesn't save him from being struck though, when one of those at his table transforms and leaps up, flailing at him and catching with a glancing blow.

Grepha skitters across the floor, but though spiders might make excellent spies they are not that fast. Anri doesn't have to suffer through moving though, igniting her axe and cleaving at the nearest doppleganger, dealing significant damage. In response, the two bartenders shift into their real forms and attempt to wrap both Grok and Anri in mind-killing spells, though they both manage to push past the visions.

Two more of the creatures flank Aldeth on both sides, laying into him with their distended limbs. The noble hunter manages to evade some of the blows, though not all. At the same time, Brandilar rushes towards the closest of the monsters, exchanging blows with it.


 
 Spoiler: Map 

 

Leaf: Hide doesn't work, so there's no advantage, so no sneak attack. Hits for 15, but they fail their save vs. Restrain.
Sam: Moves and gets hit by a sneaky doppleganger OA for  13 . First beam hits its target, and Mind Sliver save failed.
Grepha: Can't get into melee due to the knockback, but even if she could her attack missed.
Anri: Hits twice. The target is now bloodied.

Brandilar moves south and attacks the nearest enemy three times. He hits twice, for a total of  12 .

The top Dread Doppleganger attacks Aldeth, and hits twice for  11 .
The one at the table beside Sam transforms into its trueshape and attacks Sam, hitting once for  4 .
The one at the table between Aldeth and Grok transforms, and attacks Aldeth, hitting twice for  12 .
The one at the south table hits back at Brandilar, striking only once, for 9.

Two of the bartenders transform and cast  Phantasmal Killer  on Grok and Anri; both make their saves. No effect.

The restrained one at the piano casts Mirror Image on itself.

 Grok and Caelyn  (currently in spider form) are up. Senna and Aldeth (and the rest of the NPCs) will take their turns at the end of the initiative block.

Initiative:
 Anri: [19]
Brandilar: [18]
Grepha: [18]
Sam: [17]
Leaf:[12]
 
DD: [10]

Grok:[9]
Senna: [4]
Caelyn:[4]
Aldeth: [4]

D: [4]
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: Concentrating
 
Seeing the entire room go doppleganger, Grok curses.  " By all the gods under the mountain!  Everyone some sort of shape shifting monster?  This will NOT stand! "
Despite his words, he doesn't hesistate to bring his glaive into action, swinging the haft with brutal power into the doppleganger next to him, hoping to finish it quickly, before he rushes over to stand by Aldeth, seeking to protect the merchant with his faith and his glaive.
 
 Spoiler: OOC 

Action:  Attack twice.  Smite once.  Hopefully.
 (1d20+9)[ 16 ]  Attack 1
 (1d10+6)[ 7 ]  Damage +  (2d8)[ 6 ]  Smite

 (1d20+9)[ 25 ]  Attack 2
 (1d10+6)[ 16 ]  Damage +  (2d8)[ 4 ]  Smite(If needed)

Move:  Adjacent to Aldeth.
Bonus:  Cast Shield of Faith on Aldeth.

Reaction:  If/when any dopple attacks Aldeth, Grok will stab them as viciously and as painfully as he can in an attempt to divert their wrath to him, rather than the lightly armored Aldeth.
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 1/1 4th 
 1/2 Wildshape 

As the fight began in earnest, a small spider descended off of Sam's shoulder and skittered it's way across to the tables on the west side of the building. Clambering up into the seats, an elf sprung up from the spider's form and raised a staff blazing like an enflamed ember.  "By the light of the moon, BURN shapeshifter!" 
 
 
  
 
 Spoiler: OOC 
Movement to the west side of the building, hopefully up in some difficult terrain for safety. Bonus action revert to elf. Action upcast Moonbeam at level 3 hovering over the shapeshifter to Aldeth's NW. Save with disadvantage vs 15-  (1d20)[ 7 ]  or  (1d20)[ 2 ] , to half  (3d10)[ 26 ]  damage. If it fails it can't shift in the light.
 
Amnestic
Grok's glaive flashes out at the weakened doppleganger, and finds it lacking. With one strike he removes an arm, with the second he removes its head, leaving its body at Anri's feet as he rushes off to aid Aldeth. Senna and Caelyn both call up radiant light - Caelyn's in the form of the searing moon, Senna's in the form of glimmering candle spirits. Both together combine their spells to sear the skin away from one of the dopplegangers threatening Aldeth, just as Grok catches up to surround him in a shimmering field of magic. It moves away from the searing lights, and - together with its recently transformed ally - both strike at Grok together. The two at both sides of the dwarf slam their hands into his armour, but one of them seems to land especially hard and gets through.

The over-dressed woman's response to Leaf is cut short when the remaining bartender also transforms into a doppleganger, but the tabaxi is able to evade the swings, though such skills don't seem to inspire the beauty, who rushes beneath a table. Throughout the room more transform, striking at Brandilar and the other party goes. The 'angry' merchant unleashes two potent swings at the poor, terrified man, and do so with such viciousness that you hear a visceral neck snap and he falls dead. Another swings at the married woman, who is knocked to the ground unconscious. Her husband grabs at her, trying to drag her away as best he can.

Brandilar is surrounded on three sides, and threatened so he finds it difficult to properly mount a defense against slam after slam from the creatures.


 
 Spoiler: Map 

 

Grok kills the weakened dopple with only one smite spent, and buffs Aldeth with Shield of Faith.
Caelyn casts Moonbeam. The normal doppleganger is up first. He fails the save at the start of his turn at takes  19  damage. I kept the 26 damage roll for the Dread Doppleganger, since that's the one you targeted first.

Senna steps away. The Dread Doppleganger misses with its OA. She upcasts a  Spirit Guardians  (4th), excluding any currently visible friendlies from the effect.
Aldeth uses  Leadership . Every friendly within a 30ft radius of him gains +1d4 to attack and save rolls.

At the start of its turn, the visible doppleganger to the north of Aldeth takes  14  damage from Spirit Guardians (now Bloodied). It moves away from Aldeth, the Spirit Guardians, and Moonbeam. Aldeth chooses to hold his reaction.

More of them transform, including one within Spirit Guardians - but it is exempt from the spell due to Senna not knowing it was evil at the time. The two near Grok attack him, and hit once (25 roll,  6  nonmagical bludgeoning damage) out of four swings.

One next to Leaf transforms and attacks; he dodges.

The remaining two at Brandilar's table transform. Two gang up on him, and hit four times, for a total of  29 . Brandilar is now bloodied. With an AC of 17 vs. +6 on their rolls, getting hit by all four was unlucky.

Two of the the others attack civilians, one downs the woman, the other hits and then crits the poor looking man, killing him outright.

The remaining merchant grabs his wife(?)'s bleeding, but still living, body and tries to drag it away (Disengaging to avoid OAs). The beautiful woman, surrounded on all sides by dopplegangers, dives beneath a nearby table for cover.

 Anri, Brandilar, Grepha, Sam, and Leaf  are up. As before, Brandilar will take his turn at the end of the block.

 Initiative: 
 Anri: [19]
Brandilar: [18]  BLOODIED 
Grepha: [18]
Sam: [17]
Leaf:[12] 

DD: [10]

Grok:[9]
Senna: [4]
Caelyn:[4]
Aldeth: [4]  LEADERSHIP ACTIVE 

D: [4]
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 60/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf ducks back behind the bar, unsure how the doppelgänger was so prepared for his last shot. But with all those mirror images, he'll leave that one for someone that can catch them all in a spell at once. Instead, he pops up over the bar and shoots at the injured one next to Brandilar.

He then climbs up onto the table over the woman, calling down to her, assuming she's not in on the deception.

  "You should run, sweetheart. It's not safe in here."  
 
 Spoiler: OOC 
Leaf
Reaction: Scout move 15' west
Bonus Action:  hide   dash if needed 
Move: stand on table over woman
Action: Attack injured doppelgänger next to Brandilar
Object Interaction: none

 Hide  (1d20+11)[ 25 ]  
Attack with Elven Accuracy:  (1d20+12)[ 17 ] ,   (1d20+12)[ 26 ] ,  (1d20+12)[ 14 ]     - no hide 
Damage:  (1d8+7)[ 14 ] 
Colossus if injured:  (1d8)[ 7 ] 
Sneak attack:  (2d6)[ 1 ][ 5 ](6)  = change 1 to 2 =  7 = 28 total 
 If Crit  (1d8)[ 2 ]  base +  (1d8)[ 7 ]  piercer +  (1d8)[ 3 ]  colossus +  (2d6)[ 11 ]  sneak attack
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 1 ]  
If no d8 at 3 or less, reroll lowest d6 2 or less  (1d6)[ 2 ]  (added to SA above)


 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 38/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 
 The Anniversary Party 

Kicking off of the doppelganger grabbing him from on the table, Sam takes a couple of clumsy over-correcting wingbeats on unseen wings that send him careening after Caelyn, bumping his head on the ceiling above her.  "Oof!"  He rubs the top of his head and surveys the room. The civilians are being cut down, so he launches two blasts at the one who struck down the defenseless woman.

Grepha flinches at the nearness of the sacred moonlight. She does her best to harry and bite at the feet of the doppelganger without singing herself and revealing her true form, though the green flames and smoke drifting from her tiny fangs hints that she is anything but what she appears.

 
 Spoiler: Rolls 
 Sam 
Corrected his quick reference AC with his leather armor back on, a whole +1 but it might make a difference woo.

Bonus action to Tumble, Dash/Disengage movement to fly 1 E of Caelyn and as high as he can go.
EB twice on the Dread Doppelganger that smacked the civilian lady.
 (1d20+6)[ 11 ]  to hit Blast 1 + (1d4)[ 2 ]  Aldeth bonus
 (1d10)[ 10 ]  damage and pound him diagonally down into the ground for  (1d4)[ 4 ]  bump damage
 (1d20+6)[ 10 ]  to hit Blast 2 + (1d4)[ 4 ]  Aldeth bonus
 (1d10)[ 1 ]  damage and pound him diagonally down into the ground for  (1d4)[ 4 ]  bump damage

 Grepha 
Green Flame Bite/Sting on the moonlit Doppel.
 (1d20+5)[ 25 ]  to hit + (1d4)[ 3 ]  Aldeth bonus
 (1d4+3)[ 5 ]  damage + (1d8)[ 5 ]  fire and  (1d20)[ 8 ]  DC 11 Con save to halve  (3d6)[ 11 ]  poison
Critical Total:  10  piercing,  10  fire and  22  pre-halfing poison
 

 
 
  
Awful
      
     "Anri"    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 72/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 1/1 
 Spell Slots- 4/4 1st, 2/2 2nd 

Holding her weapon aloft, Anri followed Grok as he charged to defend whats-his-name. She dragged a claw along the smouldering blade, and she brough a scorching golden slash into the for and followed it up with a hideously strong horizontal slash, aiming to cut the doppleganger clean in two.
 
 
  
 
 Spoiler: OOC 

Move : As per discord, to the two enemies near Aldeth
BA: attack: crit for 27 slash + 6 fire
Action: GFB: 14 to hit, 14slash+18burn
9 fire damage leaps to adjacent enemy, no hit roll or save
 
Amnestic
Anri darts away from the body she left in her wake, and her crushing flame-strikes against the doppleganger first cut its chest, and then remove its head and a searing pair of slices. Not to be outdone by someone hundreds of times as large, the Grepha-Spider delivers a crushing bite to the nearest doppleganger, her venom immediately blackening the creature's grey skinned foot. It moves to run, but assailed by spirits at its side and radiant moonlight from above, it gets nowhere. It stumbles, then writhes, as it is burned beyond all recognition. They do not give up on taking down Aldeth though, as one attacks it from behind. Aldeth raises his blade to deflect one, while Shield of Faith safeguards him from another. The third lands though, and he's forced to cough up blood from the impact.

The malicious creature that had struck bloody the woman evades one of Sam's beams, though they other strikes it down into the ground. Out of its easy reach, the creature instead launches a barrage of blows against Caelyn, slamming its meaty fists into her.

Leaf's arrow flies past Brandilar, striking the already injured dread doppleganger. The warrior - bloodied and bruised - takes the opportunity to retreat, slipping away from the trio around him to the 'safety' of the spirits.

The two 'barmen' leap over from their positions, one to Anri, the other to Leaf, the latter of which finds himself flanked on both sides. They attack, striking both with painful gangly fists. The former-piano player, surrounded by his mirror images, leaves the tabaxi to his 'comrades' and instead incants a fearful spell to afflict Senna's mind, but her own training and Grok's safeguarding aura protect her from the magic.

 
 Spoiler: Map 

 

Anri hits and then crits, killing off the nearest doppleganger in one turn, and slightly burning the adjacent dread.
Grepha crits the Dread Doppleganger for 42 total damage.
Sam misses with beam one, hits with beam 2.
Leaf gets an arrow into the injured one, hitting for 28.

Brandilar - bloodied - disengages from his position and retreats into the Spirit Guardians.

At the start of the DD's turns, the one in the spirit guardians makes his save (20) and then fails his moonbeam save. The combo damage finishes him off, stopping Grepha from any spider retaliation.
The other two DDs fail their saves vs. Spirit Guardians, taking  13  each.

One DD attacks Aldeth who uses his reaction to Parry. Combined with Shield of Faith he takes only one hit for  5 , bloodying him.
One DD attacks Anri, hitting twice for  4  and  5  (9 total)
One exits the spirit guardians and goes for Caelyn. He hits for  7, 7, and 5  (19 total). Concentration not rolled.
 Two attack Leaf. I seem to have stored up my attack rolls here in particular, since they hit for a combined six times total (8, 6, 5, 8, 5, 5)  37  total 
One attacks Leaf (19 total). The injured one moves to give chase on Leaf, but can't reach, and  Dodges  instead
The final living DD tries to cast Phantasmal Killer on Senna, who makes her wis save only thanks to Grok's paladin aura.

 Grok and Caelyn  are up. Senna+Aldeth taking turns at end of initiative block.

 Initiative: 
 Anri: [19]
Brandilar: [18]  BLOODIED 
Grepha: [18]
Sam: [17]
Leaf:[12] 

DD: [10]

Grok:[9]
Senna: [4]
Caelyn:[4]
Aldeth: [4]  BLOODIED, LEADERSHIP ACTIVE 

D: [4]
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Seeing one of the shapeshifters going to attack Aldeth, Grok attempts to discourage it, swinging the butt of his glaive up between it's legs as it strikes at Aldeth.  Moments later, he takes advantage of it exposing itself by attacking Aldeth by bringing the blade down, and trying to slice through the foul creature with brutal power.
 
 Spoiler: OOC 

Reaction:  When the DD first attacks Aldeth, attempt to discourage it.
 (1d20+9)[ 14 ]  +  (1d4)[ 4 ]  Attack
 (1d10+6)[ 7 ]  Damage

Action:  Continue to attack the DD who is attacking Aldeth.
 (1d20+9)[ 24 ]  +  (1d4)[ 1 ]  Attack
 (1d10+6)[ 11 ]  Damage
 (1d20+9)[ 23 ]  +  (1d4)[ 4 ]  Attack
 (1d10+6)[ 10 ]  Damage

Ongoing reactions:  If it attacks Aldeth, attack it.  🙂
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 35/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 1/1 4th 
 0/2 Wildshape 

Recognizing the immediate threat of the lashing, smacking shapechanger, Caelyn turns to face it, even as her moonbeam winks out, distracted by the pain. She raises a hand and utters a summoning chant, shouting "Bokono!" at the end, and she summons the flame spirit next to herself, Sam, and the grey skinned foe, trusting her brother's fire resistance to spare him the worst of the summoning flare. "Sam, falling back! Come with us if you want!" Then she utters a command to Bokono, who rears and brightens as, in a flash of fire, he takes Caelyn and possibly Sam deeper into the far corner of the bar, putting more seats and wreckage between her and the enemies. 
 
  
 
 Spoiler: OOC 
Action summon Bokono one square south of Caelyn. DC 15 Dex save or take  (2d6)[ 7 ]  fire damage. Then order a fiery teleportation, moving her 15 feet to the north and putting Bokono between her and the southern foe. Anyone remaining within 5 feet (Sam and Doppler) needs another DC 15 save or take  (1d6+3)[ 7 ]  fire damage.
 
Amnestic
Grok's glaive carves off pieces of the dread doppleganger, but the twitching creature remains standing, lithely dodging around Aldeth's own attempts to contribute beyond inspiring others. Senna strides forward, away from her defensive position, bringing her glimmering lights with her to assail the dopplegangers and hopefully draw their attention. With a Commanding word she commands two of those who look to be threatening her allies to   "Flee!"   and - unlike their own spells - the dopplegangers fall victim to it.

With a burst of flame, Bokono appears and then teleports its master away, though only the initial explosion harms the doppleganger; it was prepared for the second, and deftly evades the flame.

The remaining copycat creatures spread out, some moving away from Senna and one rushing in. Two swing their fists against Grok and Senna, but find the thick armour plating resistant to their blows, and they fail to land any notable swings.

The barman rushes up to Leaf, eager to capture the elusive tabaxi, the others strike at the remaining civilians. One grabs a hold of the fallen blonde woman's head and cracks it into the floor, causing her to fall breathless. Her husband has no time to mourn, as a second one slams him to the ground with their own fists. Though the overdressed woman had taken shelter beneath the table, it proves insufficient to escape the doppleganger's attention. One kicks aside the table and - finding the woman prone - has easy prey in knocking her out with a slam of its own.


 
 Spoiler: Map 

 

Grok hits with his reaction attack and both his normal attacks, bloodying the DD, though it's still up.

Senna moves forward to catch three of the dopplegangers in her spirit guardians. Unfortunately, at the start of their turn they all make their save, so only take  10  radiant each.
She then upcasts Command (2nd) on the Dread Doppleganger northeast of Anri and two south of Leaf to  Flee . They both fail their saves. On their turn, they'll run away from Senna as far+fast as possible. They're marked with the thorny-heart symbol.

Aldeth attacks the nearest DD twice, but rolls poorly and misses with both.

The dopplegangers spread out. One attacks Senna twice, missing both.
One attacks Grok, missing both attacks.
One attacks the downed Wife, killing her.
One attacks the merchant dragging her, knocking him out.
One attacks the attractive lady, knocking her out.
One  Dash es to get adjacent to Leaf.

A comparatively much worse turn for the enemy, at least where the party's concerned. The civilians might not feel the same way.

 Anri, Grepha, Sam, Leaf  are up.

 Initiative: 
 Anri: [19]
Brandilar: [18]  BLOODIED 
Grepha: [18]
Sam: [17]
Leaf:[12] 

DD: [10]

Grok:[9]
Senna: [4]
Caelyn:[4]
Aldeth: [4]  BLOODIED, LEADERSHIP ACTIVE 

D: [4]
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf uses his bow to fend off any attacks as he runs south, back towards the piano. At one point he runs on all fours like a three-legged cat, holding his bow in his other hand. He runs over and around tables and doppelgängers, weaving through them and leaving them behind, hoping someone follows him to draw them away from Senna.

As he jumps over a table, he turns in the air, spinning back as he fires off an arrow at one of the doppelgängers, and then finishing the spin to land and continue in full gallop.

 
 Spoiler: OOC 
Leaf
Reaction: will use scout reaction every turn if able
Bonus Action: disengage
Move: SSE as far as possible towards the piano, use feline agility to move 60'
Action: Attack an injured doppelgänger next to an ally. Prefer the one next to Senna, but must be next to someone in order to use sneak attack, and injured to use colossus slayer
Object Interaction: none

Leaf

Attack:  (1d20+12)[ 28 ] 
Damage:  (1d8+7)[ 13 ] 
Colossus if injured:  (1d8)[ 4 ] 
Sneak attack:  (2d6)[ 5 ][ 2 ](7)  =   26  
 If Crit  (1d8)[ 3 ]  base +  (1d8)[ 4 ]  piercer +  (1d8)[ 4 ]  colossus +  (2d6)[ 4 ]  sneak attack
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 1 ]  
If no d8 at 3 or less, reroll lowest d6 2 or less  (1d6)[ 4 ]  added to SA


 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 38/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 

Bokono's flames erupt below, and Sam swerves in the air, adjusting his angle to strafe them with more fire. His heart twangs at the civilians' deaths, but there's little he can do for them now. He releases another pair of energy bolts at the doppelganger between the restaurant booths, and calls out,   "Hang in there, Aldeth!"  

Underfoot, Grepha scurries to the next foe, feeling energized by her burning venom's efficacy. It's a rush to feel so powerful again after being a  mere  imp for so long. She bares her fangs and bites down on another gangly gray foot.

 
 Spoiler: Rolls 
 Sam 
Move 4 E, flying 15~ feet up 2 W of Brandilar.
Cast Eldritch Blast on the doppelganger between the tables.
 (1d20+6)[ 7 ]  to hit Blast 1 + (1d4)[ 1 ]  Aldeth bonus
 (1d10)[ 6 ]  force damage + (1d4)[ 4 ]  bump damage into the floor
 (1d20+6)[ 12 ]  to hit Blast 2 + (1d4)[ 3 ]  Aldeth bonus
 (1d10)[ 6 ]  force damage + (1d4)[ 4 ]  bump damage into the floor
Bonus action Warlock Healing Word on Aldeth,  (2d4+3)[ 8 ]  healing

 Grepha 
Move 1 SE.
Green Flame Bite/Sting on the remaining doppelganger next to Aldeth.
 (1d20+5)[ 16 ]  to hit + (1d4)[ 1 ]  Aldeth bonus
 (1d4+3)[ 6 ]  damage + (1d8)[ 4 ]  fire and  (1d20)[ 8 ]  DC 11 Con save to halve  (3d6)[ 7 ]  poison
 

 
 
  
Awful
      
     "Anri"    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 63/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 1/1 
 Spell Slots- 4/4 1st, 2/2 2nd 

Barely feeling the enemy punches, Anri scowled and returned fire with two vicious swipes of her own.
 
 
  
 
 Spoiler: OOC 

Move : None
BA: attack:  (1d20+8)[ 19 ]  to hit,  (1d12+5)[ 17 ]  slash,  (2d6)[ 9 ]  fire
Action: GFB:  (1d20+8)[ 11 ]  to hit,  (1d12+5)[ 6 ]  slash,  (2d6)[ 6 ]  +  (1d8+1)[ 8 ]  fire damage
  (1d12+5)[ 10 ]  fire damage leaps to adjacent enemy, no hit roll or save, if applicable
Reaction: shield if struck
 
Amnestic
Leaf's tabaxi speeds allows him to leap and hop across the battlefield, swerving between enemies without reprise, and land a solid shot in the back of the doppleganger threatening Senna. Grepha teams up with Brandilar in an unusual partnership to end the life of the one still threatening Aldeth, a combination of necrotic poison and slicing blades bringing it down. When Anri swings her axe the first fiery cut is evaded, though the second lands. The creature flees, commanded by Senna, to hide in the furthest corner with one of its allies. Sam blasts the nearest dread doppleganger, but when it tries to reprise with a spell of its own Sam manages to shrug it off.

Another dread creature leaps into fill the space that its ally left, pummeling its arms against Anri. Another - the one with mirror images - pushes through the spirit guardians to strike at Senna, though only one of the attacks hits, and she holds fast on her spell.

 
 Spoiler: Map 

 

Leaf hits for 26. The doppleganger beside Senna is now bloodied.
Sam misses once, hits with the other. The heal takes Aldeth out of bloodied.
Grepha hits their target and they fail their consave vs. poison.
Brandilar also hits the same target, finishing it off.
Anri hits with their BA but misses with Green Flame Blade.

When the target beside Anri flees due to Command, they also get a choice to use an opportunity attack.
One Dread Doppleganger fills the gap, and hits Anri 3 times for  5, 4, 9  (18 total). Assuming she didn't take the OA, she can shield to evade them all.
One takes damage from Spirit Guardians (save successful, 10 total) and moves to hit Senna. It hits once, for  9  (52/61). She makes her concentration save.
One casts Phantasmal Killer on Sam; he makes his save.

Grok/Caelyn are up.

 Initiative: 
Anri: [19]
Brandilar: [18]  BLOODIED 
Grepha: [18]
Sam: [17]
Leaf:[12]

DD: [10]

 Grok:[9]
Senna: [4]
Caelyn:[4]
Aldeth: [4]   LEADERSHIP ACTIVE 

D: [4]
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 71/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: Concentrating
 
Seeing the death of the various innocent civilians, Grok roars in fury, and continues to impale the dopplegangers who thought that keeping five feet away from a dwarf was enough to render them totally impotent.
 
 Spoiler: OOC 

Reaction:  Stab the dread doppleganger who attacked Anri
 (1d20+9)[ 24 ]  +  (1d4)[ 1 ]  Attack
 (1d10+6)[ 10 ]  Damage

Attack the first:  Stab the dread doppleganger who attacked Anri
 (1d20+9)[ 10 ]  +  (1d4)[ 1 ]  Attack
 (1d10+6)[ 9 ]  Damage

Attack the second:  Stab the dread doppleganger who attacked Anri
 (1d20+9)[ 25 ]  +  (1d4)[ 4 ]  Attack
 (1d10+6)[ 8 ]  Damage
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 35/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 1/1 4th 
 0/2 Wildshape 

Caelyn moves towards Brandilar, meaning to heal him in a few moments. She directs her beam of moonlight to head due east and burn the dobbleganger there to ash, while Bokono launches a flame seed at the nearest shapeshifter.
 
 
  
 
 Spoiler: OOC 
Move the moonbeam a few squares right to target the dopple there. Move adjacent to Brandilar to make sure he doesn't get himself killed. Bokono shoots a seed-  (1d20+7)[ 27 ]  to hit and  (1d6+4)[ 9 ]  fire damage.

EDIT- 3 more damage for the fire crit. Rolled a 7 for the dopple's save to half 15 damage.
 
Amnestic
Caelyn's shifted moonbeam scorches the shape changer, and with a roar of agony it succumbs to its injuries, writhing as it does so. She doesn't do so uncontested though. The dopplegangers leap past their civilian prey and split, one approaching the elemental and the other - unable to reach Sam - smashing its arms into Caelyn with full force, threatening to crack her skull.

Senna shifts slightly, trying to catch more of their targets in her spirits even as she calls out a holy word that blasts those around her with radiant light. Combined with her persistent spirits, another doppleganger falls victim. Aldeth focuses on evasion as another moves in towards Grok, slamming an arm into his armour with unnatural strength.

 
 Spoiler: Map 

 

Grok hits twice, injuring the Dread Doppleganger but not yet bloodying it.
Caelyn's moonbeam kills the injured doppleganger and Bokono crits for 18, bloodying its target.

Senna casts Word of Radiance; the dread doppleganger makes its save but the doppleganger doesn't. It then dies from a failed spirit guardians save.
Aldeth dodges, not willing to leave the safety of the party nearby.

One of of the Dopplegangers moves in and hits Grok for 10.
One hits Bokono for 8.
One crits Caelyn for 16, and then hits for a further 5.
One misses Senna twice.

Anri, Grepha, Sam, and Leaf are up.

 Initiative: 
 Anri: [19]
Brandilar: [18]  BLOODIED 
Grepha: [18]
Sam: [17]
Leaf:[12] 

DD: [10]

Grok:[9]
Senna: [4]
Caelyn:[4]
Aldeth: [4]  LEADERSHIP ACTIVE 

D: [4]
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf stays by the piano, using it to hide from the doppelgängers. He ducks down, loads an arrow, and then pops up and shoots at the one one of the doppelgängers that doesn't have magic mirror up.

 
 Spoiler: OOC 
Leaf
Reaction: will use scout reaction every turn if able
Move: none, resets feline agility
Bonus Action: Hide  (1d20+11)[ 25 ] 
Attack, (try to target one so I get both sneak attack and colossus)
maybe with with Elven Accuracy:  (1d20+12)[ 20 ] ,  (1d20+12)[ 30 ] ,  (1d20+12)[ 14 ] 
Damage:  (1d8+7)[ 9 ]  = 11 from piercer below.
Colossus:  (1d8)[ 3 ] 
Sneak attack:  (2d6)[ 1 ][ 6 ](7)    = 21 total  
 If Crit  (1d8)[ 8 ]  base +  (1d8)[ 7 ]  piercer +  (1d8)[ 5 ]  colossus +  (2d6)[ 6 ]  sneak attack 
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 4 ]  replaces 2 on damage roll.
 If no d8 at 3 or less, reroll lowest d6 2 or less  (1d6)[ 6 ]  
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 38/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 

Seeing a small window of opportunity to save one of the civilians as the doppelgangers' numbers dwindle, Sam leaps forward and rolls over the chair at the table in front of him, pushing off with his wings - though it looks like the elven merchant just sails through the air like a gliding monk. As he flies through the air he releases blasts 'below' him to throw the dread away and moves in the way of the doppelganger and the civilian. Though he's left with no chance to heal the injured man yet.   Hang on just a little longer...  

Crawling onto Caelyn's foot, Grepha releases a tiny trickle of shadow that slithers up her leg and sinks into her bruises, beginning to knit together broken blood vessels from the beating the doppelganger is pounding into her chest. With a few legs she sketches a tiny red sigil and kicks it between several feet, where it lands under Grok and expands into a glowing circle. Ready to spur him to the next foes once those nearby are felled.

 
 Spoiler: Rolls 
 Sam 
Bonus: Tumble, dash/disengage 2 S.
Cast Eldritch Blast on the dread near the south civvies.
 (1d20+6)[ 17 ]  to hit Blast 1 + (1d4)[ 3 ]  Aldeth bonus
 (1d10)[ 7 ]  force damage + (1d4)[ 2 ]  bump damage into the table
 (1d20+6)[ 10 ]  to hit Blast 2 + (1d4)[ 2 ]  Aldeth bonus
 (1d10)[ 9 ]  force damage + (1d4)[ 2 ]  bump damage into the table
Move between the dread doppelganger and the dying merchant.

 Grepha 
Using Cult Dice to heal Caelyn for  (2d4+2)[ 4 ] .
Bonus action to cast Sigil of Alacrity beneath Grok.
 

 
 
  
Awful
      
     "Anri"    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 63/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 1/1 
 Spell Slots- 3/4 1st, 2/2 2nd 
Flaring her shield to avoid the enemy, Anri scowled fearsomely at the enemy. She raised her axe and, wreathed in smouldering green flames, swung back at her attacker.
  "Not enough,"   she said, irritation tinging her tone.   "Try harder!"   
 
  
 
 Spoiler: OOC 

Move : None
BA: attack:  (1d20+8)[ 25 ]  to hit,  (1d12+5)[ 8 ]  slash,  (2d6)[ 8 ]  fire
Action: GFB: (1d20+8)[ 27 ]  to hit,  (1d12+5)[ 17 ]  slash,  (1d8)[ 7 ] + (2d6)[ 6 ]  fire
 (1d8+1)[ 8 ]  fire damage leaps to adjacent enemy, no hit roll or save, if applicable
Reaction: shield if struck
 
[/QUOTE]
Amnestic
Sam continues his one-two beam punch, with one slamming into the doppleganger and the other going wide. When he swoops down, the creature slips behind him, slamming his fists into the half-dragon's back. Anri and Leaf in turn deliver potent blows of their own, bloodying their respective opponents with arrow and flame. Brandilar tries to follow suit, and though he delivers some strong blows he's also not able to fully fell his enemy.

The dopplers retaliate, one hitting past Senna's defences even as her spirits assail them, one twisting his fist against Anri once more, and two others again incanting mind-arresting spells. Anri manages to shrug it off, but Leaf is less lucky, and suddenly finds his vision filled with terrifying visions.


 
 Spoiler: Map 

 

Sam hits with one beam, misses with the other.
Grepha heals and throws down a Sigil; it will activate on Grepha's next turn, so not active yet.
Leaf hits with their bowshot, bloodying the doppleganger next to Senna.
Anri hits twice, bloodying their target.

Brandilar hits three times, dropping the doppleganger next to Caelyn to 1hp.

The two dopplegangers in spirit guardians fail their saves vs. spirit guardians, taking 24 damage each, though they're still hanging on - barely. One steps out and swings at Anri. One hit for  9 , assuming she doesn't shield.
One hits Senna once for 5 (47 remaining). She maintains concentration on Spirit Guardians.
One hits Sam twice for  4  and  8 .

The two formerly Commanded dopplers get back into the fight by casting Phantasmal Killer again on Anri and Leaf. Anri makes her save, Leaf doesn't. He's Frightened on his turn and needs to make a DC14 wis save at the end of each turn to end it, otherwise takes 4d10 psychic damage.

Grok and Caelyn are up.

 Initiative: 
Anri: [19]
Brandilar: [18]  BLOODIED 
Grepha: [18]
Sam: [17]
Leaf:[12]

DD: [10]

 Grok:[9]
Senna: [4]
Caelyn:[4]
Aldeth: [4]  LEADERSHIP ACTIVE  

D: [4]
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 61/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Seizing on the opportunity presented by the attack on Anri, Grok's glaive rewards it's attack with a swift thrust to the chest, quickly followed by a couple more, just to make sure the message really reaches it's evidently slow mind.

 
 Spoiler: OOC 

Reaction vs the one that attacked Anri:
 (1d20+9)[ 12 ]  Attack
 (1d10+6)[ 8 ]  Damage

If it is still up, continue attacking it.  Otherwise, redirect to the most adjacent injured ganger within range
 (1d20+9)[ 10 ]  Attack
 (1d10+6)[ 14 ]  Damage
 (1d20+9)[ 24 ]  Attack
 (1d10+6)[ 13 ]  Damage
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 14/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn curses and holds in a shout of pain as the doppleganger smacks her around with it's club like appendages. Summoning her will, she lifts her staff, summoning the elements from the local area. Water from behind the bar began to spiral outward, seeking wounds and healing them. Meanwhile, the fire of the local lamps rushes outward as a lancing bolt of fire at the creature fighting Bokono. Bokono, for his part, fired at the enemy menacing Caelyn.
 
 
  
 
 Spoiler: OOC 
Invoke elements-  (1d20+7)[ 27 ]  +  (1d4)[ 1 ]  to hit,  (9d8)[ 58 ]  fire damage( doubled on crit to 116  total), including an extra d8 from enhanced bond. Caelyn, Senna, Aldeth, and his bodyguard heal for  (3d8)[ 10 ]  hps. Then Bokono fires a seed at the one in melee with Caelee-  (1d20+7)[ 9 ]  and  (1d6+3)[ 4 ]  fire damage.
 
Amnestic
Grok's cleaver cuts twice, slashing through the enemy beyond him and finishing the job Anri started, dropping yet another doppleganger.

When Caelyn encants her fire, her foe swings at her but she ducks away. Already feeling the pure energy at her command she thrusts it at a otherwise unharmed foe that stands in Grok's path. The fireball looses, but there is no immolation, only incineration. In a flash of fire it leaves a seared, cauterised hole where the creature's head and upper torso had previously been. The arms - bereft of shoulders - flop to the ground beside its lower half.

The doppleganger locked inside Senna's gleaming spirits fares little better, the spell searing it from all sides. It becomes too much, and the creature flops to the floor lifeless at Senna's feet. She conjures a mind-spell of her own, striking at the doppleganger beside her, trying to wrest its faculties away - and succeeding with a jolt of pain. Aldeth, seeing the fight swinging to your advantage, steps in and finishes off the foe you've already weakened for him, taking the killing blow for himself.

Seeing so many of his allies cut down, the doppleganger that swung at Bokono (and struck it!) opts to flee, focusing on evasion as he makes for the stairs.

 
 Spoiler: Map 

 

Grok hits twice (the leadership saves the reaction attack), and drops the guy next to Anri.
Caelyn crits the doppleganger (on full health) next to Grok, taking it from 100% to 0 in a single blow, with another kill in the chamber of overkill. Her movement provokes an OA that misses.
Bokono's movement also provokes an OA, but that one hits for  5 .
Senna's at 57, Brandilar is no longer bloodied.

Senna targets the mirror image DD with mind sliver; it fails its save for  4  psychic damage, and -1d4 on its next save.
Aldeth steps in to kill steal the 1hp doppler, missing his first hit but clutching it with the second.

The remaining normal doppleganger in Spirit Guardians dies due to a failed dexsave.

The one that was near Bokono  Dodges  and flees toward the stairs.

Five enemies remain - one by Sam, one in Spirit Guardians (mirror image), two behind the bar, and one retreating to the stairs.

Anri, Grepha, Sam and Leaf (frightened) are up.

 Initiative: 
 Anri: [19]
Brandilar: [18]
Grepha: [18]
Sam: [17]
Leaf:[12]  Frightened  

DD: [10]

Grok:[9]
Senna: [4]
Caelyn:[4]
Aldeth: [4]  LEADERSHIP ACTIVE 

D: [4]
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf looks up to see the scariest doppelgänger of all charging towards him from behind the bar. He suddenly realizes that he's on his own and overmatched. His hands are shaking and he can't even figure out how to draw an arrow to put in his bow. All he knows is that he needs to get away and get somewhere safe. Running out of the room on his own doesn't seem safe. Staying here is definitely not safe. Then he sees Grok. The stable, solid dwarf cutting down the enemy with ease. He knows he needs to get to Grok.

So he runs. He runs faster than he's ever run before, making sure to never get any closer to the the source of his fear, climbing over furniture, up and down walls, and around any other doppelgängers.

He runs in a quarter circle from where he is, starting west and then turning north, ending next to Grok. He curls up, and chatters as he points back to the bar.

  "Help me. That one is killing me!"  
 
 Spoiler: OOC 
Dash to end up 1 square west of Caelyn. I think he can make that with just dash, but if he needs to use feline agility, he will.

DC14 Wis save  (1d20+3)[ 23 ]  including Grok's aura.

If fails, takes  (4d10)[ 19 ]  psychic damage.


 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 26/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 
  "Live,"   Sam commands the merchant on the floor, through tensely clenched teeth as the doppelganger slams into his arms, held protectively in front of his face. Knowing his chances of taking it on in melee are low, he holds his ground and conjures flames beneath Senna's foe, hoping to free her attention.  "Senna, the lady under the table needs help!" 

Slipping off of Caelyn's foot as she steps aside, Grepha gives merciless chase to the shapeshifter attempting to flee.

 
 Spoiler: Rolls 
 Sam 
Move 1 E
Bonus action Healing Word on KO'd merchant, healing him for  (1d4+3)[ 5 ] 
Cast Create Bonfire under the mirrored doppler by Senna
 (2d8)[ 7 ]  fire damage if it fails  (1d20)[ 3 ]  Dex vs DC 14

 Grepha 
Move 3 NW, 1 N.
Green-Flame Bite
 (1d20+5)[ 11 ]  to hit + 1  from Aldeth in the discord, probably not enough to hit
 (1d20+5)[ 16 ]  Disadvantage
 (1d4+3)[ 5 ]  damage + (1d8)[ 1 ] ,  (3d6)[ 13 ]  poison with  (1d20)[ 10 ]  Con vs DC 11 to half
 

 
 
  
Awful
      
 
  
 
 Spoiler: OOC 

Move : Move NE on top of the bar to that enemy
BA: attack:  (1d20+8)[ 21 ]  to hit,  (1d12+5)[ 9 ]  slash,  (2d6)[ 9 ]  fire
Action: GFB: (1d20+8)[ 20 ]  to hit,  (1d12+5)[ 13 ]  slash,  (2d6)[ 8 ] + (1d8+1)[ 7 ]  fire
no adjacent enemy
Reaction:
 
Amnestic
Anri leaps atop the bar to strike at her doppleganger foe, and delivers two scorching hits, though it hits back just as hard, slamming its fists past any magical defense she may have conjured. Its blows delivered, it then moves towards the stairs to follow alongside its ally, nursing its wounds as it goes. The remaining doppleganger behind the bar conjures a magical aura, that vanishes, to seemingly no effect whatsoever. It then hops over the counter and moves around the edge of the spirit guardians towards Sam, though it has no need to do so.

Though Sam's flames do scorch the doppleganger in the spirits, they are snuffed out almost as quickly, as the remaining creature in his face slams its arms into the dragon with punch after punching, including a critical slam that may well have broken his snout - or at least clogged it up. He drops to the ground from the force of the impact. Brandilar leaps forwards to try to rescue his ally of chance, but only manages to land one slice on the evasive grey creature.

Despite flames and spirits, the doppleganger beside Senna holds fast, standing as best he can. He must see no escape for him other than through the cleric, and so he keeps swinging fist after fist. One makes it through, but Senna holds her spell active still.


 
 Spoiler: Map 

 

Brandilar hits once only, but it is enough to bloody the creature next to Sam.
Sam heals a man, and damages the mirrored DD with his flames. Grepha indeed misses.
Anri hits twice, reducing the enemy to low hit points.
Leaf breaks their fear.

The DD in spirit guardians makes his save, allowing him to survive one more turn - almost certainly his last.

Sam gets hit twice for  7  and  8 , and crits for  14 . Assuming the health total is correct, this downs him.
Senna gets hit once, for 9 (48/61). She maintains concentration.
Anri gets hit three times - for  8, 7, and 6 . A shield spell removes the  7  damage, but not the other two.
The doppleganger by the bar casts a spell(?) and then moves. There is no visible effect of the spell.

Grok and Caelyn are up.

 Initiative: 
Anri: [19]
Brandilar: [18]
Grepha: [18]
Sam: [17]
Leaf:[12]

DD: [10]

 Grok:[9]
Senna: [4]
Caelyn:[4]
Aldeth: [4]   LEADERSHIP ACTIVE 

D: [4]
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 61/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: Concentrating
 
Noting Sam get knocked out by one of the shapeshifters, Grok looks away, to the north, noting the fleeing enemies, and the potential for reinforcements.  There were plenty of other people who could heal the downed Sam, and he'd keep.  Probably.

Instead of moving to help, he charges the shapeshifter trying to escape via the stairs using his glaive like a lance, attempting to impale the creature, and bull past to occupy the stairs, while keeping the window within his reach, so he could prevent the other one from fleeing.
 
 Spoiler: OOC 

Move:  Charge!  (Should end movement one square to the west of the doppleganger on the stairs, which should allow Grok to prevent it from passing him, and put him in position to make an AoO against the other one, and stop it from moving via Sentinel.
Action:  Stab the stair-ganger on the way. If it survives, repeat the process.  Otherwise, slice at the ankles of the other seemingly fleeing doppleganger.
Bonus:  Ah, if only paladins got many of those...
(Note:  Leadership rolls done in discord)
 (1d20+9)[ 24 ]  [26, including leadership]  Attack 1
 (1d10+6)[ 7 ]  Damage 1


 (1d20+9)[ 14 ]  [18, including leadership]  Attack 2
 (1d10+6)[ 13 ]  Damage 2

Opportunity attack(Looking to prevent either one from fleeing, if possible.)
 (1d20+9)[ 16 ]  [20, including leadership] 
 (1d10+6)[ 7 ] 
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 14/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn sees Sam go down, which causes her eyes to dilate and her flames to leap to her staff as she blasts out a bolt at the creature who struck her brother down. Taking a deep breath, she focuses her will on NOT combusting, NOT going into a rage, to keeping control. For Sam's sake. Releasing a slow breath, she summons her rabbit spirit to nuzzle him, refreshing his wounds and healing the worst of his cuts. It wasn't much, but it would get him up.
 
 
  
 
 Spoiler: OOC 
 Firebolt at the one over Sam-  (1d20+7)[ 17 ]  for  (2d10)[ 3 ]  (plus 1 for elemental adept) fire damage. Bonus action healing spirit summoned on Sam, which will heal him for  (1d6)[ 3 ]  HP, plus  (1d8)[ 8 ]  for enhanced bond with Bokono.
 
Amnestic
With a charging leap, Grok's glaive cuts off the enemy's escape, by impaling it through the chest. When he swings towards the other one fleeing though, its evasive nature allows it to slip under the long weapon - and away from Aldeth's rapier stabs. Its exit blocked, it rushes Grok with its fists, delivering two crushing blows despite the thick armour and stalwart dwarf inside it.

Caelyn's flame spell strikes the creature menacing Sam, but it stays standing. It goes to turn to deliver a killing blow and undo the healing that the druid just granted, but before it can do so, Senna's barked command   "APPROACH!"   rings out through the hall, calling the monster to come closer to her, and her waiting spirits.


 
 Spoiler: Map 

 

Grok kills the fleeing DD, but the other doppleganger was  Dodging  - I rolled the disadvantage and got a nat 1, so he misses the second blow. No reaction attack either.
Caelyn hits with firebolt and heals Sam back to consciousness before he can miss a turn.

Senna casts Command (1):  Approach  on the DD next to Sam; on its next turn it will move towards Senna and do nothing else.
Aldeth rushes in but the disadvantage from Dodge stops him from hitting the doppleganger. Sadly he does not benefit from his own Leadership.

The doppleganger moves to strike at Grok, and free up an exit from the stairs. He hits, twice, for  10  and  9  before reductions.

Anri, Grepha, Sam, and Leaf are up.

 Initiative: 
 Anri: [19]
Brandilar: [18]
Grepha: [18]
Sam: [17]
Leaf:[12]  

DD: [10]

Grok:[9]
Senna: [4]
Caelyn:[4]
Aldeth: [4]  LEADERSHIP ACTIVE 

D: [4]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 

A fist collides with Sam's face. He feels the world swim, and falls to the ground but doesn't feel the impact. His vision is a blur and flickers in and out. Before it can go fully black and send him to wallow in that place above the dark water, he feels a heat nuzzling the side of his face. Unpleasant, for most. For a half-dragon with scales of flame, much more bearable. His vision comes back into focus and he scrambles up to his feet in time to see the doppelganger freeze mid-swing, frozen by Senna's command.

  "Live,"   he shouts another command across the room, at the woman curled up and bleeding beneath one of the tables. Grabbing his dagger from the floor, he summons flames beneath his foe and readies the blade clumsily.

Grepha had turned and prepared to fly to the boy's aid, but sees that the druid sister has done well enough. Satisfied that he is no longer in mortal peril, she turns and applies her needle fangs to the ankles of the panicking doppelganger.

 
 Spoiler: Rolls 
 Sam 
Stand up.
Bonus action healing word on the escort for  (1d4+3)[ 7 ]  healing. She's  just  within 60 feet if I counted right. If not, he'll move 2 E to get in range without provoking.
Action to cast a new Bonfire beneath the doppelganger next to him.  (1d20)[ 16 ]  Dex vs DC 14, or  (2d8)[ 14 ]  fire.
When the doppelganger moves away from Senna's spell, he'll use his reaction for a dagger stab.
 (1d20+4)[ 12 ]  to hit, think he's out of range of Aldeth's buff though
 (1d4+1)[ 5 ]  poke damage on the off chance he hits

 Grepha 
Green-Flame Bite on doppel-g
 (1d20+5)[ 19 ]  to hit + 1  from Aldeth in Discord
 (1d4+3)[ 5 ]  damage + (1d8)[ 3 ]  fire,  (3d6)[ 9 ]  poison with  (1d20)[ 15 ]  Con vs DC 11 to half
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf shakes off the fear. The horrible images in his mind giving way to the clear vision of the room. The doppelgängers are still pretty scary, but just normal scary now, and normal scary is something that Leaf has gotten used to.

He moves northeast over all of the dead doppelgängers and jumps over the bar, looking like he is abandoning the fight and hiding. But he suddenly pops up and shoots a single arrow at the one that caught him with its magic.

 
 Spoiler: OOC 
Moves northeast and jumps over bar. Hides, then pops up and shoots at the SE doppelgänger.

Leaf

Hide  (1d20+11)[ 14 ] ,  (1d20+11)[ 27 ]  (they have disadvantage to see him due to his cloak)
Attack with Elven Accuracy:  (1d20+12)[ 13 ] ,  (1d20+12)[ 17 ] ,  (1d20+12)[ 15 ] 
Damage:  (1d8+7)[ 8 ]   13 with Piercer 
Colossus if injured:  (1d8)[ 6 ]   +6 if injured 
Sneak attack:  (2d6)[ 1 ][ 5 ](6)   +6 if SA works 
 If Crit  (1d8)[ 2 ]  base +  (1d8)[ 7 ]  piercer +  (1d8)[ 8 ]  colossus +  (2d6)[ 9 ]  sneak attack  
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 6 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
Amnestic
Leaf, Anri, and Grepha descend on the fleeing doppleganger, surrounding it both close and afar. A solid arrow shot, an anklebit, and a flameblade all combine to cut the creature down from healthy to dead in swift order.

The commanded doppleganger still holds enough sway over its movements to dodge away from Sam's flames and dagger, but not Brandilar's steel, nor Senna's gleaming spirits. A slice across its back and an assault of divine magic bring the pair inside Deneir's chosen's aura low, scorching their forms.

When you turn your attention to the last surviving creature at the south end of the room, your attacks seem to flicker past it. Again and again and again. It proves to be an illusion, a deeply well crafted one at that, capable of 'evading' and moving, giving off the perfect semblance of an appearance. It even swings its arms to 'strike' at you, though never quite seems to make contact. The doppleganger doesn't reappear, nor does a comprehensive search of the area locate it. It appears to have slipped away, invisible, leaving only an illusory decoy in its wake, and you are left with a pile of bodies - of both foes and...well, not 'friends', exactly to deal with.

 
 Spoiler: OOC 

I took Anri's turn. They hit with one attack and missed with the other.

Leaf, Grepha, and Anri finished off the doppleganger to the north. Sam's offensive spells unfortunately didn't land, nor did the reaction attack.
Senna's command baited the DD into spirit guardians, which hit for 26. The mirror image guy rolled a nat 20 on his save, but even reduced the damage finished him off. Brandilar then got a hit for  11  on an opportunity attack, killing it.

The final target still living proves to be an illusion, combat concluded.

 Experience Gained: 
15 for Deadly Fight
8 for keeping Brandilar and Aldeth alive (4 each)
2 for saving two civilians (1 each)
Total:  25 
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 42/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: Concentrating
 
With the revelation that the last of the shapeshifters was an illusion, Grok doesn't hesitate to run to the various fallen civilians, and attempts to heal them.  " If one's gotten away, more will be coming.  We need to get ready, and see if any of the innocents here can be saved.  Is anyone not up for another fight?  Because we need to get to the bottom of this. "
 
 Spoiler: OOC 

Grok's going to go to the various downed civilians, and try to use 1 point of lay on hands on them, in an attempt to save them, if possible.
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Seeing that the last doppelgänger is just an illusion, Leaf doesn't wait to catch his breath. He runs over to the woman he was talking to at the bar, dragging her out from under the table. Hopefully, she is still alive. He tries to stabilize her and calls out for Grok.

  "Over here. Help me with her."  
 
 Spoiler: OOC 
Stabilize:  (1d20+1)[ 11 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 

The last doppelganger vanishes, an illusion.  "Guess they would have known their attack failed eventually..."  he laments. Grok has a point though, these might not be the only shapeshifters in the building. And any  one  shapeshifter loose in the city is a big deal. They'd have to figure out some kind of system to identify each other.

Sam tucks his dagger back into its scabbard for now, and helps up the man whose wife was killed. With his other hand he nurses several nasty bruises, and an aching head.  "I'm sorry. I didn't get there in time to save her,"  he apologizes.  "Aldeth, is there anywhere secure we can hide the civilians until we clear the place of doppelgangers?" 

Grepha crawls up Caelyn's leg and up to her shoulder.  " Well fought, "  she whispers.  " We will need to begin developing anti-doppelganger protocols... "  her thoughts, it seems, have gone to the same worries.  " In addition to looking out for rat assassins, and normal assassins. Lovely. " 
 
 Spoiler: Doppelganger Knowledge 
 (1d20+3)[ 5 ]  for Sam
 (1d20)[ 11 ]  for Grepha
I'm guessing Arcana is most appropriate, so the modifiers are for that. Sam's a +8 if History applies.
 

 
 
  
Amnestic
Those who have fallen are dead, save the two saved by Sam's healing spells - the married(?) merchant and the over-dressed woman, whose decision to hide beneath the table may have granted her unconscious form some additional 'soft' protection. They are slow to rouse, and slower to gain their senses back. It becomes clear that neither of them expected anything like  this . The merchant is inconsolable - the loss of his wife and the transformation of his 'brother' leaves him weeping. The woman handles it better, though admittedly not by much. She is more shocked than upset, though clearly still thankful for the rescue, albeit nursing some nasty bruises. She at least has herself together enough to offer thanks to Leaf, and promise a repayment.

 
 Spoiler: OOC 

No LoH healing required; they're already up due to Healing Word.
 

 "What you see is what we have."  Aldeth says in response to the question.  "There are storage rooms that are more secure in the cellar, but you'd have to go through the building to get there, I fear they would ill serve the purpose right now."  A whispered word from Brandilar causes him to nod.  "Brandilar and I could remain here with them while you clear the rest of the building, or at least until the exit." 
 
 Spoiler: Sam - Doppleganger Knowledge 

Sometimes called mirrorkin, the doppleganger is known far and wide for their impeccable shapeshifting abilities, being able to easily blend into any humanoid society. Frequently amoral, the only reason dopplegangers aren't more of a threat on a societal level is an almost genetic laziness. Though many have the skills and intellect to usurp control of nations, for most dopplegangers it seems to be too much effort.

Though they can duplicate the appearance of the original, they do not gain access to their mannerisms or memories; for this reason a doppleganger may keep captives for weeks or even months, utilising their thought reading abilities to learn how to better imitate their copied target.

Though you know letter else of them, this move with the Merchant's League does seem out of character for most dopplegangers - both because of the numbers involved and the extent of their operation.
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 14/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn is directs her healing spirit to come over to her and heal her wounds, and slowly, through the painful heat, her bruises begin to disappear. Should anyone else need healing she will help them after she makes herself ready for the next fight. She looks over the rescue efforts with a sad frown- not many survived, and those that did appear to be traumatized by the experience of watching people they thought they knew change, rise up, and attempt to beat them to death. Silently, Caelyn made the promise to herself that she would purge any deceptive shapeshifters who crossed her path... but how would she know them?

Turning to Grepha, Caelyn tilted her head to listen to the imp before brightening up for a moment.  "A little bit of time with some druidic and some temporary ink could mark each of us to be sure that we are who we say we are. Perhaps on the back of the hand? We'd want it somewhere that can be displayed without getting close, it's little help to ink someone's earlobe if you need to get close to check and a monster guts you for your strict observance of our policy..." 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 
  "Good idea. They should be unable to copy the properties of even basic magical ink,"   Grepha murmurs on Caelyn's shoulder.

After his attempts to console the grieving husband, Sam stands, holding his hands together. Even having saved two of them, he feels a sting of guilt at not reaching the wife in time.  "I'll stay up here with Aldeth,"  he offers.  "If any more slip past and get up here I'll let you guys know."  He'd probably be able to communicate with Grepha from anywhere in the building, and she's in better shape than him for a fight right now.
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 62/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Disappointed in the lack of survivors, Grok's hand glows slightly as he heals some of his injuries while he walks towards the stairs down, pausing at Caelyn's suggestion.  " That's a good idea.  It could work.  The best defense, though, would be us not getting separated.  Sam, you Aldeth, and Brandilar should try to move quietly behind us, rather than isolating yourselves.  That way, if you are attacked, we can do something about it. "


 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf helps the well-dressed woman to stand up, staying the perfect gentleman in doing so.

  "No need to repay me, ma'am. Grok is right, you should stay with us until we can get you someplace safe. You'll be safer with us for now than here on your own. Is there any reason these doppelgängers would be after you specifically? I wonder why would they hire an escort if it was a trap."  

He says the last part with curiosity, not in any way accusing the woman of being part of the plot.

 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
Awful
      
     "Anri"    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 42/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 1/1 Action surge 1/1 
 Spell Slots- 3/4 1st, 2/2 2nd 

With a click of her tongue, Anri extingushed the flames licking around the head of her axe. She curiously prodded one of the bodies with the toe of her boot.

  "I can see them if they go invisible,"   she volunteered.   "If they're close. I can go first."  

Having been whallopped a few times, Anri padded over to Caelyn for healing. The pain didn't seem to bother her, but a nice bruise was already forming around the little elf's eye.
 
 
  
 
 Spoiler: OOC 
 
Amnestic
To Leif's question no adequate answer is given, though not for lack of trying. Perhaps they made a mistake, and purchased services outside of the norm? She doesn't know.

After collecting yourselves, doing a bit of spot healing and generally making sure you're all okay, the party descends back to the ground floor and finds...nothing. No guards standing at alert, no army of dopplegangers arrayed against you. The building is deathly quiet and seemingly absent entirely of life. Your senses find nothing, no matter how you might peer or sniff. It appears that those who were here before have since left, whether fleeing from the sounds above, or being directed out. A check of the offices finds them similarly empty and quiet. It doesn't seem like anything has been taken, nor any last minute sabotage or thieveries accomplished. Haste made no waste.

The front door is available to you, and ajar, should you wish to exit - you have, after all, strictly met the criteria of your agreement. There remains the supposed cellar as well that Aldeth spoke of.
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 62/77  PP: 10 PIv: 9 PIs: 10
HD: 4/7d10, Conditions: none
 
Grok, knowing that evil so often liked to hide underground, in poorly lit and maintained tunnels, doesn't hesitate to continue down the stairs to the cellar, ready to anything. 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 14/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn and Bokono follow Grok. Let them clear this building before they take the war to the street, assuming their foes were still around.
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf makes sure the woman is safe. After encouraging her t come with us, if she hesitates, he lets it go and lets her stay. He's not going to try to force her to come with us. He isn't quite ready to leave the building.

  "We need more information. Who sent these doppelgängers? Let's check the offices and the basement. And maybe Aldeth has more he can tell us now."  

He follows Grok down to the cellar first.

 
 Spoiler: OOC 
Investigation:  (1d20+2)[ 6 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 
 Upstairs 

Remaining with the others in the banquet all, Sam closes the doors and takes a seat near Aldeth after moving the dead doppelgangers to the far side of the room - and laying tablecloths respectfully over the civilians.

 "That one before, it was copying your brother?"  he asks solemnly. Whatever that meant for said brother, it was surely not a pleasant fate.  "I'm sorry." 
 Downstairs 
 "They were ready,"  Grepha observes aloud from Caelyn's shoulder, now that their distant allies and civilians are elsewhere.  "Unsurprising. If they wanted to take over this organization, they would not have run it into the ground. The damage they set out to do is  nearly  done and they are cutting losses."  She doesn't expect to find much in the way of documents. Then again, the Throne's  past  allies had all been sloppy with their communications.
 
 
  
Amnestic
 Upstairs 
 "I...had already resigned myself to the loss of my brother, in truth."  Aldeth remarks, not looking at Sam, in a distinctly stoic way that belied the clear emotional turmoil lurking beneath the paper thin facade.  "His changes had made him not the man he once was in any regard. At least this, perhaps, offers some closure. Thank you for your words though." 
 Downstairs 

With Grok at the lead, the party descends into the cellar of the Merchant's League. Lit torches sit inside metal sconces offering a flickering illumination of wooden crates and barrels that line the walls. Some are open, either entirely or partially, and give you visibility of their contents within. For the barrels, it's mostly water. For the crates, it's a variety of goods, mostly in their 'raw' form: Bolts of cloth, chunks of ore, untreated wood, and similar. A storage of goods to be sold on, though the dust that lines their tops says they might have been sat here for longer than initially planned. Cobwebs (though not large enough for any dangerous spider) fill the corners of the long room you've entered.

At the far end, off to the side, is a sturdy wooden door lined with iron hinges and bars, and beyond it you can hear the sounds of chattering, laughing, and the clinking of glass bottles.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 
 Upstairs 

With a sad smile and a nod, Sam's thoughts drift to Gorion.  "At least... you know he didn't change."  He balls up a fist. It shakes in front of him from the force of his squeezing.  "There's a good chance the guys who did this got my father too. They've had their hands in  every  ****ty thing that's happened for the past three months... They'll get what's coming." 
 Downstairs 
 "Samuel has access to a spell that could force the door open, if we have need of it,"  Grepha informs the others. The tabaxi has the skills to perhaps open it on his own, and more quietly than Sam's Knock spell. She suspects the door to be some kind of trap or illusion, but there  is  an off chance that some conspirators took to celebrating a little early and the doppelgangers never bothered to warn them.
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok, seeing the door, and the sounds of celebration beyond it, grows suspicious, but, none the less, approaches the door, and attempts to open it.

 
 
  
Amnestic
Grok rattles the door handle, but it appears latched on the other side, giving only the barest of inches. The attempt clearly catches the attention of those inside, as the laughter and clinking quiets to a silence, and a tension enters the air.
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf starts to get out his lockpicking set when Grok tries to open the door. He quickly takes a pick and tries to open the latch. As he tries to unlock the latch, he looks to Grepha.

  "We might need that spell."  

Either way, he jumps back out of the way and prepares his bow.

 
 Spoiler: OOC 
thieves tools 16 in discord


 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
Amnestic
Leaf slips their pick along the side of the door and, with a little bit of work, manages to hook up the latch without breaking their own equipment, though you do think it felt touch and go for a moment there. Door unlocked, Grok opens it, as intended. No sooner does he do so then a flurry of arrows bursts out at the assembled party, peppering them with grazing shots. Your view of the room beyond is limited, though what you do see is an assembly of four dwarves sat around a card table, their eyes set on the now open door. Each of them has a greataxe to hand and wears battleworn hide armour. Seeing your team in the doorway, they immediately make a move towards you with a yell of  "Get 'em lads!" .

Though you can't see them, you can hear the movement of others beyond your field of vision - two, by your guess.

 
 Spoiler: Map 

 

The moment Grok opens the door,  Cordon of Arrows  activates. Due to some really bad saving throws (4, 1, 3 and 5 respectively before mods), Leaf, Grepha, Anri and Grok all take  3  magical piercing damage.

Sam's included in the initiative order in case he wants to join the fight; but it will take him a minimum of two turns of Dashing to reach where the party is stood.

Grepha and Sam are up.
 
Initiative Order:- 
Sam: (1d20+5)[24]
Grepha: (1d20+5)[22]

BA: (1d20)[14]
BL: (1d20)[14]

Leaf: (1d20)[13]
Caeyln: (1d20)[12]

BC: (1d20)[10]

Senna: (1d20)[8]
Grok: (1d20)[8]
Anri: (1d20+1)[8]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 8/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 
 Downstairs 

Unable to help herself from a snippy comment when Grok wiggles the handle, Grepha remarks,  "Who needs the element of surprise anyways?"  She hops down to the floor and awaits Leaf opening the door. To her surprise, it is not doppelgangers but dwarves - or so it would at first appear.

Crawling into the room beneath her companions' legs, she uses one pair to weave a sigil and toss it at Leaf's feet. The tabaxi had proven efficient. A surprise arrow nicks her tiny side from a spell warded upon the door.  "Remember, take them  alive !"  she calls out to the others, to ensure they recall what got them in this mess doing the guard's job in the first place. She takes a ready stance to skitter around any further incoming attacks, hoping the talking and spellweaving spider would draw the foe-dwarves' attention.

 
 Spoiler: Actions 
Move 1 Southwest, 3 South.
Bonus to cast Sigil of Alacrity under Leaf.
Action to Dodge.
 

 Upstairs 

Upstairs, Sam perks up when Grepha's telepathic voice reaches him.   Dwarves in the basement. Mid-celebration, decidedly unfriendly. See if Aldeth knows who they are.   Nodding absently to something not present, he glances over at the merchant prince.  "Hey. The others found some dwarves in the basement celebrating. Said they're unfriendly, whatever that means. Do you know who that could be?" 

Sam walks over to the stairs, though he doesn't head down yet.   Do you need help?   he sends back.

  Jury's still out.  
 
 Spoiler: Actions 
Move to the top of the upstairs stairs to cut down some distance if he needs to dash down.
 

 
 
  
Amnestic
Grepha gets a better look at the situation as she moves forward, seeing two more figures - a greatclub wielding lizardfolk with nothing but scales and a loincloth for 'defense', and a middle aged human dressed in what seems like tribal gear, though his skin bears the marks of tattoos removed by flame. Beyond the carefully carved stones of the cellar, a hole seems to have been gouged in a far wall, with  rough stone walls and dirty ground beyond.

The dwarves all take up their axes and, noticing the rather conspicuous spellcasting spider, leave nothing to chance, descending on it with reckless fury. Though they each manage to strike a cut, Grepha's small size makes actually swatting her somewhat difficult. At a barked command from the lizardman, they all back off - a notable distance - and let him through. You're immediately assailed by the stench of someone who chronically is unbathed. Noxious and burning. If that weren't bad enough, the creature retches up, vomiting liquid in a wide line over Grepha, Grok, and Anri. It burns just as bad as the stench does, and despite Grok's aura or paladin power, neither of them are able to evade the searing - though Grepha, small as she is, finds a gap.

 
 Spoiler: Map 

 

Grepha gets hit for  4, ,  14,   4  and  4  slashing damage, before resistances - 3 rolls of 1 on d12 is somethin'.

Grepha, Grok, and Anri then get hit by an acid breath; Grepha makes their save and takes  2  acid. Grok and Anri take  5  because damage also rolled low.
Grepha can make an opportunity attack against one of the dwarves (with advantage), if she wants to use her reaction on that.

In addition the lizardman has a really bad  Stench .

Leaf and Caelyn are up.

 
Initiative Order:- 
Sam: (1d20+5)[24]
Grepha: (1d20+5)[22]

BA: (1d20)[14]
BL: (1d20)[14]

Leaf: (1d20)[13]
Caeyln: (1d20)[12]

BC: (1d20)[10]

Senna: (1d20)[8]
Grok: (1d20)[8]
Anri: (1d20+1)[8]
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 47/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 1/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn and Bokono both slide in behind their allies. Caelyn hurls a small mote of flame that explodes into a wash of fire, threatening to envelop the whole room, while Bokono slings a small ember hot seed at the nearest foe. Then both move to get out of the line of fire and the front line of battle.
 
 
  
 
 Spoiler: OOC 
Accidentally posted early so all rolls will be done on the discord and edited in. 30 damage fireball, with 3 fails, 2 maybes, and a save. depends on if 2 13's save. DC is 15. Bokono rolled a 26 to hit for 10 damage.
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf hides behind the corner of a door, pops out, and shoots a magical acid arrow at the lizard man.

  "We might need some help."  
 
 Spoiler: OOC 
26 stealth, natural 20 to hit, 46 total damage including arrow, sneak attack, colossus, acid arrow, and crit. All rolled in discord.


 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
Amnestic
Flames from Caelyn and Bokono engulf the closely knit group of enemies - and Grepha, though they don't really matter to her. While some of the dwarves manage to duck away in time, one is less lucky, as is the lizardman who has seemed intent on striking the enemies as much as possible. It proves his undoing, when Leaf's arrow impales him in the chest and drops his smelly-self to the ground at Grepha's tiny spider-feet. Senna moves into assist, trying to ensnare the dwarves with a spell of her own, though their rigorous training seems to have made them able to shrug off such magic.

From a distance, Grepha spies the caster incanting a spell of their own, and a flurry of floating knives, daggers, and other stabby-tools appear around her, swishing and swiping this way and that, threatening to strike any who would pass through it. His spell delivered, he disappears out of sight.


 
 Spoiler: Map 

 

Fireball indeed doesn't hit the human on the bottom right.
The farleft dwarf and the lizard fail their save vs. fireball, the other three make it, and Bokono hits the lizard.
Leaf's crit destroys the lizard. pewpew. He does, however, still  Stink . Corpses don't stop smelling just because they're not alive anymore.

The spellcaster casts  Cloud of Daggers  (3rd) on Grepha's square. Creatures that move into the square or start their turn in it take 6d4 magical slashing damage. He then ducks out of line of sight.

Senna casts  Hold Person  (3rd) on the middle-right and far-right dwarf but they rolled high on the save, and both are unaffected.

Grok, Anri, Sam and Grepha are up. Grok/Anri  could  use their Action to grab Grepha and drag her out without taking damage, if they so chose. 6d4 is very likely (though not guaranteed) to finish her off.

Or heal her, if they want to risk that option.

 
Initiative Order:- 
Sam: (1d20+5)[24]
Grepha: (1d20+5)[22]

BA: (1d20)[14]
BL: (1d20)[14]

Leaf: (1d20)[13]
Caelyn: (1d20)[12]

BC: (1d20)[10]

Senna: (1d20)[8]
Grok: (1d20)[8]
Anri: (1d20+1)[8]
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 54/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
With a hail of arrows bouncing from his armor the moment the door is opened, rapidly followed by foul vomit, and a cloud of daggers, Grok knew that he'd definitely found something amiss.  And that taking at least one of these dwarves alive might yield information.
But first, he had to face a decision.  To leave a companion(However foul) to die was no simple thing.  But yet, with enemies before him?  No.  letting a companion take a risk was one thing, but leaving one to almost certain death was another thing entirely.
Gritting his teeth, he steps forwards, reaching his gauntleted hand into the cloud of knives, and pulling out the tiny fiend, and moving her to cover behind the wall near the door(On the western side), before his position abruptly changes as his wrath pulls him behind the enemy dwarves, allowing him to threaten them from behind, even as the rest of his allies faced the front.

 
 Spoiler: OOC 

Move:  Step forwards.
Action:  Grab Grepha, move her safely behind the western wall.
Bonus:  Misty Step 30 feet forwards, and 5 feet to the west(Should put him ten feet behind and in between the middle two dwarves.
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 8/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 

As the dwarves move in to strike her, Grepha does her best to evade. But their reckless swings slam into the stone again and again as they skim over her unnaturally tough shell - leaving behind nasty gashes that ooze bright red infernal blood, instead of bug guts.

She spitefully nips at one of the dwarves' feet as they fall back, aiming for the one moving into cover. Moments later, a swarm of swirling daggers and blades appears around her - threatening to slice her up if she can't skitter away in time, and indeed it seems unlikely.

 
 Spoiler: Actions 
Mid-round post for the AoO.

Attack of Opportunity at left dwarf.
 (1d20+5)[ 15 ]  to hit
 (1d20+5)[ 14 ]  Adv
 (1d4+3)[ 7 ]  damage if it, with  (1d20)[ 20 ]   (1d20)[ 18 ]  (dwarf advantage if indeed they are dwarves) DC 11 Con save vs  (3d6)[ 7 ]  poison for half
 

 
 
  
Amnestic
Grok reaches through and carefully plucks Spider-Grepha from danger, before teleporting past the dwarves. Grepha's flailing strike against the fleeing dwarf does land, though her venom fails to take hold and do anything more than superficial damage. Anri strides through the cloud of daggers, uncaring of the damage (though it's severe) and instead rushes towards the nearest dwarf, striking him with two vicious fiery blows that nearly - but do not entirely - finish him off.

 
 Spoiler: Map 

 

Grepha's OA hit; saved vs. poison - left dwarf bloodied.
Grok Misty Steps through after saving Grepha.
Anri runs through the cloud of daggers taking  20  slashing damage (which puts her down to 22/72, I think?) and attacks the right dwarf with a flaming axe. 46 total damage over two attacks. Far right dwarf bloodied. She does, however, end her turn adjacent to the STINK. She'll need to make a DC14 consave at the start of her next turn or be poisoned.

Sam and Grepha are up.

 
Initiative Order:- 
Sam: (1d20+5)[24]
Grepha: (1d20+5)[22]

BA: (1d20)[14]
 BL: (1d20)[14] 

Leaf: (1d20)[13]
Caelyn: (1d20)[12]

BC: (1d20)[10]

Senna: (1d20)[8]
Grok: (1d20)[8]
Anri: (1d20+1)[8]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 8/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 
 Downstairs 

To her surprise, Grepha is spirited away from the flashing cloud of blades by the paladin. Perhaps not such a bumbling disaster after all.  "My thanks-"  she manages, before he disappears in a puff of mist and a war cry.

Peeking out into the room, Grepha peers through the cloud of blades and focuses an Infernal hex upon the mind of the dwarf most clearly in view. Then, she skitters back into cover.

 Upstairs 

Remaining perched at the top of the stairs, Sam is tense as he listens to Grepha's play by play of the battle, in case he needs to rush down.

 
 Spoiler: Actions 
 Grepha 
Sigil of Alacrity activates on Leaf, giving him a round of Haste.
Grepha moves 1 W into the doorway to cast Mind Sliver on the middle dwarf.
 (1d20)[ 4 ]  Int save vs DC 12, or he takes  (1d6)[ 3 ]  psychic damage and -1d4 on his next save. NL damage aiming to incapacitate, not that I foresee the damage to be meaningful to that.
Then she moves 2 NE, behind some basement junk.

 Sam 
Readying an action to begin Dashing down if he gets a heads up from Grepha that the fight has turned.
 

 
 
  
Amnestic
Grepha's spell does cause a wince of pain from the dwarf, but she's too far for any sort of retaliation. He instead sets his sights on Anri, shifting around to block the party from getting close to her - and to keep them on the far side of the daggers. They swing wildly, though only one hit grazes her, while the other two make their move on Grok. He deftly cuts at the tendon of one, halting them in their path, but opens himself up to a vicious blow from the other, their greataxe biting into his shoulder through the metal armour.


 
 Spoiler: Map 

 

Sam readies to Move (can't ready a Dash, just a Move - since Dash is an action, and Move is...a Move)
Grepha's spell hits.

The leftmost dwarf moves towards Grok, but reaction attack stops him from getting close, dealing  11  damage in the process.

The other three dwarves attack Anri (one hit for  4 , 18hp remaining) and Grok (one hit for  13 , before reductions)

Leaf (with  Haste from Sigil of Alacrity) and Caelyn are up.

Attacks against the dwarves have  advantage  because they're being reckless little goofballs.

 
Initiative Order:- 
Sam: (1d20+5)[24]
Grepha: (1d20+5)[22]

BA: (1d20)[14]
 BL: (1d20)[14] 

Leaf: (1d20)[13]
Caelyn: (1d20)[12]

BC: (1d20)[10]

Senna: (1d20)[8]
Grok: (1d20)[8]
Anri: (1d20+1)[8]
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf hides behind the corner of a door, pops out, and shoots a magical fire arrow at the farthest dwarf he can reach. He feels energy coarse through him and repeats the move with the magic he’s been granted.

  ”Lets help Grok."  

He looks to climb the wall and squeeze around the corner above the cube of flying daggers, but decides he can’t make it.

 
 Spoiler: OOC 
BA hide (18)
Action ready attack for the beginning of the next turn (18 to hit or 30 with elven accuracy for 25 damage)
Haste attack (16 to hit or 28 with elven accuracy for 20 damage)

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 37/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn listens to Leaf's plan, nods at it, and does another maneuver to dance into line of sight to their foes, fire a volley with Bokono, and retreat, hoping to use cantrips to clear up the fight. She focused on the enemies menacing Grok, per Leaf's directive.
 
 
  
 
 Spoiler: OOC 
Fire bolt-  (1d20+7)[ 19 ]  to hit,  (2d10)[ 9 ][ 3 ](12)  fire damage, with 1's becoming 2's.  (1d8)[ 4 ]  bond fire damage. Bokono does the same thing-  (1d20+7)[ 26 ]  and  (1d6+4)[ 7 ]  fire damage.
 
Amnestic
Bolstered by the speed of spell, Leaf lodges two critical arrows in the back of the nearest dwarf, he lets out a roar of pain, but it's silenced when Caelyn and Bokono follow suit with a pair of firebolts, striking at both him and his comrade. The flames prove too much for them and they fall to the ground at Anri's feet, atop their lizard ally.

The caster's retreat evidently proved only partial, as they reappear, conjuring up a blade of pure magic to slice at Grok and a lance of gleaming energy that flies at Anri - neither strike true though, the able warriors twisting away from the blows before they can land.

 
 Spoiler: Map 

 

The spellcaster summons a Spiritual Weapon (sword) by Grok and attacks, missing.
They then throw a Radiant Lance at Anri, also missing. Not a great showing for the caster this go around!

Senna, Grok, Anri, Sam, and Grepha are up.

 
Initiative Order:- 
Sam: (1d20+5)[24]
Grepha: (1d20+5)[22]

BA: (1d20)[14]
 BL: (1d20)[14] 

Leaf: (1d20)[13]
Caelyn: (1d20)[12]

BC: (1d20)[10]

Senna: (1d20)[8]
Grok: (1d20)[8]
Anri: (1d20+1)[8]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 8/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 
 Downstairs 
 "Senna, could you dispel this cloud of blades?"  Grepha requests.  "We need to stabilize those dwarves before they succumb to their injuries."  Else they would simply be back where they began with the Fist. There is always burning the bodies to remove evidence, but that brings a whole tangled web of lies into the picture.

 
 Spoiler: Actions 
 Grepha 
Talking as a free action.
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 41/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: Concentrating
 
Seeing that the spellcaster hadn't fled, and that Anri and his allies had dealt with the two threatening her, Grok opts to disengage from the pair of dwarves attacking him, and go after the caster.  Not being a fool, he calls upon his desire for vengance against the indignity of the foul caster's hiding ways to let him step a bit further than normal, before rushing to the entrance of the corridor the caster was in.  Seeing the caster, he promptly tosses a pair of javelins at it.
 
 Spoiler: OOC 

Casting Misty Step, then Stride to get to the entrance to the corridor.(55 feet of movement total, should be enough)
Action:  Throw two Javelins at the Caster.
 (1d20+8)[ 17 ]  Attack 1
 (1d6+5)[ 6 ]  Damage 1

 (1d20+8)[ 14 ]  Attack 2
 (1d6+5)[ 10 ]  Damage 2
 

 
 
  
Awful
      
     "Anri"    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 33/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 0/1 Action surge 1/1 
 Spell Slots- 3/4 1st, 2/2 2nd 

Anri hissed, drawing on an internal energy, and her wounds suddenly seemed less annoying. She advanced, undaunted, axe ready to bludgeon one of the dwarves down.
 
 
  
 
 Spoiler: OOC 

BA: second wind
Action: attack twice. 15 and 27 to hit, respectively.
Assuming the 27 hits for 16 slash and 10burn
Reaction: shield if struck
 
Amnestic
Grok leaps forward away from the dwarves on steps of mist, circling around the corner into a torchlit cavern that bears the distinct smell of blood. The spellcaster is beyond his glaive, and when he launches his javelins at the enemy, they throw up a shield of magic, deflecting the projectiles to clatter harmlessly to the ground.

Senna - personally - thinks Grepha should just devil-up and walk through it, but she does dispel the cloud with a flick of her wrist, and an investment of some notable magic in the process. Anri's pair of slashes cut down another one of the dwarves, though the final one of the four remains standing even in the face of such destruction.

 
 Spoiler: Map 

 

Anri hits twice and downs one dwarf in the process. 11 damage for the other hit that I rolled for you.
Senna dispels Cloud of Blades with the second of her three 3rd level slots.
Grok's javelin throws get  Shielded  against.

Grepha and Sam are still up.

 
Initiative Order:- 
Sam: (1d20+5)[24]
Grepha: (1d20+5)[22]

BA: (1d20)[14]
 BL: (1d20)[14] 

Leaf: (1d20)[13]
Caelyn: (1d20)[12]

BC: (1d20)[10]

Senna: (1d20)[8]
Grok: (1d20)[8]
Anri: (1d20+1)[8]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 8/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 
 Downstairs 

Crawling through the door, now cleared of hostile magic, Grepha offers Senna a nod of recognition. Whether the cleric can see it on the tiny spider is another matter. She assesses the dwarves' wounds quickly and makes a split second decision on which one seems worse off, then with twirling forelimbs weaves contrarian murder magic to stave off his death.  " No rest yet for the wicked ." 
 
 Spoiler: Actions 
 Grepha 
Move 2 SW, 2 S.
Cast Spare the Dying on the dwarf with more failed death saves to stabilize him.  (1d20+3)[ 16 ]  Perception if required to tell who's worse.

 Sam 
Remains Ready to begin moving down if signaled by Grepha.
 

 
 
  
Amnestic
Grepha's spell holds one from dying, though the motion seems unappreciated by your implacable foe. Enraged, he swings wildly at Anri, his wild swings proving too unpredictable to dodge and too forceful to deflect with magic. They bite past weave, metal, and cloth to bite hard into flesh, drawing significant blood.

 
 Spoiler: Map 

 

Grepha stabilises one.

The dwarf, incited by his ally falling, recklessly attacks Anri twice, hitting despite Shield, for  29  total. Attacks against him have advantage until the start of his next turn.

Leaf and Caelyn are up.

 
Initiative Order:- 
Sam: (1d20+5)[24]
Grepha: (1d20+5)[22]

BA: (1d20)[14]
 BL: (1d20)[14] 

Leaf: (1d20)[13]
Caelyn: (1d20)[12]

BC: (1d20)[10]

Senna: (1d20)[8]
Grok: (1d20)[8]
Anri: (1d20+1)[8]
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf is frustrated tha the can’t get past the wall of daggers. But then they are gone. He looks to Senna

  ”Thanks."  

He shoots an arrow at the reckless dwarf and then moves into the room, looking for a corner to hide behind in case the spellcaster returns.

 
 Spoiler: OOC 
27 to hit for 24 damage in discord.

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 37/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn and Bokono approach the open doorway, then make their way inside. Staying some distance away from Anri's battle with the berserker dwarf, the duo lash out with flames, but keep their attacks low, with flames dashing around the warrior's feet to attempt a non lethal capture. She's annoyed by this restriction, but she keeps her emotions to a simmer and keeps her brother and sister in mind. She would control herself... MUST even.
 
 
  
 
 Spoiler: OOC 
Move into the room so she can eventually run after Grok. Fire bolt and fire seed at the raging dwarf, but attempting to do so non-lethally if possible.  (1d20+7)[ 22 ]  to hit,  (1d20+7)[ 16 ]  with advantage.  (2d10)[ 11 ]  fire damage, with ones becoming 2's. Fire seed-  (1d20+7)[ 12 ]  or  (1d20+7)[ 16 ]  to hit,  (1d6+4)[ 7 ]  damage. If Caelyn's attack downs the dwarf Bokono won't fire.
 
Amnestic
With the path cleared, Leaf and Caelyn (and Bokono) burst into the room, peppering the enraged dwarf with arrows of steel and arrows of flame. Though his skin is scorched, and his flesh pierced, he somehow stays standing, although the blood has begun to pool at his feet.

The spellcaster, still unharmed, continues their flight from Grok, tossing a frozen knife over their shoulder as they go. The blade shatters harmlessly against his armour, but the rush of cold air surges over him, chilling his beard to the...bone. Perhaps due to its hasty construction though, the knife's damage is minimal.

 
 Spoiler: Map 

 

Leaf, Caelyn, and Bokono all hit - though the formermost's damage is reduced due to rage resistance now being added, so they're still standing, albeit severely injured.

The caster throws an  Ice Knife  at Grok, who dodges the initial hit but fails the save vs the cold damage. Thankfully they rolled poorly on 3d6, getting a mere  4  cold damage.

Senna, Grok, Anri, Sam, and Grepha are up.

 
Initiative Order:- 
Sam: (1d20+5)[24]
Grepha: (1d20+5)[22]

BA: (1d20)[14]
 BL: (1d20)[14] 

Leaf: (1d20)[13]
Caelyn: (1d20)[12]

BC: (1d20)[10]

Senna: (1d20)[8]
Grok: (1d20)[8]
Anri: (1d20+1)[8]
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 37/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Looking a bit haggered, Grok shrugs off the rime abruptly coating his armor, and continues his charge, calling out to the fleeing caster as he goes.  " Where do you think you are going?  There's a special place reserved for those who abandon their allies!  Yield, answer our questions, and perhaps the fist will be merciful! "  As Grok commands the caster, his holy symbol glows, the vengeance Grok seeks igniting the magic.
 
 Spoiler: OOC 

Grok will move 25 feet towards the caster, before attempting to Abjure the enemy.
A DC 14 WIS save  (1d20)[ 7 ]  or become frightened for 1 minute(Or until taking damage) with speed reduced to 0.
On a successful save, the speed is reduced by half for 1 minute or until they take damage.
If it is immune to fear, no effect.
Also, just because...
 (1d20+6)[ 22 ]  Intimidate.
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 8/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 
 Downstairs 

Weaving another small blessing over one of the dying conspirators - or tribal hirelings? More shadow druids, perhaps? They look and smell rank enough - Grepha advances into the room, handling the  dirty work  of keeping them on the right side of the law. Even if it means sparing the lives of their enemies.

 
 Spoiler: Actions 
 Grepha 
Cast Spare the Dying on the second dwarf.
Then move 2 SW.

 Sam 
Remains Ready to begin moving down if signaled by Grepha.
 

 
 
  
Amnestic
Senna follows the other into the room, but even enraged the dwarf is able to dodge away from her incanted holy flames; less so from Anri's axe, which cuts him down beside his fellow.

The spellcaster's flight is halted by Grok's called divinity, they turn, dropping their bow, with their hands raised. "'I've got nothing to fear from the Fist. You're the ones who broke into a place of business. Our security contract is clear on how to deal with intruders to protect our employer's assets. But," he continues, having clearly heard the last of his allies fall, "I think surrender works out fine too. Can't spend coin when you're dead."

 
 Spoiler: OOC 

Assuming you accept his surrender, that concludes combat.
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 37/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn, much like Grepha, will see to the wounded she had made, quickly bandaging wounds, knitting gashes, and applying tourniquets. It felt so stupid to be fixing up those that they'd just been trying frantically to beat up, but the approval of the Fist was convenient for their group and important to her brother, so she did her best to make sure none of the scoundrels die.

That didn't mean she was happy about it, though.  
 
  
 
 Spoiler: OOC 
Will use healing magic if needed, but with Caelee's healing and a kit she should be able to keep these mooks alive.
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf moves forward past Grok, and binds and gags the spellcaster, removing any weapons, components or foci. As he does, he looks to the others,

  ”Don't give them any information. Once they are stabilized, split them up and question them individually. We need to learn what they know, and we can't have them coordinating a false story before they see the Fist."  

He looks to see if any of the other dwarves is wearing heavy armor.

 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 8/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 
 Downstairs 

After helping Caelyee ensure none of the dwarves expires, Grepha climbs up to the druid's shoulder.   "The tabaxi has the right of it,"   she whispers.   "We should immediately separate them, and question them. Don't tell more than we need to. No beatings, no torture. Nothing that leaves a mark, at least. Then we immediately send word straight to the Fist captain who sent us - at least two messengers to ensure no doppelganger trickery."  
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 37/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
While Leaf rushes up and ensures that the spellcaster won't be making problems later, Grok instead takes a look around, looking for any documentation, or any other evidence to determine who hired these thugs, and why the theoretical guards might have been placed in the basement.  If anyone else notes his searching, he speaks up, his rough voice understandable, despite the distance.  " If these are guards, what are they guarding?  Who hired them?  There's something here.  Got to be. "
 
 Spoiler: OOC 

 (1d20)[ 17 ]  Perception.
 (1d20-1)[ 13 ]  Investigation
 

 
 
  
Amnestic
 
 Spoiler: OOC 

That was a  Medium  encounter, so 8 exp gained. 82/100, if I'm not mistaken.
 


While the party sets about stabilising and binding the defeated combatants, Grok spots a gap in the roughly carved tunnel, one 'papered over', so to speak, by a not-so-errant wheelbarrow forcing the hole into shadow. Peering through you're struck by the scent of blood stronger than before, along with how utterly dark it is - though that's not any issue for those of you with darkvision. Roughly dug dirt steps lead up slightly, into a wider room, where the smell of blood is overtaken by that of human waste and rot. Chained along the walls are the bodies of a number of people. People who you mostly recognise from the 'celebration' above.

Some are clearly dead, with patches of decay having already set in on their skin; others are less clearly dead, though unmoving. Only one appears to be truly alive, whose face you 'recognise' as Aldeth's brother, assuming it truly is him and not a doppleganger, of course. Human that he is, he can't see you, only hear you. His emaciated appearance marks him as having been a prisoner for some time (again, assuming it's not a fake). Fear, weakness, and starvation seem to have stolen his tongue, for though his mouth falls open he makes no noise, save a strangled croak.
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 37/77  PP: 10 PIv: 9 PIs: 10
HD: 4/7d10, Conditions: none
 
Finding what appears to be a torture chamber, Grok hurls the wheelbarrow out of the way, takes one look inside, before shouting back.  " If you can heal, get over here, now.  I found their prisoners.  Some of them might still be alive. "
With the call for backup given, Grok rushes into the room, and starts to do his best to stabilize as many of the potentially still alive people as possible using Lay on Hands.
 
 Spoiler: OOC 

He has 15 points of lay on hand juice remaining.
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 8/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 
 Downstairs 
 "Leaf, elf girl, watch the prisoners,"  Grepha commands, her aura of authority a little dampened by the tiny spider voice it comes from. She jumps down and scurries into the pit, making a disgusted sound at the smell of decay. It brings back memories of the stinking mines of Nashkel, and the undead bloated with pestilence. She seeks out those who are unmoving, but not yet rotten, and makes the signs to stave off their end long enough to get them proper medical care. If indeed any of them yet hold a spark of life. Should the spell not fizzle, she taps into her master's power to mend them.

 "They will need food and water. And slowly - we do not want to overdo it and shock their systems. There must be some down here." 
 
 Spoiler: Actions 
Dropping Spare the Dying on anything not clearly gone.
The first two, if any, that she stabilizes get 1d4+2 hit points from a cult healing die.
 

 
 
  
Amnestic
Though the healing alleviates Dabron Sashenstar's suffering, if only a little, it doesn't fix presumably months of confinement beneath the earth on the bare minimum of sustenance. His body is weakened and atrophied by his time in chains - the shape the doppleganger stole above lets you see the resemblance between the two, but where the doppleganger was spry and healthy, this man is thin skin, thinner muscles, and bone. Madness, fear, and confusion linger in the darkness behind Dabron's eyes.

Unfortunately an investigation of the others proves they died first, perhaps they'd been left with less food and water, given they were presumably less important and had less information to pry forth.

You're left with a half-dead madman, four unconscious dwarves, and a gagged (though otherwise unharmed) spellcaster.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 8/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 
 Downstairs 

Looking into the madman's racing, sunken eyes in the dark, Grepha somberly declares,  "This one will need much time and costly magic to ever be whole again."  Leaving the shambling, living corpse to be transported by the paladin's healing hands, Grepha emerges to rejoin the others.  "Alright. Two to go and bring the Commander here. The rest of us rejoin those upstairs and watch over the prisoners. And the survivors." 
 Upstairs 

News comes up from below, and Sam heaves a sigh of mixed relief and despair. He turns away from the stairs and approaches Aldeth, hesitantly. He reaches out and places a hand on the older man's shoulder.  "They found him. He's..."  Sam searches for the right words.  "It's going to be dicey, Aldeth. But right now, he's alive. They're bringing him here." 
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf blindfolds the spellcaster and the unconscious dwarves. There is no point letting them know what we've found before we get them to talk. He starts to drag one of the unconscious dwarves into the dungeon, and looks to the others in his party.

  ”Can one of you heal this one and wake him up? Someone question the others."  

He wants one of the dwarves, but only one, to see the devastation these doppelgängers have wrought. He will leave the investigating for clues to the others. Once in the dungeon, and the dwarf is conscious, he will ask for an explanation, including who hired them, what their job was, and why they tortured these poor businessmen for so long, and then murdered them.

 
 Spoiler: OOC 
I could heal him myself currently, but since I plan to get rid of the ranger levels, I'm trying not to use those spell slots.

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 37/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

When the broken man was pulled from the hidden chamber, Caelyn rushed over and began to look him over with a healer's eye. After a few moments, she realized that Aldeth's brother was wounded in a way that could not easily be bandaged or healed with magic. She turned to Sam and shook her head. Still, she could restore his body. She summoned her healing spirit and began to distribute the singing magic amongst the wounded. When Leaf requested that some healing be given to one of the dwarves, Caelyn looked non-plussed, simply ordering the rabbit to approach the dwarf and heal him. Once. Then she went back to healing her allies. She could not meet Aldeth's eyes- that would be another wound she couldn't wave her hands at and wipe away.
 
 
  
 
 Spoiler: OOC 
Healing for everyone!  (10d6)[ 2 ][ 2 ][ 5 ][ 1 ][ 2 ][ 2 ][ 6 ][ 6 ][ 6 ][ 6 ](38)  healing, giving however much is needed to heal Aldeth's brother, then giving the rest to the party. Oh, and plus  (1d8)[ 1 ]  to Aldeth's brother. Poor bastard.
 
Amnestic
Once one of the dwarves is roused they prove utterly uncooperative.  "Wasn't paid to talk,"  is their default reply. You pry little from them - they were hired by the Merchant's League to guard the room they were in, and that was it. Not hired to pry, not hired to talk, hired to guard - which is what they tried to do. Whether truthful or not that don't seem to have been aware of what else was going on in the building, or with the Dopplegangers - including the hidden chamber that had contained Dabron - but neither do they express any particular regret over the situation. The sense is that they bleed gold more than blood, and that they'll do any job, but nothing more or less than what they're paid for.
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Emerging from the hole where he had been resolutely checking every body, Grok rumbles up to the awoken dwarf, reaches out, and picks the dwarf up by the scruff of his armor, the blood, pus, and decay on his gauntlets accentuating the anger in his voice.  " You paid to take the fall?  Because right now?  All the death, all the crimes committed here?  The City's going to want blood.  You see anyone else around to give it?  You might want to think about that. "
 
 Spoiler: OOC 

 (1d20+6)[ 23 ]  Angry dwarf intimidation!
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf agrees with Grok's assessment but knows that dwarves can be stubborn and obtuse. So he tries talking to the dwarf in the dungeon in order to explain the situation as simply as possible.

  ”It looks pretty obvious that you weren't just hired to guard a torture chamber. You were hired to torture and kill these innocent prisoners. That is definitely not legal in Baldur's Gate. Once we take you to the authorities, you will never see anything but the inside of your own cell until they take you out to execute you. I can't imagine this job is worth that much to you. I think you should let us help you."  
 
 Spoiler: OOC 
Persuasion:  (1d20+4)[ 10 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
Amnestic
 "What fall? We were playing cards in a room when you burst in the room weapons swinging. All we did was act in self-defense and per our contract. Even so, won't be the first time we've gone to prison, won't be the last, but the charges won't stick, and someone will buy us back out when they need our services again."  The dwarf, injured though he is, mocks.  "Might even be the Fist. Wouldn't be the first time for  that  either." 
 "Unless your help means letting us all go, there's nothing you can offer, and nothing we can give. Told you what I know." 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 8/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 
 Downstairs 
 "Speaking to career muscle is pointless,"  Grephe declares, watching the failed attempts at reason.  "They huff as much of their own hot air as priests and paladins. They'll get theirs' when they arrive in Hell,  trust me . Waste less of your energy on them. The only  purpose  they serve is proving to the Fist we can pull our punches when asked to." 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 37/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok shakes his head in disgust, the dwarf still held up at arms length shaking with the movement.  " Useless guards, then.  Don't even know what you were guarding?  Good luck selling that to the Fist.  Who was your employer? "
 
 Spoiler: OOC 

Always start with the muscle.
 

 
 
  
Amnestic
 "Already told you, Merchant's League hired us. This is their building?"  The snark is thick and fat on the dwarf's tongue.  "Paid on time and in full too, fat purses for lazy work, until you came along." 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok does not look impressed by the dwarf's answer.  " So were we.  Be more specific.  Were you guarding this room?  Always, or only sometimes?  Who came through here? "

 
 
  
Amnestic
 "Had to take a piss sometime didn't we? And sleep. Room wasn't ever left without someone though. And yeah, some passed through. Might be I could pick them out of a lineup, if there were something in it for me. Doesn't seem like there is though." 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok nods, slowly.  " Alone, or with others?  When were you hired, and when did they start coming through? "

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 37/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn hoped Grok could pry some information from the mercenary guards, but she wasn't going to hold her breath. Instead she approached Sam and Senna.  "Sorry about throwing that fireball, but between their numbers and their abilities I felt it was warranted. If the Fist doesn't want us defending ourselves they should keep better order in their city..."  She cursed in Elvish and looked away.  "But it seems to have worked out, for the most part. Perhaps my instincts weren't far off in this fight..."  She tilted her head back towards her siblings, seeking to poll them on whether she acted inappropriately.
 
 
  
Amnestic
 "Nah, I'm done answering questions."  The dwarf says, having apparently exhausted his patience.  "You offered me nothing so far, so now you're getting nothing in return. You want that to change, put something on the table that I'll care about." 
 "Things are only getting tougher for us,"  Senna sighs to Caelyn.  "Death follows our footsteps, even when we try to hold it at bay."  Her gaze drifts southwards, towards the hold where the 'prisoners' were kept, and then up to where ceiling, where the civilians above lost their lives.  "I'm not eager to see more death, but if the choice is between an innocent life and a guilty one..."  Her gaze hardens a little, but the conclusion goes unspoken.

 Above 

Aldeth rushes to Dabron's side, gently cradling his half-dead, skeletal brother. Tears, fat and sloppy, fall from the man broken by emotion onto the man broken by torture. Any hope that such a display would stir the gaunt figure from his almost comatose state proves unfulfilled, as he barely twitches when the drops hit his cheek.  "Alive is more than I could ever have hoped for,"  Aldeth murmurs, but his voice is filled not with reverence but with anger - a pure, white hot rage.  "Dopplegangers -  shapeshifters  - who walked among us unseen and unknown did this. They stole my brother, and our company, from me."  His hands shake, his tone narrowing into a razor sharp knife.  "It will not happen again. I will take this to the Grand Dukes, and I will stop at nothing to see every last one purged from this city and beyond." 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 37/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok considers for a moment, then shrugs, and walks over to the room full of corpses, still holding the dwarf.
Then he rotates the dwarf around, and shows him what he's been guarding.  Lets him soak it in for a few moments.  Then, turns him back. " That's the problem, and what you were guarding.  Think the Fist is going to let you walk away after that? "

 
 
  
Amnestic
The dwarf remains silent. He has said all he intends to.
Awful
      
     "Anri"    
 High Elf Eldritch Knight .
 Darkvision: 60ft Blindsight: 10ft 
 AC: 17 HP: 33/72 
 PP: 15 PIv: 12 PIs: 12 
 Conditions:  
 Concentrating on:  
 7 / 7 d8 HD 
 Second wind 1d10+7 0/1 Action surge 1/1 
 Spell Slots- 3/4 1st, 2/2 2nd 

With the battle over, Anri picked up the dwarves' axes and comapred them to her own before shrugging and keeping them. REcieving what healing she could from Caelyn, the quiet little elf interjected at her question.
  "Seemed to work. Fist is annoying."  

She glanced at the others, asking a more general question.
  "WHo are the Grand Dukes? Do they matter to us?"   
 
  
 
 Spoiler: OOC 

NGL i have no idea how much health I should be on now.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 8/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 

As the group reassembles and the brothers'... reunion is carried out, Sam watches it painfully.  "Hey, it worked out,"  he says to Caelyn, patting her on the arm.  "They were taken in alive, after all."  Grepha makes a small noise, still perched upon Caelyn's shoulder.  "Yes, good job, Grepha." 

Walking over to Aldeth, he kneels and nods his head.  "These shapeshifters... they tortured and murdered these people. If you find anything, you can come to us. And we'll do the same. We need to find out how many more there are, who they're working with. We'll make sure they can't do this again." 

Standing, Sam turns to look at his sisters, and their companions.  "We can't risk moving the prisoners through the street or leaving an opening behind us. Let's send some of us to the Fist, the rest can stay here and keep the survivors safe. I'm up to make the trip. Who wants to come with me?" 
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf leaves the stubborn dwarf and instead goes to the leader. He makes sure at least one other of our party is with him in case the spellcaster tries something devious, and makes sure the prisoner cannot see or communicate with his allies.

  ”Be specific. Who hired you? What were your instructions? And what was in the room behind the one we found you in?"  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
Amnestic
It's hard to say he's more genial - there's a distinct air of smugness around these mercenaries one and all, and perhaps the most from the spellcaster since he avoided any burns or bruises. He regards Leaf without any sort of respect.
"The Merchant's League hired us, through an intermediary at first, and then directly, though there wasn't exactly much for us to do other than warm chairs, until you arrived. They had us protecting the room you found us in. Their leader - Dabron? - came through relatively often, sometimes with others. As for what's in the hidden room, I couldn't tell you. Prisoners, I assumed. The mercantile business can be cutthroat, at times. No sense in jeopardising a cushy contract with curiosity." He'd have shrugged, had his bindings allowed for it.
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok shakes his head in disgust at the meaningless, pathetic answers the dwarf provided.  Then, he clears his throat, and spits it all on the dwarf.  " Pathetic.  Don't call yourself a dwarf.  You have no honor, no clan.  No ethics. "  That said, he drags the dwarf back to the others, and dumps him there, before looking to Aldeth.  " I think we need to have a chat to a certain Flaming Fist captain, and get the Fist in here, to take custody of these traitors.  Should be you, or me, if you don't want to leave your brother. "
 
 Spoiler: OOC 
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf is pretty sure that this dwarf is either outright lying or at least willfully complicit. He looks at the spellcaster,

  ”You are in trouble. Torture, murder. It doesn't look good for you. But maybe we can justify your work here. Suppose you are telling the truth. Where is a copy of your contract with the Merchant League?"  

Once that is answered, he asks one more question,

  "Why were you all toasting and cheering before we opened the door?"  

Once that has been answered satisfactorily, he explores the room where we encountered the dwarves and looks for any paperwork that might be there.

 
 Spoiler: OOC 
Investigation  (1d20+2)[ 21 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
Amnestic
The spellcaster points (with his words, since he's still tied up) Leif in the direction of the contract. It is decidedly vague, specifying they were being employed for guard duty for an indeterminate period of time (with cancellation available for either side at any time, for any reason), at a rate of 10gp per day for each of them. A princely sum, for such a job. What they were guarding isn't specified one way or the other, though it does not that they're expected to risk life and limb to accomplish their goals.

As for the other question, he drawls out a "In case you hadn't noticed in your rush, but they were playing cards and drinking. Perhaps cats have a different concept of fun, but most of us find such things enjoyable."

A search of the room finds their hidden gold stash, containing a significant amount of coin, easily in the hundreds, separated into six separate bags. "That's ours, by law. Turn it in to the Fist if you must, but I would remind you that theft is a crime. And we know exactly how much should be in there."
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 8/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 

With a soft smile, the elven merchant Sam is wearing looks down at the spellcasting mercenary.  "That would be true, if the contract was  legally  binding. However, it was not signed by Dabron of the Merchant's League, but by a shapeshifter appropriating his shape. The shapeshifter has -  had  - no legal claim to the Merchant's League's wealth, nor right to spend it hiring you,"  he motions from the gold to Aldeth.  "The contract is a fraud, and this wealth rightfully belongs to Aldeth, the last member of the League's administration capable of making such decisions. Not us, and certainly not you."  With a sweeping motion, Sam adds,  "And as the contract you were hired under was fraudulent, you were not in fact guarding anything, but trespassing on Aldeth's property. He is well within his rights to pursue charges for trespass." 
 
 
  
Amnestic
"If he wants to challenge the contract he can do so in court. See if he can prove that it was some shapeshifter and not really Dabron who signed it. Until the city says otherwise, that contract is valid, and the gold is ours." The spellcaster seems unfazed by the threat. This is evidently not his first rodeo in being arrested.

Aldeth doesn't seem terribly confident either, though he's markedly more unhappy about the situation.  "Even if we could prove it, the officials might still rule against us - if contracts were seen to be breakable by accusing one side of being a Doppleganger, it could drive everyone out of the woodwork to tie up the courts with such claims, legitimate or otherwise. They might quash the challenge before it goes anywhere at all."  He shakes with anger.  "Another way they drive us apart." 

Senna's no happier without it, quietly cursing the  "absence of justice"  in such things.
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok looks to Aldeth.  " What fees would you consider reasonable for holding the property of these creatures? "
As everyone looks at him, Grok shrugs.  " We really should get going on reporting to the watch. "
 
 Spoiler: OOC 
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf is pretty sure this will not be a valid contract. He's not sure why the spellcaster is so confident.

  ”We have several dead doppelgängers upstairs, with witnesses who saw them change. Dabron is alive and can testify to his torture and the murder of his co-workers, which is supported by his physical condition. It is absurd to suggest he signed a contract to have you guard his own torture and detainment. I think it's more likely you knew what was going on and didn't stop it, but if you think you are innocent in this, you're better off cooperating. that money is Dabron and Aldeth's. You can go to court to try to get it from them, after your trial for the torture and murder of the prisoners."  

He then goes upstairs and talks to Dabron and Aldeth.

  "Let's keep you two safe, preferably someplace where the remaining doppelgängers can't find you. And then we'll take this information to the Fist."  

He would prefer we stash them in a random hotel with some of us to guard them while the others go to the Flaming Fist.

 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 8/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Disguised (Elf) | Spider Form 
 " Weell ,"  Sam walks over to Aldeth and leans in to speak in hushed tones,  "We have the doppelgangers and the real victims. But if you think they won't heed that evidence, we could suggest that Dabron was forced to sign their contract under torture. Evidence also exists for that case, and it has a better chance of getting them worse penalties. They would also be the ones who must argue the shapeshifters were responsible for the contract to present an alternative, admitting their complicity - the real Dabron could not have signed it, if the shifters did. I'll bring whichever case you feel is more viable to the Fist, and leave the gold in your care. Whatever you decide to do with it, I didn't see a thing,"  he makes a motion near his mouth as if tightening a strap.

On Caelyn's shoulder, Grepha mumbles something to herself about the contract being the only material evidence they were ever here, and how it would be so hard to count the number of burnt doppelganger corpses. Then she dismisses it with a disappointed whisper about dwarves being too short and squat to match doppelganger remains and too hard to burn down to ash.

After confirming which story Aldeth wants to go with, Sam sets out with Leaf to inform Commander Scar, leaving Grepha with the others to figure out where is safest to hold the survivors and prisoners until the Fist arrive.
 
 
  
Amnestic
 "Tell them whatever you wish, I just want my brother safe and sound."  Aldeth replies, his focus on the conversation clearly dropping. Coin, even that in the hundreds of gold pieces, does not seem to be his focus anymore.

When news is brought to the Fist compound, the response is at least swift and decisive, with a contingent being brought in to secure the scene and take everyone into custody - victims and mercenaries both. Given the task was set by Scar, the party - all of you, without exception - are brought before him, back in his neat and tidy office. The piles of paper seem to have grown in the last few days. The Commander of the Fist is still behind his desk, still scratching away with his quill. Considering how long he sits down for, he could really do with a more comfortable looking chair.

  "I sent you into the Merchant's League to accomplish an investigation with discretion and care, and you return with the dead piled in your wake. Some of them may or may not be dopplegangers. Dabron is a babbling wreck, when he can even speak at all, and I am lead to believe the entire League is close to disbanding."   He sighs, letting down his pen again.
  "The Grand Dukes will not be pleased with this news, and it is now up to me to explain to them how and why this has happened. Tell me everything."  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf is frustrated with the dwarves but sees their point of view. If they really thought they were hired by the League, and were told not to investigate or ask questions, then waiting to talk until they are on trial makes sense. But he still doesn't believe they knew nothing, and he thinks the truth is on our side. He discusses our options with the others before our interrogation.

  ”We need to stick to the truth. If we try to change it, we will be caught in a lie, and our whole defense will fall apart. The truth is damning for the dwarves and exculpatory for us. I think all of our actions were justified and in line with the directives we were given."  

Once they are in fort of Commander Scar, he helps tell the entire story, sticking to the truth. He thinks that lies will trip us up and look bad, so he tells the story as faithfully as possible.

 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 37/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Drawing on a well of patience, Caelyn stepped forward to address Scar.  "We were prepared for just such and investigation, but things did not go as planned. It was like the dopplegangers knew what we planned before we did a thing. Aldeth accused his brother of being an imposter, and almost immediately we were attacked.  The losses are regrettable, but the entire room was in disarray. Of those who survived, I'm sure some would swear that we were administering aid to the wounded as we could. The shape changers attacked us, nearly killed many of us, and we were forced to use lethal force to defend ourselves. " She paused for a moment before continuing.

 "While we sent word to you for assistance, we checked the basement of the building to make sure we'd eliminated all of the doppelgangers before they could escape into the streets. As soon as we opened a door in the basement we were assaulted by mercenaries. We defended ourselves, but restrained ourselves enough to heal the majority of them and make sure there was no more casualties than we could manage. After disabling the mercenaries we found that the room they were meant to guard contained a secret room with hostages hidden inside, including Dabron."  She looked to her allies.  "If anything I said is incorrect, my friends may be able to clarify." 
 
 
  
 
 Spoiler: OOC 
Help action to someone's charisma check.
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 46/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Bloodied and grimy, Grok adds one final piece of information.  " To make it all worse?  We failed.  We were not able to recover any evidence as to who was behind it, but we can hope that Dabron might be able to shed some light on the situation, once he recovers enough to talk.  Or perhaps a cleric might be able to interrogate the deceased prisoners, as their captors might have mentioned something. "
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 8/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form 
 "We enlisted the help of Aldeth, who we are acquainted with,"  Sam begins as Scar demands explanation.  "Or rather, he sought some of us out for assistance investigating the very same thing you wanted. So we teamed up. A birthday party was being thrown for him, but it wasn't his birthday. He suspected his brother and closest friends were imposters or enchanted somehow, and that this was a trap. He was right." 

Motioning down at himself with his hands, he describes,  "When Aldeth made his accusation, almost everyone in the room turned into a doppelganger. They started attacking us and the civilians, and we stepped in to help as many as we could. More civilians started turning into doppelgangers, but there were a few who were real. We were able to keep a couple of them alive during the fight, but we couldn't be everywhere at once. Since doppelgangers are monsters and not people, we fought them with everything we had." 
 "The doppelgangers who died are in their true forms now. All scraggly and ugly looking. So I dunno what this may or may not be doppelgangers thing is about,"  he criticizes.  "Then we found mercenaries in the basement guarding the tortured bodies of the real people the doppelgangers impersonated, including a barely alive Dabron. The mercenaries claim they were hired by Dabron, but I don't see him hiring them willingly - if it was him. Not the way he was. Since they were people we brought in all of the mercenaries alive." 


Grepha, for her part, waits outside as they party enters to speak with Scar, perched above the street in the form of a bird.
 
 
  
Amnestic
Scar sighs, though it seems more at the situation that has arrived rather than your conduct. He seems convinced.   "Do not think me unsympathetic to the realities of the unexpected during a mission. I well understand what it means for a mission to go sideways, but equally the realities of command are strict, and in this case what goes on can have significant impact on the greater city. Baldur's Gate is beset by troubles. Due diligence requires a strict, firm hand.."  
Leaning back in his chair, he pulls open a drawer and removes two sealed envelopes, sliding them across the desk.
  "One is your official pardon for the events of Low Lantern. Any records of your involvement have been expunged, officially. The second is a letter of credit, take it to Sorcerous Sundries - I've arranged some magical items for you, as promised. It could have gone better, but it sounds like the League was doomed before you even arrived in the city. This merely ripped off the bandage hiding the rot beneath, and I can only move to mitigate the fallout now."  
  "Your obligations are complete, and you are free to go about your business in or outside of the city, but if you are interested in more work I do have another piece that's...off the books, though one requiring less subtlety."  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 8/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form 

Sam's small indignation deflates, and he nods his head along with the Commander's explanation. A major fixture of the city fell - whether just now or for months, it doesn't change the end result.  "At least the rot from the compromised League can't spread further now,"  he offers. Though with this strange organization of doppelgangers in play, it could well crop up again elsewhere like a weed spreading by the root.  "What else needs doing?"  he inquires, not one to shy away from helping. Whatever it is could give leads for them, too.
 
 
  
Amnestic
  "I've received reports of people going missing around the Lower City cemetery at night."   Scar fishes out a few papers from his perfectly organised piles and slides them across.    "At first we put it down to mourners disappearing in the wake of their grief, but two nights ago one of the groundskeepers vanished. I posted a patrol, and now they've vanished as well, bringing the total to nine missing. My men are stretched thin elsewhere, and I'd rather not send them into a meatgrinder without knowing what to expect. I'd like you to find out what's caused it and handle it."  


The papers provided are short brief notatations on the missing individuals. Six people, each of which recently lost someone who was buried there. The seventh, a groundskeeper who had worked there for the past fifty years, ever since he was an apprentice, and two Flaming Fist soldiers, neither of which have any connection to the cemetery especially.

  "We couldn't find any trace of what happened to them - no signs of a struggle, no bloodshed, they were just there one moment and gone the next. The only thing we did find was this:"   From his desk drawer he retrieves a pouch and again hands it across. Contained within is a holy symbol - a skull bordered by spikes of purple light. Cyric, the Prince of Lies.   "It could be unrelated. It could be a trick. Or it could be that we've got a new cult on the rise, and they've taken the houses of the dead as their home. Whatever the case I need the culprits rooted out and killed. Yes, killed. This isn't an investigation into mercantile concerns. We've got nine missing, two of which are our own. It needs a strong response, to make sure no one else gets any funny ideas of standing up to the Flaming Fist. This is our city, and I want to make that clear."  
  "Unlike the last task, this one is above board, commissioning you as temporary agents of the Fist. You'll enjoy legal protections while carrying out this task - and  only  this task - until completion. You'll also receive a modest freelancer's payment, and another credit at Sorcerous Sundries like the one you received already."  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 46/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok listens to Scar's explanation, and leafs through the proffered papers.  " Sounds like you've got a most capable collection of kidnappers, then.  Not the most organized, though, just picking off random people, unless they aren't.  Not a good sign for survivors, if they are picking off targets of opportunity. "  He frowns, as a thought occurs to him.  " Cemetery's for well off folks, right?  Anyone vanished for a bit, then come back? "

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf takes the letter credit from Commander Scar, looking it over with anticipation.

  ”The Merchant League might yet recover, sir. Dabron and Aldeth both live. While not all of the doppelgängers were killed, many were. They will be weakened. Perhaps the dwarves might know more. I'm sure you can persuade them to talk more than we could."  

When the Commander explains the new job, Leaf is interested. A chance to be hired by the Flaming Fist could go a long way in this city. And it's definitely better to work with them then against them.

 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
Amnestic
  "Interrogations are ongoing. Given the circumstances the Grand Dukes might be looking for a scapegoat, and since the dopplegangers are all dead..."   He gives a light shrug.   "It's in their best interest to spill everything, and I'll make sure they understand that."  
  "Would that we had."   Scar sighs in his response to Grok's question.   "There's been no sign of any of them - alive, dead, or otherwise. It's why we'd assumed they'd left of their own accord to start with. There's been no ransom demands or anything of the sort either, at least that we've been told. It doesn't seem to be related to status or money, at least."  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 37/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Listening to the proposal of the Fist commander, Caelyn frowns. Balancing the immediacy of their mission with the value of the experience, funds, and items they would earn by doing this per diem work for the authorities, she eventually comes to the decision that they will have to take every opportunity to grow stronger if they were to defeat the Throne and avenge Gorion. Besides, busting up evil cults and monsters was a service to all.  "I say we go investigate first hand. Eyes on the scene may spot clues or paths that can solve this disappearing act. Hopefully we find surviving Fist fighters and can return them in one piece again." 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 46/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok nods.  " Then it may not be more of these dopplegangers.  Considering the timing?  It may be related. "  He then frowns, thoughtfully.  " While we are investigating, do you have any information about the Iron Crisis? " 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf waits for the Commander to respond to Grok's question, then waves the letter credit gently in the air so the others can see it.

  ”Let's go see what this gets us at Sorcerous Sundries, rest for tonight, and then look into these disappearances in the morning."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Infiltrate the League's headquarters and investigate. Seek out any documents or people.
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 8/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form 

Clasping his fist in the air in front of him, Sam nods in conclusion with the others.  "Right. If something's snatching people off the street - er, the cemetery - somebody's gotta take care of it. It could be another vampire or something." 
 "Oh, yeah,"  Grok's question reminds him.  "The whole reason we're here. The a Kuo-toan - no, that's not right. The kara... keratin...? The  eastern  woman from the attack on the Low Lantern. She was involved in a murder, the murder of our father, the sage Gorion,"  Sam motions between himself, Caelyn and Senna.  "... Adoptive father,"  he clarifies after realizing that he might paint Gorion as promiscuous as Bhaal if he didn't.  "And there was this huge guy in black spiked armor with her. Do you know anything about anyone like that?" 
 
 
  
Amnestic
  "We're doing what we can to solve the so-called Iron Crisis, and are exploring military and economic solutions to the ongoing tensions."   Scar says with the practiced diplomacy of someone who has given a rote answer to news writers in the past. His lips may have been moving, but you can hear that they're the words of the Grand Dukes more than anyone else. He doesn't go into more details, though that in itself is a message of how the 'investigation' is going.

  "Kara-Turians aren't common in the Gate, but they're not so rare that any one stands out, especially if they're keeping a low profile. The captives haven't given her up yet, if that's what you're asking. As for this...armoured man, we've heard tavern rumours connecting him to some unsolved murders throughout the city, but nothing panned out in their investigations - they remain unsolved. It sounds like there's a connection, but it sounds like I don't know any more than you."  

When you're finished with Scar, and visiting Sorcerous Sundries, they provide you with a stock of magic items that notably weren't for sale when you wandered in off the street earlier - evidently they keep a secret special stash for certain customers of note, one not available to any wandering band of adventurers who happens to traipse dirt across their threshold.

 
 Spoiler: Credit Note Items 

 Locket of Divine Embrace 
 Wondrous Item (Amulet), Common (Requires Attunement by a Cleric or Paladin) 

These amulets are often given out to initiate clerics and members of paladin orders. While attuned to this necklace you gain two additional spell slots of 1st level. This can only be used to cast spells from your Divine Domain or Oath spell lists, and cannot fuel Divine Smite. It serves as a holy symbol for the purpose of spellcasting.

 Ostentatious Boots 
 Wondrous Item (Boots), Common 

An extremely minor magical item, these leather boots are dyed in the colours of the rainbow and fashioned with bells and whistles that jingle as you walk. You have disadvantage on Stealth checks and advantage on Performance checks while wearing these boots.

 Lucky Boots 
 Wondrous Item (Boots), Uncommon (Requires attunement) 

These exquisitely crafted bearskin boots were made for a dwarf whose lucky symbol was a boot. Somehow, the luck rubbed off on them. When you fail a saving throw you can activate the boots to add +1d8 to the roll, potentially turning the failure into a success. You can do this once, refreshing at dawn. Dwarves who are attuned to these boots can instead use them twice.

 
The Ghostdreamers' Robe 
 Wondrous Item (Robe), Uncommon (Requires Attunement) 

This robe is made of dozens if not hundreds of tiny patches, such that you can't be sure if there was ever an 'original' intact robe to begin with. As the story goes, the robe was crafted from cut off robe parts from shaman that a goblin tribe vanquished, and thus it stands as a declaration of power for that tribe. While attuned to the robe, you are immune to the Silence spell, and your Verbal components cannot be restricted by magical means. Physical, mundane gags still function as normal however.

 de'Arnise Signet Ring 
 Wondrous Item (Ring), Rare (Requires attunement) 

These rings were often granted to the scions of House de'Arnise when they became an adult, and rarely were they ever found outside of the family's ownership. An ornate ring befitting a noble, the clear red gemstone gleams with a fiery core at all times. This ring serves as a Ring of Protection. In addition, to its normal benefits, the wearer also gains resistance to Fire damage. If they already have this from another source, they instead gain Immunity to Fire damage.
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

At Sorcerous Sundries, Leaf starts to talk to the salesperson, trying to butter them up so if they have what he's looking for, they would be willing to part with it. He briefly shows them the pardon letter from Commander Scar,

  ”We've just been hired by the Flaming Fist for another job and I'm the designated lock pick. I had a little trouble last time and I was wondering if you had any of those gloves that can help with it? There may be places we need to get into quietly."  

He of course means gloves of thievery, but he tries to downplay any potential for him to use them for pickpocketing.

 
 Spoiler: OOC 
Persuasion  (1d20+4)[ 7 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
 

 
 
 
  
Amnestic
The propietor -Halbazzar Drin - scrutinises the tabaxi. "Nothing like that for sale here. The auction house may have what you need, in the Upper City." Though he doesn't seem particularly fond of the line of inquiry (proximity to the local Thieves Guild doesn't seem to grant him any fondness for such types), he does nevertheless jot down a set of directions for you to follow.

 
 Spoiler: Sorcerous Sundries Items 


They also have any spell components you could want to buy, at asking prices.

 
 Spoiler: Scrolls 

Cantrips: 50gp. At least 3 of each kind available.
1st level: 100gp. 1 of each spell is available, an additional one is available on a roll of 4 on a d4.
2nd level: 350gp. Roll a d4, your desired spell is available on a 4.
3rd level: 700gp. Roll a d6. Your desired spell is available on a 6.
4th level: 3000gp. Roll a d10. Your desired spell is available on a 10.
 

 
 Spoiler: Potions 

Potions of Healing: 10 available (50gp).
Uncommon: 150gp. D4=3 or 4 to see if one is available.
Rare: 750gp. D6=6 to see if one is available.
Very Rare: 3000gp. D10=10 to see if one is available.
 

 
 Spoiler: Wands 

Wand of Fireball - 8000gp.
Wand of Lightning Bolts - 4500gp.
Wand of Winter - 4500gp.
Wand of Magic Missiles - 1000gp.
Wand of Entangle - 500gp.
Wand of Web - 750gp.
 

 
 Spoiler: Wondrous Items 

Common Items - Made to order, can be crafted for 100gp and 1 day of downtime.
Alchemy Jug - 200gp.
Bag of Holding - 500gp.
Dust of Disappearance - 100gp.
 

 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 8/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form 

Taking a look at the ring, Sam examines it. Strange to see one of these outside of the families they belong to, perhaps pawned off to cover a debt... or it found its way into circulation through less legal means. Coming from a store of reputable, er, reputation, he's inclined to wager on the former.  "Does anyone mind if I use this?"  he asks his companions. Being able to walk through fires completely unbothered like Grepha would be useful - especially since it would allow Bokono and Caelyn to hurl it around him without fear.

After seeing what the others think, he takes out the Miss Fortune card and shows it to the shop owner.  "I was also looking to sell this."  Should he receive ownership of the ring, he also looks into selling his magical bag of fortune cookies. They're  neat , but he's certainly not parting with his amulet to make space in his Weave for the ring.
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok examines the items on sale, considers what he had seen when he last went through the bag of holding, and turns to Sam.  " Perhaps we can clear some space in the bag, and sell off the greatsword and the halfplate?  Use the proceeds to buy the wand of lightning bolts and the wand of magic missiles, and maybe the wand of web, should anyone be interested in using it.  As for the items our work earned, I think the ring would be best on either myself or Anri, as the two most likely to be attacked.  Especially considering where we will be going next. "

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 11/55 | AC: 13 HP: 8/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form 
 "I don't think anybody was using the armor,"  Sam agrees with a nod, but he motions to the greatsword.  "It wouldn't feel right just pawning this off though. It was a family's heirloom, they gave it to us after we helped them. If we ever decide we don't need it any more, I'd rather return it to them." 
 "Before we turn in to the inn for the night, there's one more thing I wanna do. But you guys don't all have to come if you don't want to,"  he adds.  "It's just a visit to the Knowledge-Hold library." 
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf sees an opportunity to visit the auction house and hopefully find his gloves. He looks sheepishly at the others before addressing Sam.

  ”Maybe some of us could go check out this auction house while you go to the library. Anyone want to come with me?"  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok frowns consideringly as Sam and Leaf propose plans for the evening, clearly weighing the options.  " After we buy the wand of lightning bolts, perhaps we should have an evening meal, then split up to manage more personal issues, then meet up at the eastern edge of the graveyard? "
 
 
  
Amnestic
Once you've finalised any and all purchases at Sorcerous Sundries, the party splits with Leif (and any who care to follow) heading to the directed auction house, and Sam (plus Senna and any others who are feeling particularly bookish) heading towards Knowledge-Hold.

In truth much of your path is the same towards the Upper City, only splitting after you're out of the  commonfolk  area. The night is chill, threatening a sleetfall that is worse than snow, and that chill keeps many off the streets, despite the lighting being ample and magically provided.

 Auction House 

Situated among noble estates, the Onert Auction House has a (mostly) welcoming exterior in comparison to the distant homes surrounded by thick walls. It opens directly onto the street for one, and its doors are flung open, with gleaming light shining through its windows. It also seems to be a primary destination for others - some like yourself, others decidedly not. A collection of streetvendors offering freshly cooked food and chilled drinks are arrayed around the throng of well dressed nobles out as if on a soiree, and practically dressed warriors like yourself who are here to capitalise on the items available.

As you approach the entrance, you're stopped by a sea-elven guard, wearing a uniform that looks specific to only the auction house itself, unaffiliated with any other organisation you might have expected.  "Evening folks. Got a look like you're a bit lost to you. This your first time? Might need to go over the ground rules if so."  His tone is friendly, almost disarmingly so, but his stance is relaxed and not particularly on edge. Despite the wealth likely contained within and all the people around, he doesn't seem too concerned about trouble starting.

 Knowledge-Hold 

Even in the dimness of the late-Autumnal night Knowledge-Hold still casts an impressive silhouette. Its exterior walls are lined with massive columns and equally large segmented windows, displaying an openness and vulnerability. Emblazoned across its entranceway is a massive gilded cast of an open book, surrounded by statues of learned scholars that are likely famous or at least well-respected, though it's difficult to make out any one individual. A pair of enormous giant-sized doors are shut to you, with a door-within-the-door that's far more normal-person sized stands ajar, and entering through leads you into the lobby.

The smell inside is intensely nostalgic for those of you who grew up in Candlekeep. Tomes bound in leather, vellum, and wood, parchment thick and dusty, the pungency of ink. It is quiet here, unnaturally so, with your very footfalls being dampened and every slight jostle of Senna's armour coming as if from a far off distance. An enchantment over the building, it seems. Not of total silence, but of quiet.

A number of cushioned sofas and work tables are scattered around for people who wish to do scribing or reading in peace, though the room is dominated by a central desk, behind which a gnome is sat on an elevated chair. If ever you imagined a stereotypical gnomish librarian, this would be her. Large rimmed glasses, a mousey nose and mousier hair, and persistent ink stains on the end of their fingers. When they speak, their tone is friendly, albeit extremely muted by the magic around you.  "Good evening, welcome to Knowledge-Hold, Baldur's Gate premier destination for tomes and knowledge of all kinds. I'm Senwyn."  She gestures to a nametag that clearly says 'Senwyn', as if entirely necessary to do so,  "How can I help you today?" 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf is excited to see what treasures might lie beyond the guard. But he keeps his excitement in check and introduces himself to the sea-elf, using his full name, since he's heard that sea elves are used to longer names.

  ”Hello, I'm Dancing on a Falling Leaf. Yes, this is our first time here, so the ground rules would be great."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
Amnestic
 Auction House 
 "Nice to meet ya, don't be upset if I forget your name, I meet a couple dozen new faces a night. Name's Tanyl."  He flips out a notepad from a pocket, skips a few pages.  "Hope not to cause offense but guessing you're of the ah...martial persuasion more than blueblood nobles? First thing's first then, all weapons, ammunition, and similar must be subject to a Peacebond spell while on the premises - we've got a caster inside who can apply these for you if you're not able to perform it yourself. Drawing a weapon under any circumstances will provoke an immediate ejection from the premises and barring from the establishment for a minimum of six months. Likewise, spellcasting is strictly prohibited once you're inside. We have detection spells running at all times to ensure the safety and security of both our items and our guests. You wouldn't want to be swindled out of a win by a nasty charm spell any more than your enemies would, so we want to keep everything on an even keel." 
 "Second, all transactions must be paid for in coinage only. Exchange for items, including precious gems, artwork, or other items of value is prohibited. Once an auction set has concluded all payments must be issued in full to finalise the transfer at which point you'll receive your items - or can arrange to have them shipped (at cost) to a premises of your choice within the city within the next 1-3 days. If you bid with money you don't have, you'll be subject to a penalty fee that - if not paid - will see you landed in jail. Same deal as before, you don't want someone outbidding you with money they don't have, right? Gotta keep it fair for everyone." 
 "If you want to bid to match what the barker is calling, just raise a hand. If you want to go higher, call out your bid. Adventurer types like yourself should be heading through the main doors onto the floor itself. Nothing personal mind you, but noble-types take the boxes above." 
 "Think that about covers it. Any questions?" 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf listens intently as the elf explains the rules. He has a pouch of platinum pieces with the maximum the others said he could spend on the gloves, after he had explained that he'd likely be able to make the money back with the magic from the gloves. Not all of his companions were impressed.

  ”Thanks. Got it,"   he says to the elf as he grabs the hand of anyone who came with him and heads to the floor, stopping to have his weapons peace bonded, as instructed.

 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 40/55 | AC: 13 HP: 23/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Spider Form 

With a spider perched upon his shoulder and Senna clanking at his back, Sam strolls into the Knowledge-Hold, gawking at its towering majesty. Nostalgic smells hit him the moment they enter, and he closes his eyes for a moment to take it in.  "Watch where you're going,"  he's reminded by a sharp, but muffled nag as he nearly stumbles into a reading sofa.

When they reach the reception, he greets Senwyn cheerily in a whisper at first. Then, realizing it may have been to quiet, he repeats a little louder,  "Hi there, I'm Sam. I found a strange star chart earlier today and hoped to learn more about its origins,"  he explains, producing the chart from his bag.  "I believe it belongs to the Cult of Prismatic Platinum." 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Following Leaf to the Auction House, Grok listens to the explanation, before nodding, once.  " Where might we find lists of what is being auctioned? "
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 37/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn followed Sam to the Knowledge Hold, not because she has a particular interest in seeking books of her own, but because she didn't wish to visit the auction house and she wanted him and Senna protected in this apparently VERY dangerous city. She was not ready, however, to encounter a place that smelled and looked and even  tasted  like their original home. She smiled, closed her eyes like Sam did, and imagined running up and down the towers of the scholars with stolen books and kitchen sweets as a younger girl (perhaps not too much younger, though she didn't care to admit it). She could almost hear the stern reprimands of the researchers, and she had a sudden strong feeling that she should create mischief here. But her eyes opened, her mind cleared, and she remembered that she was older, they had work to do, and she could no more go back to those times then she could bring Gorion back...

 "Caelyn Syol'arael. Good day, Senwyn."  
 
  
Amnestic
 Auction House 

Tanyl points Grok inside where, sure enough, there's a pile of papers containing a list of what's on offer this evening. By the sounds of the barking coming from the hall, the auction is already in progress, and so it's quite possible not everything on the list is still available.

 
 Spoiler: Auction Lots 


Lot 1: Rope of Entanglement (R)
Lot 2: Necklace of Readiness (R)
Lot 3: Bag of Devouring (VR)
Lot 4: Aslyferund Elven Chain (L)
Lot 5: Rod of Diplomacy (U)
Lot 6: Vulkoor's Headdress (L)
Lot 7: Portable Pit (R)
Lot 8: Deadhead Pennies (R)
Lot 9: Vestments of Power (L)
Lot 10: Unicorn Pendant (L)
Lot 11: Rod of the Wyrm (R)
Lot 12: Wand of Steam and Vapour (U)
Lot 13: Potion of Radiant Resistance (U)
Lot 14: Pressure of Honesty, by Giorgiono Giorgino. (A)
Lot 15: Elixir of Time (L)
Lot 16: Potion of Flying (VR)
Lot 17: Armblade (C)
Lot 18: Walloping Ammunition (C)
Lot 19: Gloves of Theivery (U)
Lot 20: Oil of Minor Spell Resistance (R)
Lot 21: Tajak Scimitar (VR)
Lot 22: Lamentable Slave, by unnamed Drow Matron Mother (A)
Lot 23: Rudder of Guidance (VR)
Lot 24: Staff of Devotion (L)
Lot 25: Pole of Angling (U)
Lot 26: Rod of Health (R)
Lot 27: Staff of Ethereal Action (VR)
Lot 28: Lathander's Dimly Lit Chambers, author unknown. (A)
Lot 29: Potion of Shape Change (VR)
Lot 30: Gift of a Swallow's Heart, by Alvar du Karagour. (A)
 


Without further ado, and perhaps feeling the slight press of time on your back you hurry inside, just in time to hear that Lot 5 has been sold for 600gp, moving onto Lot 6 - Vulkoor's Headdress, a beautiful crown formed out of a pristinely preserved obsidian scorpion, starting bids at a mere 50,000gp. It receives a bid almost immediately, upping the price to 53000.

 
 Spoiler: OOC 

Much as I love the idea of going through and bidding on one lot at a time, over several weeks of back and forth...I think I won't do that. Auctions are definitely something that probably work better in a real time setting than play by post.

I've marked each item with a rarity indicator -  A rtpiece,  C ommon,  U ncommon,  R are,  V ery  R are, and  L egendary.

The starting bids for each rarity (I assume you don't care about paintings, drow sculptures, or erotic fiction about Lathander) are their minimum purchase price - 50, 100, 500, 5000, and 50000 respectively. Bids go up in minimum increments of 5/50/250/500/1000 respectively.

If any that aren't immediately clear to you stick out of interest shout them out and I'll give a brief (in universe) description.

For any item you're interested in, pick a  starting  bid you're willing to make, then roll a d20, with a +1 for each increment over the minimum you're bidding. If it beats the DC (13/15/17/21/25) you win the item. Otherwise we'll go to a second bid round on it, and so on until you either give up or win it.

So for your gloves of trickery, they start at 100gp. If you bid 250, you'd roll 1d20+3. If that's 15 or higher you win the item. If it's not, it goes to a second bid round and you'd need to boost up your bid accordingly. If you then bid 500gp, it'd be 1d20+8, which means you could guarantee it by bidding up to 800gp but...I mean, you don't want to be spending money you don't have to, right?

I'm going to cap bid attempts at 3 to keep us moving without going up by a single increment every time. We'll effectively bid on all items at once over a few posts.


 

 Knowledge-Hold 

Senwyn squints through her thick glasses at the star chart.  "You'll want to see Livaan about that I think. You'll find him in the Deities and Demigods section usually. He's working on a thesis about god-centric prophecies manifesting themselves into reality by being spread by mortal words. I don't really understand it but it has some of the churches upset so it's probably interesting."  She gives an academic's chuckle at her little jape, then pulls out a small token from beneath the desk and murmurs a quick word over it, before handing it over.  "This will point you to your relevant section. Please note that once you pass through the doors all fires will be immediately suppressed and unable to be lit. There are also magical sensors on the books to stop them being removed without permission, and any damage could incur potential fines or jailtime. Knowledge-Hold operates separately from the Grand Dukedom as an institution but we are still supported by them and so any crimes against us are crimes against the city."  She finishes her little speech with a quiet exhale.  "Phew, sorry about that, I have to tell everyone, every time. It's a real pain. Anything else I can do for you? Any other pieces you're curious about while you're here?" 
 "Anything about the Time of Troubles? Bhaal, especially?"  Senna pipes up.
 "There's Alaundo's prophecies of course."  But Senna shook her head. Those were already well known to you.  "We did acquire a tome recently of some of Bhaal's mortal exploits during the Time of Troubles. It came from a former Bhaalist follower so its truthfulness might be....sketchy, but it might be informative anyway. Same section,  The Lord of Murder Murdered , by Karun the Black." 
Amnestic
 
 Spoiler: Rod of the Wyrm 

"Imbued with the energies of a benevolent silver dragon, this magical rod can beckon forth the ancient spirit of a lost silver wyrmling to fight at your side or - for those of smallfolk among us - even serve as a mount!"
 

 
 Spoiler: Wand of Steam and Vapour 

"Able to blast searing steam or blinding vapour freely, this seemingly simple wand of copper and mottled wood promises to take any foe by surprise."
 

 
 Spoiler: Gloves of Thievery 

"For those inclined to finessing open dungeon chests, these form fitting gloves promise a decisive advantage in doing so."
 

 
 Spoiler: Rod of Health 

"A potent stick of magical healing with a seemingly bottomless pit of rejuvenation, this rod holds the power of a dozen potions and fully refills its energies at dawn."
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf watches as the other items are auctioned. He is fascinated to see the items available but focused on getting what he came here for. He is disappointed that he missed the necklace of readiness and tempted by the rod of the warm, but decides to wait or the gloves. When #19 is offered, he barely waits for the description to end before jumping up and waving his hand in the air.

  ”300!"   he starts his bidding. He is willing to keep bidding until he wins, unable to contain his excitement. It appears that either his excitement scares off and other potential bidders, or no one else wants to admit here that they might want to use the gloves of thievery. He's sure the owners of the auction give him a dirty look when he goes to collect the magical gloves.

Later, although with much less enthusiasm, he also makes an initial bid on the Rod of Healing.

 
 Spoiler: OOC 
DC15
First bid 300  (1d20+4)[ 24 ] 
then 500  (1d20+8)[ 21 ] 
then 800  (1d20+14)[ 34 ] 

He will bid 500 Rod of Health DC17  (1d20)[ 12 ] 
Grok will have to egg him on to bid higher.

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Reviewing the list of items, Grok notes that most of them are beyond any price range he could consider acceptable, or were too niche to be of use.  However, one lot, 26, was an exception.  In his experience, more healing never went astray, and a Rod of Health could provide that healing.  Having mentioned this to Leaf, he lets Leaf place the first bid, but as another outbids him, Grok calls out the followup bids.  " 1000 ".  " 1750 "  However, despite his efforts, the price swiftly balloons beyond what he could justify to himself, and he drops out of the bidding.
 
 Spoiler: OOC 

 (1d20+2)[ 13 ]  Try 2
 (1d20+5)[ 10 ]  Try 3
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 40/55 | AC: 13 HP: 23/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Spider Form 
 "No trouble at all. At least I won't have to worry about holding in my sneezes,"  Sam taps the side of his snout and grins.  "Actually, do you have any books on doppelgangers, like lore on how to detect them or like... monster hunting books on substances they're allergic to?" 

Once he receives an answer, he nods and adds,  "Thanks Senwyn!"  before they shuffle away in muffled quiet into the deeper library.
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 37/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 5 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 
 "Thank you, Senwyn."  Caelee bows her head slightly in deference before following Sam deeper into the library, intent though unenthusiastic to aid in research.
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 46/77  PP: 10 PIv: 9 PIs: 10
HD: 4/7d10, Conditions: none
 
At the end of the bidding on the Healing Rod, after it was clear that he had lost, Grok gets up to depart.  " Seems it's time for us to go.  The others will meet us at the tavern when they're done.  Then, we can move onto our next task. "  Presuming that Leaf was following, Grok heads out to the pre-arranged meeting point, to get food, a short rest, and in general prepare for the graveyard mission.

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

As they start to leave, the auctioneer puts out a final call for the only item that didn't sell, the Rod of the Wyrm. Leaf grabs Grok's hand.

  ”Wait! Since the Rod of the Wyrm didn't sell, and we got outbid on Health one, let's try to get this."  

He starts his bidding at 500. Since it didn't sell before, there are still no other bidders and Leaf wins it for the minimum price.

 
 Spoiler: OOC 
DC17
First bid 500  (1d20)[ 19 ] 
then 1000  (1d20+2)[ 14 ] 
then 1500  (1d20+4)[ 12 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
Amnestic
 Auction House 

A surprisingly easy bid allows you to snap up the Rod of the Wyrm at a rock-bottom price, making up for missing out on the other Rod you sought after.

Once the auction is concluded and all the lots have been bought and paid for, you're invited to a separate room - one with significant guards - to facilitate the exchange of money for goods, and you get a better eye on some of the others who bought tonight. The nobility had been mostly unavailable for viewing before, but now you're rubbing shoulder to shoulder with them. Some of them seem to take issue with this, while others seem remarkably comfortable. The patriar families are a diverse bunch, and given how more than a few made their way into nobility through strength of arm, it's no wonder that some are more comfortable around you than others.

Eventually, you're called to exchange your funds for your purchased items - Gloves of Trickery and the Rod of the Wyrm, and the auction house wishes you both a good eve and asks that you consider returning and spending more of your hard-earned gold, or seek them out to potentially auction your own items (with the house taking a relevant fee, in the process).

 
 Spoiler: Rod of the Wyrm 

 Rod, rare (requires attunement by a creature of non-evil alignment) 
This crystal rod is cold to the touch and topped with a detailed carving of a silver dragon. While holding this rod, you can use an action to speak the rod’s command word and summon a silver dragon wyrmling. The wyrmling appears in an unoccupied space that you can see within 60 feet.

The summoned dragon is friendly to you and your companions. You control the dragon in combat. While the dragon is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the dragon.

The dragon disappears when it drops to 0 hit points or when you dismiss it as an action. The rod can’t be used to summon a dragon again until the next dawn. You can only ever summon one dragon at a time.
 

 
 Spoiler: OOC 

Make sure the money-list has been updated, if no one already did so.

Chance to mingle, if you want, since I don't know how long the Knowledge-Hold stuff will take. Could be a chance to chat up someone rich, or a fellow adventuring type, if you care to. Or you could hit the streets, take in the night air, see what slithers out of the darkness...
 

 Knowledge-Hold 
 "Dragon cults, death gods, and dopplegangers."  Senwyn briefly muses at the alliterative myriad of topics requested.  "They're not the subject of any specific tome that I can recall, but a general beastiary might have something. I recall the Phylund Compendium Volume VII,"  (how did she say the number, yet still evoke the numerals?)  "had a section on dopplegangers." 

She retrieves another little doohickey and hands it over.  "This will send you to the relevant section. I'd find Livaan first though, no telling when he'll head home for the day." 

The tokens offer operate somewhat like compasses, though their needles switch at the relevant intersections, guaranteeing you're not just heading in the right direction, but also following the right path. They seem to be keyed to individual sections. As you pass into the library proper, a wealth of tomes all stacked among packed shelves greets you. Bustling among them are robed librarians and archivists, scribes sat at lecterns copying segments or making notes, and caretakers clearing up and ensuring the dust is kept to a moderate "clearly smelled, but not seen" amount. Despite your eclectic appearance no one looks to you, so consumed are they in their own works that they simply don't have the time to pay you any mind.

It doesn't take long (though it does take two sets of stairs - one normal one spiral, and crossing over two walkways) before you arrive at the  Deities and Demigods  section. With only the description of orcblooded you might have been concerned that finding Livaan would prove difficult, but he evidently stands out as much as you do. Tall and broad shouldered, his robe is tightly bound to his muscular form. His green skin bears patches of mottled red scales, and a pair of stylish eyeglasses sit on the end of his nose. He's sat poring over a book, deep in thought.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 40/55 | AC: 13 HP: 23/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Spider Form 

Still feeling quite relaxed in the library atmosphere, Sam nods or waves at anyone who happens to look up at them when they pass - few though that may be. When eventually they reach their first stop, he peers around at the shelves before spotting the rather outstanding librarian. Approaching with soft footsteps, he asks,  "Sorry to interrupt, are you Livaan?"  the orcish heritage definitely shows. And draconic heritage too, though it looks like he's quite a few steps removed from half-that.  "We needed to ask you a few things. We could wait if you're busy - or, maybe we can help?" 
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 41/60  PP: 18 PIv: 12 PIs: 14
HD: 4/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf exchanges the correct amount of gold for the two magic items and immediately puts on the gloves. AS soon as he dons them, they disappear into his skin. Suddenly, when he looks around the room, everyone's pockets and purse openings look much bigger than they had seemed before. He's tempted, but thinks this might not be the best place to try it, despite all of the tempting merchandise changing hands. Everyone here just saw him buy the gloves of thievery.

But since he's here, he decides to make the best of it. He first looks for anyone he knows, then anyone interesting, which means the people that purchased the most interesting items at the auction.

  ”Well, Grok. Let's see who else is here."  
 
 Spoiler: OOC 
He will look for anyone he recognizes. IF there is no one, then he will introduce himself to the buyers of any of the following:
Lot 2: Necklace of Readiness (R)
Lot 4: Aslyferund Elven Chain (L)
Lot 5: Rod of Diplomacy (U)
Lot 6: Vulkoor's Headdress (L)
Lot 10: Unicorn Pendant (L)
Lot 15: Elixir of Time (L)
Lot 21: Tajak Scimitar (VR)

Feel free to move us on whenever the Library group finishes.

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Surprised at the easy win of the Rod of the Wyrm, Grok seems to be willing to go along with Leaf's suggestion.  " Knowing who the wealthy and powerful are is never a bad thing. "

 
 Spoiler: OOC 

Schmoozing time?
 (1d20+6)[ 7 ]  Persuasion(Schmoozing?)
 

 
 
  
Amnestic
 Auction House 

The faces arrayed before Leaf and Grok aren't familiar to you - neither of you are particularly local to the city, and half of the buyers don't look particularly local.

The Necklace of Readiness, despite what you expect is a distinctly martial-focused activity, was snapped up by a young woman wearing a robe and a classical witch's hat. From the looks of her, she's a student, and alone. She hurries away from the auction house at a swift pace, once the exchange has been completed, and if you wanted to you could pursue her - though perhaps a pair of heavily armed and armoured individuals chasing down a young woman in the darkened streets might send a wrong message.

The Rod of Diplomacy is being held by a Flaming Fist officer, one with a spindly little moustache, surrounded by sycophantic hangers on. He brandishes it for them to see, to rapturous attention, though he seems distinctly disdainful of any of the adventuring kind who catch his eye.

Both Elven Chain and Unicorn Pendant were snapped up by a pair of adventurers who stand together - bickering in the way only friends can about something or other. Both their prizes are already worn. Neither of them look particularly local to the Sword Coast - the chainwearer has the features of one of the Tuigan horsemasters from the Hordelands to the northeast, while the one bearing the Unicorn Pendant was a halfling whose accent was almost certainly of Luiren. They are both half a world away from where they seemed to have come from. Despite their bickering, they at least seem the most open to being approached considering your current state of dress and dirt.

Of the owner of the Tajak Scimitar, he appears to have taken it upon himself to put on a show, displaying a sword-dancing technique from Calimshan to the joy (and minor donations) of onlookers. The ascetic's movements are skilled and practiced, but ultimately it's hard to tell how much is use in an actual fight, and how much is simply for pure entertainment.

The Elixir of Time and Vulkoor's Headdress were purchased by a small group of well-dressed merchants, each bearing the emblem of the Iron Throne mercantile organisation on their clothes. Once they have taken ownership of the items, they secure them inside chests and begin moving away into the gloom of the night, though there is still time to catch up with them, if you wanted to.

 Knowledge-Hold 

The orcblooded scholar doesn't seem to hear you at first. Only with a follow up  "Excuse us?"  from Senna does his focus break and he gives you his attention.  "Oh, deeply sorry, I was a world away,"  he offers politely.  "I could probably do with a break though. One can only stare at commentaries on the Black Chronology so many times before they start to hurt the brain. How can I help?" 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 56/60  PP: 18 PIv: 12 PIs: 14
HD: 1/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf decides to follow the Iron Throne representatives. He starts to ask Grok to come with him, but then looks at the dwarf's armor and short legs, and decides he will be better off on his own.

  ”Grok, let's go see where the Iron Throne guys are going... On second thought, why don't you stay here and get to know some of these people. See if any of them might be useful or dangerous. I'll meet you back with the others."  

He steps out into the street, raises the hood of his elven cloak, and follows after the people from the Iron Throne.

 
 Spoiler: OOC 
Mostly following. If you want to give him a chance to steal one of the chests, he will try, but if that seems impossible, he'll just follow them to see where they are going.

Stealth  (1d20+11)[ 12 ] , Advantage  (1d20+11)[ 22 ]  (they have disadvantage on their perception)

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok considers Leaf's words, his minor shifting accentuated by the sound of oiled metal moving against metal.  " That's not a bad idea.  Be careful;  They just spent a lot of gold, and merchants don't like doing that.  They'll have guards. "

While Leaf departs, Grok approaches the pair of adventurers, his armor clanking.  " Looks like you've come along way, through much peril to come here, alive.  Any interesting stories to tell? "  He's trying to draw them into a conversation, to help make connections.

 
 Spoiler: OOC 

 (1d20+6)[ 15 ]  Persuasion
 

 
 
  
Amnestic
 Auction House 

The Tuigan startles a bit at Grok's approach, and her hand immediately goes to the slender blade at her hip, but it's an unprovoked reaction, and she quickly relaxes once it becomes here you're just there to share chatter, rather than talk gold - or worse, seduction. An opportunity to wax at length about their past seemed a welcome break from unproductive bickering.
 "You're not wrong, stranger. We've seen fought monsters and men of all sorts. Saved more than a few cities, broken a few hordes of monsters, recovered a few fantastic artifacts." 
 "Briefly did some planes hopping,"  the halfling companion adds, eliciting a look of disgust from her companion.
 "Urgh, don't remind me. Give me the solid ground of the Material any day of the week. But you wanted a a story didn't you? Our crowning achievement was probably dealing with the Ten Fragments of Netheril."  The name doesn't ring a bell, though with how much of Netherese history is still shrouded in mystery and active concealment that's not too surprising. The Tuigan spins an epic tale (punctuated by occasionally seeking more drink from the nearby vendors) of how they got caught up in a plot to overturn Mystra's Ban. Following the fall of the Netheril Empire, nine primal Weave elementals were sealed away voluntarily - and one involuntarily - in order to maintain Mystra's Ban on magic and prevent another event like Karsus' Folly. Mystra wove their very essences into the Weave, as patches for the damage caused by Karsus' Folly.

Unfortunately, roughly two thousand years can change a great deal, as some of the Weave elementals (named the Fragments of Netheril collectively) sought to escape and free themselves once more. The pair - along with two others and a faithful talking hound - had to travel to the ruins of the floating cities of the Empire (often beneath existing cities) and retrieve remnants of the Fragments that they could use to re-stitch the Fragments back into place. During these travels they were set upon by man and monster who coveted these powerful remnants of magic, some even going so far as to infuse them directly into themselves.

Upon the culmination of their adventure they found they were without remnants for the ephemeral Eighth (who they had seen no sign of) and the ever-terrible Tenth, who had never agreed to being Woven in the first place, and they were out of time. The Tenth threatened to break free and unleash a reborn wave of absolute magic upon the Realms, where spells beyond imagination were at everyone's fingertips, heralding in what would doubtless be destruction on a planar scale.

It was then, at their most desperate, that their hound revealed himself as the Eighth's remnant, imbued with its heart and soul (or as much a soul as a primal elemental of magic has). Having seen their party desperately seek to protect the world and people they cared for, the Eighth's commitment to its chosen task had been renewed, and rather than seek its own freedom it volunteered to Weave its essence with the Tenth, sealing it forevermore.

 "And, well, now no one really talks about it because nothing happened. World got saved, we lost a friend, and that's that. We did get some money and magic out of it though."  The story ends on a bittersweet note, undermined somewhat by the gleaming elven chain they're wearing. Whether the funds came from that adventure or another one, they're clearly doing well for themselves.
 "Think I've talked enough though. Your turn, stranger." 
 
 Spoiler: OOC 

She rolled a 27 (nat 20) on her performance check, so be suitably impressed by storytelling.
 

 City Streets 

Leif plunges into the darkness, remaining inconspicuous and silent as he follows behind the Iron Throne and their secure chests. They keep the object held between them, never letting it sit 'outside' their small circle of people; no great surprise considering the value of the object's contained. While none of them give off the impression that they're particularly armed, the way they walk tells you that at least most of them have some combat training. They path they take leads them from the Upper City, back south towards the water's edge. They don't delay in their procession, and instead head inside a large compound, at least five floors tall easily. Guards are posted outside, bearing the same emblem. This is, without a doubt, the Iron Throne's base in the city.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 46/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Spider Form 
 "Livaan?"  Sam asks, just to be sure, then introduces himself.  "I'm Sam. I was hoping to ask you about this star chart I found - and my sister had some questions too."  He brings forward the star chart again, still in his hands from earlier. He'd tried his  best  not to fiddle with or fold the edges.  "I believe it's something from the Cult of Prismatic Platinum, but I don't know much more than that." 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 2/7d10, Conditions: none
 
Listening to the pair's incredible tale of daring do, adventure, and heroism, he can't help but to get caught up in their incredible tale, his bearded face reflecting awe, horror, sadness, and relief over the course of the story.  " That's an incredible tale, more than any other I've heard, and it all rings true.  If we weren't here, I'd offer a toast to lost friends.  May they never be forgotten. "
He pauses for a moment or two of silence, before he resumes speaking, deliberately changing topics.  " I've a brighter tale to tell, although it is far less impactful.  The rescue of a brother, thought dead.  A tale of mystery, suspense, and surprise. "  He goes on to tell the tale of the Merchant League, the strange happenings, the bad deals, the investigation, the doppleganger surprise, and the heartfelt reunion between brothers.  After he finishes, he lightens his tone a bit.  " Of course, the tale isn't done.  Who brought the gangers in? What are their plans?  And how can we stop them? "
 
 Spoiler: OOC 

 (1d20+3)[ 23 ]  Performance?  (Grok isn't the best at telling tales.  Or keeping secrets.  But maybe this might inspire them to help a little?  Who knows?)
 

 
 
  
Amnestic
 Auction House 
 "Not every tale of heroism has to end with the world getting solved,"  the Tuigan says with a laugh.  "I'm sure the brothers are happy at least, and you never know how stuff will grow out from that." 
 "As for who's behind it...we're not exactly local, but if there's a conspiracy it's always one of three things behind it - government, gods, or gold. Doesn't sound like the government would get much out of it, so...who stands to profit from it? Or did you piss off some gods?"  She receives an elbow in the thigh for that from her halfling friend.

 Knowledge-Hold 
 "They'd probably not favour you calling them a Cult, though the lines do tend to blur."  Livaan notes, peering at the star chart.  "I've got some knowledge of them, though I've not had the pleasure of meeting any adherents myself. A fascinating belief system, one supposedly rooted in a fork of Bahamut's own doctrines. In many ways they're more faithful to the spirit than the letter of such things. You know, of course, that Tiamat and Bahamut were supposedly born of the same origin? Either siblings or emerging from the corpse of the dead god Io - Asgorath, to dragons. Ideology drove them apart, so the story goes, but the Prismatic Platinum holds that neither side truly wanted the war, and that both secretly mourn for their other half's loss." 
 "Of course, the mainstream belief is that Bahamut is a figure of justice, and Tiamat a figure of cruelty, and that they cannot coexist - not anymore, but stranger things have happened with the gods - and if the belief went from fringe to mainstream, what then?" 
 "Say, hypothetically, everyone who knew of the two switched their dogma to that of the Prismatic Platinum, earnestly believing in the redemption of Tiamat and the reunification of the pair. Gods are fueled by our worship, our belief and souls. Could a mass belief change on the Material affect those beyond it? And if it was proven to happen, what else might come about once people knew?"  There's a distinct, academic earnestness - bereft of any care for heretical thought - to the way he speaks, though he reins it in as the thought train comes to an end with a slight cough.

 "Ahem. Of course, there's a contingent who believe that the Prismatic Platinum is a deliberate attempt by Tiamat's worshippers to undermine Bahamut's, and vice versa. I doubt this particular claim will ever find root anywhere beyond street propaganda, but it does prompt some interesting hypotheticals, especially where other gods are concerned. Selune and Shar, as another example. But what about you? What do  you  think about the Prismatic Platinum? I expect you're a little bit more invested in it than I am, given how many more scales you have than I do." 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 2/7d10, Conditions: none
 
Grok nods, with a smile.  " Aye, they will be.  At least, once they finish healing.  As for the conspiracy, well... I'm leaning more in the direction of gold and gods, if you catch my drift.  Some group's been poisoning the iron, sabotaging trade, crippling other merchant groups.  It's all connected, or at least most of it is, but evidence?  That's in short supply. "  He pauses, frowning slightly.  " If you're leaving after this, and you run into some bandits or such, could you see about interrogating them?  Maybe you'll have more luck than we have. " 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 46/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Spider Form 

Taking a seat at the table to listen, Sam pays keen attention. He's not quite studious enough to take notes, though. The ideas about worship and mortals shaping gods intrigues him, heretical as many churches might find such scholarly claims. As Grepha is often quick to point out, Sam is not  exactly  a priest. Or at all a priest.

 "'Justice does not permit evil to go unanswered, but to condemn without understanding fails to address the root of evil. To strike through a sinner's heart is to send a new soldier to the legions of the realms below,'"  he quotes Halvarian, an elven philosopher later revealed to have been a silver dragon. Drumming his fingers on the table, he smiles,  "I consider myself a believer in the Redeemer sect. They believe in the rehabilitation of criminals rather than punitive justice - based upon one of the tenets of the Ptarian Code: 'Honor and  Correction  to the Enemies of Justice and Good.'"  Holding up a hand and letting it waver from side to side, he makes a neutral shrug.  "So, I guess I'm open to the idea of the Prismatic Platinum. Or the idea that its believers are earnest, at least. I like to think everyone deserves a second chance." 

Grepha avoids commenting out loud. A scholar would easily pick out a talking spider for its potential origins. Casting a glance to the side, Sam adds,  "I used to be pretty naive about it, but I've become more realistic after... some life experience. Proper second chances are best offered from a place of strength, and they require a lot of investment and oversight."  Leaning back, Sam looks at Livaan's own patches of scales.  "I wouldn't mind talking a bit more - you seem pretty well read on dragon lore!  Buuut  I'll let Senna ask her questions first. Or, you were reading your own stuff too. Maybe another time?" 
 
 
  
Amnestic
 Auction House 
 "We're bound back for Luiren just as soon as that little trinket finishes attuning."  The tuigan thumbs towards the Unicorn Pendant around the halfling's neck.  "Got a teleport enchantment on it, among other things. I wouldn't worry about interrogating anyone you fight though. In my experience anything important enough to know is written down. If it's not on paper, it's not worth knowing, so just stab them, frisk their pockets, and move on." 

'Wise' words indeed.

 Knowledge-Hold 

Livaan listens attentively to Sam's words, scrutinising the scaled man, but ultimately finding him free of deception.  "I...dabble,"  he says vaguely, in the way that tells you he does rather more than that.  "I have a friend in the city, Suldil Baldoriel. If you are interested in serving Bahamut's cause more actively, she might be someone you want to speak to. She maintains an estate in near the Seatower in the south end of the city."  He does glance at Senna and Caelyn - Senna bearing Deneir's holy symbol and Caelyn looking distinctly druidic don't exactly mark them as servants of the Platinum Lord.  "Your...friends could go too, though they might not be privy to everything there." 

Senna, as it turns out, doesn't have much in the way of questions. She does disappear to track down the book mentioned by Senwyn and returns with a surprisingly thin book, all things considered - one you could probably get through in a day of dedicated reading, but that you probably don't have time for today. She does skim it while you're talking, and notes that Bhaal died not a great distance from the city - on Boareskyr Bridge to the northwest on the road to Waterdeep, though she doesn't find much else in the short time she has to review it before you're due to mete back with the others.
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 56/60  PP: 18 PIv: 12 PIs: 14
HD: 1/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf watches the group goi inside the compound. The Iron Throne's location in the city is probably not a secret, but he's glad to see it first hand. He takes his time circling the compound looking for any ways in, and  evaluating how well guarded it is.

Once satisfied that he has all of the information he can get, he heads back to meet up with the others, stopping by the auction house first in case Grok is still there.

  ”How did it go?"  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok nods understandingly at the response.  " Aye, but knowing what lies they're telling their minions says a lot about the boss. Paid in coin?  Faith?  Something else? "  He then shrugs, his armored pauldrons lifting up and down with hardly a whisper of sound as the well crafted and oiled plates move smoothly.  " O' course, not like you can trust anything the bastards say, but maybe one day. "  His voice trails off wistfully, before he takes in a deep breath.  " Still, I've places to be, and undead to put down afore the night is done.  May you find luck in your travels! "
With that said, he waits for a response, before departing to reunite with the group before proceeding to the graveyard.

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 46/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Spider Form 
 "Dabble, huh?"  Sam asks, laughing lightly.  "I don't think anyone born with scales would do  less  than dabble in learning a bit about where they came from." 

Hearing about other followers of Bahamut in the city brings Sam's mood up quickly.  "Oh, sure! I'm always happy to help. Once I wrap up a few things, I'll stop by,"  he nods his head cheerily and stands, stretching out his arms and legs.  "Anything else we need here in the library?"  he asks his sisters.

Once receiving word from them, he bids Livaan farewell.  "See you soon!" 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 3 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Once she is sure that Sam's meeting with this scholar won't go badly, Caelyn nods respectfully to the man before beginning her own search in the library. She doesn't have the temperament to search for long, but she asks Senwyn for guidance, and and searches the stacks and lecterns for information on the Seldarine. If nothing else she wants to shore up her worship of the elvish gods, and she no longer has her older sister to guide her into being a better elf, so now she must do her own research. Much as she hates searching libraries. Once she has found a general text on the subject and looked it over, she is ready to leave. She focuses specifically on the elvish god of dreams, hoping that once she solves her own murderous dreams that she may use her dream staff to aid her siblings. No one deserved such torturous visions.
 
 
  
Amnestic
 Iron Throne Compound 

Lights beaming through the windows of the Iron Throne compound indicate that even this late it's still quite active. There aren't any rear entrances that you can spot easily from outside the walls. Furthermore, perched on small spots here and there, you spot ravens sat around, cawing occasionally from their nests.

 
 Spoiler: Int(Nature) 

 
 Spoiler: DC1 
Spooky birds do love sitting on spooky buildings.
 

 
 Spoiler: DC10 

The ravens aren't acting normal; there's a high chance that they're either enchanted or familiars keeping watch.
 

 


Out front there are always at least two guards on watch, though there is also a steady stream of people going to and fro. Some are stopped and questioned, others - those wearing the Iron Throne emblems - are not, at least not outside.

 Knowledge-Hold 

Caelyn's investigations, albeit brief, help to reinforce a few things she'd already picked up - Sehanine Moonbow's power is strongest at full moons (the next one of which is, by your count, one week away), she rarely communicates directly - preferring interpretive visions or dreams, and she disdains necromancy in almost all its forms. Given Senna's necromantic bells and her habit of interrogating corpses, you could guess that it seems unlikely she'd extend any blessing to Senna as it currently stands, or Sam by-proxy, for that matter. If you did want to beseech the Lady of Dreams for help, you might need to take steps to curry such favour.

On dopplegangers, a skim read of the suggested book recommends mostly intense interrogation and has some methods by which you can pinpoint inconsistencies in their answering of questions. Doppleganger covers when copying another person are rarely fully complete, and full apart under directed scrutiny. Both  moonbeam ,  detect thoughts , and  truesight  spells are also mentioned as ways - though the formermost is unlikely to satisfy in the case of getting it wrong. Rarely they suggest using a  zone of truth , but the book does give commentary on the legal complications of these, and they should be implied in "extra-legal" situations (such as purges and inquisitions) rather than standard investigations.

 Cemetery 

With your respective investigations and activities concluded, you join back up at the agreed upon meeting spot and head towards the cemetery. A chill autumnal wind blows through rustling trees as you get closer, and you could swear the air dropped another five degrees just from the environment. It's not a cheery place in the blazing sun, and beneath the clouded night skies it's decidedly disturbing. Every shadow cast from a light source seems to dance out of the corner of your eye, every blown leaf scraping against a stone sounds almost like a raked claw. The gravestones seem to loom larger, despite barely reaching the waist for most of you (and Sam not at all), and the mausoleum buildings for those with large family plots seem especially foreboding.

Wrought iron gates sit at the entrance, but they're open - and from the detritus around their base seem to have been so for a good time. You could deduce that they are rarely shut outside of special occasions, and people are otherwise free to come and go as they please. A groundskeeper's residence, a squat building of wood in stark contrast to the stone surroundings, stands not far into the cemetery itself. Perhaps the occupants are asleep or absent, but from the exterior there's no sign of life within. Scar did mention that 'one of' the groundskeepers had vanished, but there could be others.

At least from outside the cemetery you can't see any indication of people inside. It's dark, without any light sources to speak of, and with the air of abandonment to it.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 46/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisible 

Standing before the creepy, ominous graveyard, Sam sets his hands on his hips and looks around.  "This place is so gloomy. Why would people bury their loved ones in a place like this?"  he wonders aloud.  "It's just asking for something bad to happen." 
 "Undead would not be a problem if remains were cremated,"  the raven on his shoulder comments idly.

 "Then they couldn't be resurrected later, though." 
 "Don't see anyone being resurrected here. Shall I take a bird's eye view?"  at a nod from Sam, Grepha takes off, fading into the night and scanning the graveyard from above.

 "I guess it would be rude to just waltz in and poke around at stuff without talking to the... remaining keepers first. Maybe they know something that can help,"  Sam suggests, starting to walk towards their residence.

 
 Spoiler: Actions 
 Sam 
Investigate the gravekeepers' residence.

 Grepha 
Going invis and scouting out the grounds from above.
 (1d20+3)[ 7 ]  Perception
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 2/7d10, Conditions: none
 
Taking in the graveyard, Grok grunts as he looks it over.  " Dark, grim, too close to the surface... all the hallmarks of a problem waiting to happen.  If we're lucky, the priests have done their job, and have kept the graveyard consecrated.  It also seems that word's gotten around.  Doubt the guard are the only ones who know there's a problem. "  He shrugs, oiled pauldrons moving, before he continues walking forwards, into the graveyard.  " You're right, starting with the keepers, if they're still here is the right move.  Stick together. "

 
 Spoiler: OOC 

As we approach the residence, Grok's going to use one of his last divine senses, to see what he sees.
 
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 56/60  PP: 18 PIv: 12 PIs: 14
HD: 1/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf doesn't mind the dark and gloomy night. It reminds him of the deep jungle. But the idea of all the bodies in the ground gives him the creeps. Burying the dead is very strange to him. Either eat them or cremate them.

He moves to scout the groundskeepers' residence. He moves along both sides but does not loop around the house. He only looks at the far wall from the corner so he never loses sight of the party. Once he's examined the building, he returns to the others.

  "I'm ready. Let's knock on the door."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
Amnestic
Darkvision doesn't avail Grepha much from the air and at a distance. Impish vision allows her to see that some graves are only partially dug and that a headstone has fallen over, but not much else. She does notice an oddly circular design to the graveyard from above as a whole, though it could just be her imagination.

The shutters are closed on the groundskeeper's residence so Leaf can't peak inside easily, but a knock on the door sees the rickety wood swing open. Not only is it unlocked, it's unlatched, and opens to reveal its interior, dark and foreboding. Two hammocks - empty - sit in the far corner with piled cushions and blankets to help stave off the chill wind that blows through the gaps in the building that's in dire need of repairs. Piled across the walls and on uneven shelves are various tools and stores of equipment - gardening tools to help keep the grass at bay, dust cloths and polishing rags that stink of years-old varnish. Two chests sit in the corner, one of them open with clothes spilling out of it. There's a single desk and chair, with a few books, one of which is open beside an inkpot and quill. A few rugs cover spots in the room, but not enough to totally blanket the aged hardwood that creaks underfoot.

By the door is a small shrine, perhaps the best taken care of area in the entire building. It has the faint smell of ingrained incense from being burned there for many years, and above it the symbol of a skeletal arm holding golden scales in perfect balance.

 
 Spoiler: OOC 

Gimme some active perception checks, specify if you're searching inside or outside, and what you're paying any specific attention to.

Just a reminder that Darkvision only limits your ability to perceive things - both in general (disadvantage on perception checks/-5 to PP since it's 'dim light' effectively) and hinders your ability to notice colour. A light source will solve those things of course, but should be called out if you're using one. For totally innocent reasons.
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 56/60  PP: 18 PIv: 12 PIs: 14
HD: 1/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf is too curious to stay outside. He joins the others inside, looking out for danger and then looking in the drawers and chests to see if he can find any clues or anything interesting.

  "Let's see what we can find inside."  

Due to the stories of disappearances that Scar shared with us, he keeps his bow ready in case anything jumps out at us. He scans around the room to make sure there are no threats.

 
 Spoiler: OOC 
Perception  (1d20+7)[ 22 ] 
Disadvantage  (1d20+7)[ 15 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 3 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn follows the party into the cemetery, and as she steps on ground so filled with dead a shiver runs up her spine. She had heard from Melian that elves had many different burial ceremonies, based on tribe, family, or even region- some buried the dead under trees, some hung the skulls of the dead high in the boughs and burned the body, and some more metropolitan elves followed the rites of the other races. Looking out over the mass graves and feeling the cool night air on her skin, Caelee was beginning to value the idea of someone putting her skull up a tree.

When they came to the groundskeeper's home, Caelyn spoke up.  "I will investigate outside and keep my eyes open. If you hear me start screaming run fast, please."  She began to poke around the outside of the home, doing her best to keep her eyes open for threats or clues.
 
 
  
 
 Spoiler: OOC 
Perception-  (1d20+7)[ 22 ] 
Investigation-  (1d20+0)[ 2 ] 
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 HD:?/7 d8 Spells: 1st: 3/4 2nd: 1/3 3rd: 1/3 4th: 0/1 
 First Impression: armored with a shield strapped to her side, her face illuminated by an enchanted candle in her right hand 
 Conditions: Light [1h] 

In the darkness of the night Senna pipes up.  Well, all of two people here cannot see in the dark, so I guess we either split off for a bit or I will stay back.  Senna shudders since the last time she had to deal with A LOT of the dead, she almost died back in the mines of Nashkel. Despite absolutely being stronger than back then she still got the shivers from that.

If she has the okay for a light source, she enchants a candle from her backpack, mostly for the fact her holy symbol was a candle as well.  FIAT LUX!  she says as she seemingly has learned to eschew the gestures for her spell into a vague waving with her shielded hand.  If anything is suspicious it is snooping around a graveyard at night in the DARK.  she says as she keeps Sam company if he wants the light.

 Point me towards inscriptions, or any corpses we can interview. I know you don't like necromancy, but I feel it is a great tool to bring the murderers to justice. 
 
 Spoiler 
Preemptive Investigation:  (1d20)[ 17 ]  +1 if Investigation, +7 if Perception (though of course the darkness limits her view to 20 ft)
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 46/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisible 

Gravitating towards the gravekeeper's writing desk, Sam flips through his journal - or whatever he was writing - searching for key words of interest with the typical attention span of a teenage boy. It's hard to make out the writing against the page using only his devil's eyes, so he welcomes Senna's gift of light.  "I found something he was writing. Maybe take a look inside the desk too?"  he suggests as she comes over.

Noting the few objects of suspicion, Grepha glides back towards the others to circle above the building, keeping watch.

 
 Spoiler: Actions 
 Sam 
Investigate the writing desk
 (1d20+5)[ 9 ]  Investigation
 (1d20)[ 2 ]  Perception

 Grepha 
Circling above the residence.
 (1d20+3)[ 12 ]  Perception for keeping watch
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 2/7d10, Conditions: none
 
Entering the house with the rest of the party, Grok pauses, just taking in the view for a few minutes, while everyone else jumps into searching.  However, when Senna mentions light, he nods.  " Aye, light's a grand idea.  Anyone doing anything sneaky in the dark's probably able to see in the dark.  They probably cleaned in the dark.  So they'd miss the things that the light'd show.  As for lettin them know we're here? "  He shrugs.  " Let them come.  Easier to find them that way. "  With that, Grok sets out to investigate the shrine, and immediate surroundings.  After all, graveyards meant undead, undead meant that the local clergy weren't doing their jobs, and that usually meant sabotage.

A keen observer might note that Grok's way of thinking might just explain his stellar investigative skills.
 
 Spoiler: OOC 

 (1d20)[ 16 ]  Perception
 (1d20-1)[ 13 ]  Religion?
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 HD:?/7 d8 Spells: 1st: 2/4 2nd: 1/3 3rd: 1/3 4th: 0/1 
 First Impression: armored with a shield strapped to her side, her face illuminated by an enchanted candle in her right hand 
 Conditions: Light [1h], Detect Magic [10m] 

If any of the jabs at clergy and divine types was any bother to Senna, she did not make it noticed. The Deneirite - a description entirely fabricated word to use in poems and other fancy written texts - lazily meandered over to Sam.  We are shining a light at the scurrying villains who did this, and movement is better to make out for our comrades. But this is a graveyard, and we fought a vampire, a necromancer and a druidic cult up until now. Could you use your special senses to keep watch for the supernatural? I may just do the same for any mundane magic. 
 
 Spoiler 
Approaching Sam's found journal, but if it yields nothing casting Detect Magic decidedly not as a ritual.
 

 
 
  
Amnestic
Leaf pokes his way through the chests and drawers, seeking out anything of note. What he finds is a minor treasure trove of trinkets, all stuffed in the bottom of one of the chests and hidden by clothes - among them are a gilded heart-shaped gemstone, a miniature ships's wheel, a shard of crystal decorated with sacred engravings, an incense candle, a bronze mirror decorated with the sculpted form of two lovers, a leather bracelet embroidered with a person's name, an exotic fan, two locks of hair, and no fewer than four lockets each with a different person's picture inside. It seems fairly obvious to Leaf that these are not all the legitimate items of the groundskeeper, and instead have been pilfered - likely either the coffins or the graves of the departed. You could probably fetch some coin from selling them, if your heart allowed it.

It doesn't directly connect to the missing people, and since the items are still there after the groundskeeper's disappearance it seems unrelated.

Sam and Senna pore over the books together. Most of them are fairly rote reports and details on the state of the grounds, schedules for cleaning, new internments and the like. If you desperately wished to you could probably have a record of every (legitimate) burial in this graveyard going back a dozen or more years...but time is not your friend, and there are probably more productive things to be reading than finding out that Veot Strongpelt was buried in an extra-large grave on 15 Uktar 1356. Who was he? Does it matter? No, not particularly.

What does matter though is the open book that was left open - the groundskeeper's journal. It was here that he (Hyro Strathmore, the same groundskeeper who was listed among the missing in Scar's files) detailed both his personal thoughts and accounts, along with keeping a semi-detailed record of the items he'd "acquired". Sam has difficulty keeping track of the item list through the separate entries, though Senna has better luck, and notes that those found by Leaf don't account for everything, but there's no notes to indicate they were sold or otherwise moved elsewhere. What you do find in the entries, especially the ones from when the disappearances started, are mentions of a young half-elf woman hanging around the graveyard. At first, Hyro seems to have taken them for an urchin given their age (barely an adult) and dress (rough) looking to cash in on his grift, but they got to speaking and it soon became clear she'd lost someone as well. Despite his age, Hyro seems to have a fondness for young Ninian, and his later entries are reflecting on how he missed out on having a family of his own, beyond his extended cousins and siblings who never write anymore.

The last entry suggests Ninian had asked him to meet for a late night picnic, over by one of the larger mausoleums, but the entry is half-scribed and ends early - suggesting an interruption.

There's a sixth (divine) sense of fresh death when Grok opens his mind - it tastes like necrosis on the tongue and sounds like a stinging pain. Unpleasant, but he doesn't sense any undead. Either they're contained behind barriers that his senses can't penetrate (yet) or the death isn't in service of raising new fresh bodies for malicious purposes. The shrine, he deduces, is one to Kelemvor. Not an unusual choice for a cemetery groundskeeper. The Lord of the Dead and Judge of the Damned stands against the undead as an impartial judge of those who pass on. Kelemvor's acts as judge holds him from truly standing among the gods of Goodness, but he nevertheless maintains positive relations with many of them, and has a bitter enemy in Cyric.

Sweeping the exterior of the shack with a lightsource, Caelyn spots brown on green, splotches of colour that in the darkness wouldn't have registered as anything other than a later winter plant's fading, but with flames show itself to be more than that. It's blood, aged by at least a few days, but not significantly more than that. There aren't any dragmarks or anything else to indicate unusual foot-traffic, but a small distance from the splash Caelyn finds another one, leading further into the cemetery, and away from the shack.
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 HD:?/7 d8 Spells: 1st: 2/4 2nd: 1/3 3rd: 1/3 4th: 0/1 
 First Impression: armored with a shield strapped to her side, her face illuminated by an enchanted candle in her right hand 
 Conditions: Light [1h], Detect Magic [10m] 
 This is not good, Sam. When you write a letter and you are interrupted, and then your adoptive father or love interest vanishes. Either this is some insane child-vampire trap shenanigans, or the girl and her foster father are in dan..  Senna does not finish the sentence, but tears from around her eyes. The thought of someone hurting or injuring an adoptive parent or loved one hurt too much.

Just moments later, she tries to gather everyone for a conclusive report and an idea how to deal with this. Even if it hurt talking about loosing a parent, rushing headlong into danger was not her idea.  We found this letter belonging to a half-elf girl named Ninian, who wanted to meet the gravekeeper Hyro for a "late-night" picnic. We do not know whether they were romantically or familially engaged with each other, but a late-night graveyard picnic sounds like one of the least believable and most idiotic thing I have heard about. There is some sort of romanticism at the peace of death, but including our reports about necromantic activity I suggest we should check out this mausoleum.  
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 56/60  PP: 18 PIv: 12 PIs: 14
HD: 1/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf's curiosity gets the best of him. He puts all of the trinkets in his pouch, not so much because they might be valuable - we have plenty of gold right now - but more because they are interesting. Hopefully, when this is all done, he'll have a fascinating story to tell about how he found them. Once Senna describes the contents of the journal, Leaf thinks it's time we moved on.

  "Let's see if we can find the mausoleum where Hyro Strathmore met this Ninian girl."  

When Caelyn points out the blood, he tries to find a trail to follow.

 
 Spoiler: OOC 
Survival in Discord = 13

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Hyro Strathmore, graveyard keeper
Ninian, half-elf girl that wanted to meet Hyro
 

 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 2/7d10, Conditions: none
 
Grok frowns as he finds nothing amiss with the shrine, beyond a sense of fresh death.  Meeting back with Senna and Leaf just in time to find out about the tracks, Grok joins in.  " It appears that there's been death near here, but not undeath, so far as I can sense.  The shrine seemed to be intact.  Perhaps this Ninian would know more, should we find her, and she not be amongst the fallen. "
 
 Spoiler: OOC 

Investigations.  Not Grok's strong suit.
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 46/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Rat Form 
 "Romantically?"  Sam makes a face.  "He sounds way older than her. That'd be creepy." 

There's a small cawing laugh from the roof as they emerge.  "Senna's perspective may be a tad skewed. I would assume, dear scribe, that this gravekeeper is not so handsome a gentleman as Zu."  Flying down into the grass near Leaf. Shuffling her feathers she looks up at him thoughtfully.  "Try to contain whatever  feline instincts  you possess. I may be expendable, but being eaten is not pleasant."  Her advance warning given, she inwardly grimaces and takes the shape of a rat.  "Eugh,"  she audibly complains.  "Filthy vermin. Hate taking the shape of one." 
 "You don't mind spiders or ravens?"  Sam asks, shuffling off the front step of the residence.

 "Spiders are  useful  and I've gotten used to it. And ravens are dignified,"  she responds, raising her tiny rodent head proudly. Then, with another noise of indignant disgust, she leans down and sniffs at the ground.  "All  this thing  has is its nose..."  Assisting Leaf, she uses her keen sense of smell to sniff out the blood trail any time he loses visual track of it. Though she's too snooty to get her nose right down in the dirt, and perhaps not as effective as she'd like.

 
 Spoiler: Actions 
 Sam 
Following along.

 Grepha 
Help action to assist Leaf's tracking using her keen smell:  (1d20)[ 3 ]  plus his modifier for tracking the blood
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 HD:?/7 d8 Spells: 1st: 2/4 2nd: 1/3 3rd: 1/3 4th: 0/1 
 First Impression: armored with a shield strapped to her side, her face illuminated by an enchanted candle in her right hand 
 Conditions: Light [1h], Detect Magic [10m] 

Senna produces a bell of middling size from her pockets.  The others probably know what a priest can do, and this bell even moreso, but if we find a corpse that can reasonably have seen anything, we can ask it.  She turns to her druidic sister.  I know Caelee, you hate this kind of magic, but I prefer to disturb the peace of death to joining them. 

She watches Grepha turn into a rat, even if just to try and memorize the pattern and color she chooses. Of course it would probably be very subtle, and she quickly loses track of the devil.  On the plus side, Grepha. You are now much more adorable! If you weren't poisonous that is.

I say Leaf and Grepha spearhead our procession, Grok and me go in the middle, with Caelyn and Sam covering our rear. 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 3 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn points out the splashes of blood, then begins to assist Leaf in following it. It has been a long time since she hunted anything, but her skills in tracking are still sharp.  "I fear that this Ninian will either be the source of the disappearance or may be a victim of it. Either way, we must keep our eyes open. Or, nose open, in your case Grepha. I feel like something could leap from any one of these gravestones to cause us trouble..." 
 
 
  
 
 Spoiler: OOC 
Survival-  (1d20+7)[ 8 ] 
 
Amnestic
Winds that feel unnaturally chill pick up around the party as you make your way through the dim graveyard, the only lights on offer being the ones you carry with you. Shadows dance around you as the light twists off the disturbing visages of gargoyles and other carved faces across tombstones and larger stone family mausoleums. Owls hoot in the distance, their echoing whoops adding to the howling winds.

Without any sort of map to follow to find the Crowe crypt that Hyro wrote about, the party defaults to wandering, keeping an eye on the blood trail. It grows more sparse as you go, but it doesn't take long for you to come to a small  'square' of grass. Three of the squares sides are occupied by stone structures, each separate, while the fourth is the path you followed to reach it.

To your left, bearing symbols reminiscent of the halfling god Yondalla, is the tomb for - apparently - the Slyleaf family. To your right, that of the Daphnels, with carvings of shields and swords, likely some martial or knightly family. Atop both are statues that look distinctly out of place of perched stone angels with featherless wings.

Ahead of you, utterly bland and plain in its design with sheer walls and little more than its name, is that of the Crowes. The bloodtrail, sparse though it is, does seem to lead to it. While there is clearly a 'door' that leads further in, it amounts to a sheer slab with little in the way of gaps at its edges, and no indication that it can either be pushed or pulled further in. The stone is cold to the touch, though whether that's natural due to the weather and time or due to some magic isn't something easily told.

Beside the entrance slab on a raised column at hipheight (for an average human, anyway) is a bowl stained with the same aged blood that was splattered on the grass, though given the stains it looks like the the bowl has seen far more - both old and new - compared to the trail you've been following. Beside the bowl is a jagged dagger of stone, its edges bearing similar stains. Its hilt bears a runic inscription in runes that don't seem familiar to you - though you could judge they are probably Abyssal in nature, given the sharpened edges and points on some of the lettering.
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 2/7d10, Conditions: none
 
Clanking along behind the more roguelike members of the party(Anyone not wearing full plate was a rogue, after all), Grok looks at the tomb, and at the stone dagger, his mind immediately jumping to connections between them.
 
 Spoiler: OOC 

Grok actually has a feature about this!

What does Grok know about the origins of the tombstone, and of the dagger(Dwarven Stonecunning to the rescue, maybe!)
Dagger:   (1d20+5)[ 15 ]  History
Tomb Door:   (1d20+5)[ 23 ]  History
Bowl?  (1d20+5)[ 13 ]  History
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 HD:?/7 d8 Spells: 1st: 2/4 2nd: 1/3 3rd: 1/3 4th: 0/1 
 First Impression: armored with a shield strapped to her side, her face illuminated by an enchanted candle in her right hand 
 Conditions: Light [1h], Detect Magic [10m] 
 I should have paid attention to the Abyssal courses. I recognize the patterns. What little there is of it anyway. Lowly demons seldomly write something down, this must be the work of cultists. At least here. This is a very bad sign. You wouldn't have an incantation that allows you to read this, you lot? 

Senna pulls out her book, quill and some ink and squats down, dropping the spell on her shield to illuminate the writing. She tries to copy the writing as best as she can without understanding any of it.

 
 Spoiler 
Calligraphy Kit skillz!  (1d20+3)[ 11 ]  +2 if Dex (writing the runes), +4 if Wisdom (seeing the runes)
 

 
 
  
Amnestic
 
 Spoiler: Grok - History 


Dagger - Though its edge is jagged and rough, you can tell that it is deliberately so. Rather than from a lack of skills or adequate tools, the dagger in question was made to be as brutal as possible in its cutting. The stone in its construction appears locally sourced. There's no clear marking as to who made it.

Tomb - The design of the tomb, though plain, doesn't markedly differ from that of any of the others in style or substance from the others in the cemetery. At least from the outside it appears to have been crafted by the same person or company from the same (almost certainly local) stone. You can estimate it's stood for roughly two to three hundred years, and that the stone door almost certainly has some mechanism to be moved. You can also estimate from knocking against it that the stone door is roughly 1-2ft thick, and sufficient blunt force could smash through it, though it would be noisy, and could a while depending on the strength of the swing.

Bowl - Despite being made of the same material as the dagger, the bowl's construction is smooth, and only made less so due to age and exposure to the elements. Rain weathering, and what appears to be blood pooled inside, has made the surface uneven and pockmarked. The care taken in its design suggests it was made by a skilled, though perhaps not master, craftsman.
 

 
 Spoiler: Senna - Detect Magic/Calligraphy 

There's no direct magic around the tomb that Detect Magic can penetrate, but both knife and bowl  stink  of necromantic energies, in a way which makes them seem distinctly connected to one another.

You can't be sure you've copied down all of the intricacies of the symbols, but you've got them pretty close, if not exact. Hopefully it'll be enough for anyone who is more learned to make a translation.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 46/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisible 
 "Adorable? Really?"  peering up at Senna, Grepha shakes her head as they advance through the ragged grave-grass.

As they come upon the tombs, she shifts back into a winged form and flaps up to perch next to the bowl and dagger.  "Looks like something I would not recommend touching,"  she comments on the dagger. Certainly, abyssal magic can be dangerous and unpredictable even when it's not cursed.

Walking along the outside of the tomb, Sam examines it, then steps up next to the dagger where Grok is studying it. Scratching his chin, he sifts through various writings dark and forbidden from the Candlekeep libraries - he and Viv had always been the sort to get into where they weren't supposed to, and 'studying' was never so boring when it was taboo.

 "I should scout the perimeter,"  Grepha whispers, taking wing and vanishing from sight.

 
 Spoiler: Actions 
 Sam 
History: Crowe Family (n20 28 in Discord)
Religion: Abyssal Dagger/Ritual (25 in Discord)

 Grepha 
Flying around to look behind the tombs/watch the flanks.
 (1d20+3)[ 21 ]  Perception
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Completing his review of the stonework, Grok thinks for another fifteen seconds, before finally speaking.  " Seems like the bowl and dagger are linked.  Judging by the blood?  Some sort of sacrificial ritual.  Dagger's designed to be as brutal as possible when used.  The tomb's nothing special, all local rock, about three hundred years old, and there's some sort of mechanism to open it.  We could also break it down, but that'd make plenty of noise. "

His information unveiled, Grok looks about, trying to find the trigger for the tomb, suspecting that the bowl might be involved.
 (1d20-1)[ 11 ]  Investigation
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 HD:?/7 d8 Spells: 1st: 2/4 2nd: 1/3 3rd: 1/3 4th: 0/1 
 First Impression: armored with a shield strapped to her side, her face illuminated by an enchanted candle in her right hand 
 Conditions: Light [1h], Detect Magic [10m] 
 Even if an implement to necromancy, tools are rarely meant to injure their wielders.  Senna sneers at Grepha and picks up the ritual dagger after Grok inspected it.  I'm going to take a gander and assume a blood sacrifice is needed to open the vault. If you are ready, on three.  She straps her shield back on, degloving her shield hand and preparing to cut her hand open to open the vault.  If anything horrible happens here, please make sure to remove the dagger from my grasp. 
 
 
  
Amnestic
 
 Spoiler: Sam 

History:-
There's little of note to remember about the Crowe family, which - supposedly - has died off entirely. Once a family of artists and healers, their entire line was wiped out (save one) a few hundred years ago in a horrific mass slaughter during what should have been a wedding celebration in an otherwise enclosed chapel. The culprit was never found, and the sole remaining member (who was out of the city at the time, and thus was not a suspect) had the tomb constructed with their regrettable inheritance. They then vanished, with suicide presumed as the cause.

Abyssal Ritual:-
Without translating the runes, the exact nature of it is impenetrable to you - though you are aware that typically Abyssal ritual sacrifices prefer the sacrifice of another instead of the person carrying it out.
 

 
 Spoiler: Grok 

There's no mechanical system in place that you can deduce from your observations. Magic is more likely.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 46/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Imp Form 
 "Some years back, the whole Crowe family was wiped out. A horrible mass murder carried out during a wedding celebration,"  he frowns, shuddering as an alien sensation of fascination blooms in a now-familiar dark pit in the back of his mind.  "Whoever did it was never caught. The only surviving member of the family was out of the city. They came back and built this tomb, then disappeared from history." 

When Senna reaches for the dagger, Sam's eyes go wide and he shakes his head, reaching over to stop her.  "No way! You have no idea what that would do to you. Besides,"  he adds, pointing to the rune on the dagger,  "This is an Abyssal ritual. They're inherently selfish. The one performing the ritual would never offer of themselves." 
 "And you heard Grok. It has to be painful,"  Grepha points out, landing once more, perched upon the pillar with the bowl. The imp gives Senna an appraising look as she reappears, becoming visible in her true form.  "If anyone should offer their blood to the ritual it is I. For one, I have little to fear from a gaping wound becoming infected, unlike the rest of you. For another, pain is no stranger to the Hells. And,"  she narrows her eyes at the cleric,  "If you get carried away, better it be me." 

Crawling to the bowl, Grepha holds her tail out over it.  "Go on, then. Make it hurt. But  try  not to cut the stinger off in your glee, Senna. I've seen how eager you get with a dagger." 
 "No way,"  Sam objects again, still holding onto Senna's arm.  "This is stupid. We don't even know what the dagger does, or if it'll open the door. Isn't there some kind of druidic spell we could use to make the stone open up? I'd rather just  smash  it open if we have to, who cares about being sneaky?" 
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 56/60  PP: 18 PIv: 12 PIs: 14
HD: 1/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf is better at navigating the jungles and forests than an urban graveyard. He better at opening a lock than finding a hidden trigger. But he needs to work on this, so he examines the door to see if he can figure out how it opens.

  ”Anyone know anything about how these doors can be opened?"  
 
 Spoiler: OOC 
Investigation:  (1d20+2)[ 17 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Surprised by how quickly Senna had jumped to sacrifice, Grok frowns, clearly not approving.  " Is it magical? "

While waiting for an answer, Grok also pulls out a waterskin, and pours some water into the bowl.

 
 
  
Amnestic
Leaf's investigations help to confirm what you'd already suspected: there is no visible or cleverly hidden mechanical trigger. If there is a bypass for the dagger and bowl, it too is likely magical in some way, though the door gives no hints as to what that might be.

When Grok pours his water into the bowl, it sloshes, but ultimately nothing happens. The door remains steadfast and unmoved. Though some trickster cults may have played such a prank, the ones who set up this mechanism seem to be a little more sincere in their demands.
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 3 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 2/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn recoils at this tool of sacrifice, looking away in disgust and keeping her eyes searching around them in case they encounter any threats. She did little to keep up with the practices of the abyss or it's servants, and what druidic rites she was familiar with that used blood were either ceremonial or the work of shadow druids.

When Sam mentioned a druid spell, Caelee stood straight, smiled, then nodded.  "With time to change my spells I could beseech the stone and cause it to warp, melt, and change. Unless they took some special precaution, I can get us in without resorting to bizarre ritual." 
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 HD:?/7 d8 Spells: 1st: 2/4 2nd: 1/3 3rd: 1/3 4th: 0/1 
 First Impression: armored with a shield strapped to her side, her face illuminated by an enchanted candle in her right hand 
 Conditions: Light [1h], Detect Magic [10m] 

Witchcraft was so alien to Senna. She knew devotion required one's steadfast faith in a deity, or patron how the warlocks and witches call their superiors. But this was not her style.  Using and abusing someone else to gain something is not my style. I'm afraid I don't want you to suffer this badly, Grepha. And I feel with your new-found powers and alliances with us, every minute in the Nine Hells could endanger you as well as us. We have powerful enemies.

But I have not fallen this far from grace to do this. Maybe I can dispell the magic holding the door. 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok seems a bit surprised by Senna's abrupt change of heart, but then frowns as he considers the situation.  " Senna, Sam, did that journal mention anything about this door? If it didn't?  Let's just break it down.  It isn't like stealth is going to work out for us, not while I'm here. "

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 46/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Imp Form, Invisible 

Sam sighs in relief as the sacrifice idea is thrown out. Grepha doesn't make any sound, but she visibly relaxes and fades once more from view. Looking up at the stone door uncertainly, Sam suddenly perks up and suggests,  "Wait! I was working on a spell for opening magical doors, locks and stuff!"  Setting a hand on his hip, he walks up to the stone surface.  "Is this really a mechanism meant to open or just a suspicious looking wall? Would it still work? One way to find out, I guess. If it doesn't work, we can do the smashing!" 

Clicking his tongue against the roof of his mouth, Sam instead produces the sound of a single, loud rapping of a knuckle against a door. A ripple of red floats through the air like rings of smoke and travels over the surface of the stone like ocean waves.

 
 Spoiler: Actions 
Sam casts Knock to see if it can open the door.
 

 
 
  
Amnestic
The deafening noise of Sam's  Knock  spell echoes throughout the graveyard, sending the otherwise relaxed owls from their nests in a flurry of panic. The stone tablet that serves as the mausoleum's door slides down, opening the way for you, and beyond you see that though there is a small area to start with, stairs descend further into darkness out of sight.

The sound also appears to have woken up something much darker than the owls. The stone gargoyles mounted atop the Slyleaf and Daphnel tombs shift, red gems that were hidden behind clasped claws glowing with new life as their stone limbs stretch out. Perhaps they were placed as guardians of the Crowe tomb, or perhaps the loud noise just woke them up, but regardless their hostile intentions are clear.

 
 Spoiler: Map 

 

Sam's up first. The gargoyles are 10ft up, so they're out of range of standard melee attacks from the ground.

 Initiative Order:- 
Sam: [22]

G1: [22]

Caeyln: [12]
Grepha: [11]
Grok: [11]

G2: [8]

Leaf: [2]
Senna: [2]

G1 - Legendary Action
G2 - Legendary Action
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 46/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Imp Form, Invisible 
 "Hey, it worked-"  Sam starts to point out optimistically, then the cracking sounds of moving stone continue past the door's grinding descent. He looks to either side and spots the gargoyles creaking to life.  "Oh shoot."  Taking to the air, he grabs the lip of the roof and uses it to propel himself faster, circling the second gargoyle, who seems a little slower on the uptake. It's not exactly a graceful flight, kicking off of the rooftops and skipping up into the air where he flaps unsteadily, still a little unpracticed at the art.

Raising his arm, Sam launches a pulse of green eldritch power, trying to knock it down where Grok and the others can reach.

 
 Spoiler: Actions 
 Sam 
Bonus action Tumbling Dash + Flight (40 ft. movement) to move to the space 1 NE, 1 N of Gargoyle 2, and a little higher. Assuming 2 is the righthand goyle.
Eldritch Blast at Gargoyle 2
 (1d20+6)[ 17 ]  to hit
 (1d10)[ 5 ]  force damage, and on hit knock it down off the roof where the landlubbers can poke it with sharp sticks, aiming to drop it 1 SE of Senna

 (1d20)[ 12 ]  Sam check to see what he knows about Gargoyles, whatever knowledge skill mod is most applicable
 (1d20)[ 9 ]  same for Grepha
 

 
 
  
Amnestic
Taking to the skies the half-dragon skirts around the first of your foes, blasting it with a beam of magic and forcing it to ground level where the rest of the party lies in wait. The other responds in kind, taking flight and launching itself at Sam. A massive claw grabs him, razor talons lancing through scale and locking in, as its toothed maw opens to tear out Sam's throat. He twists away barely, even as the pair of you slam down in the grass behind the mausoleums, out of sight of the rest of the engagement.

 
 Spoiler: Sam Knowledge 

Gargoyles origins are as myriad as their nature. In some cases, they're intelligent, independent constructs with their own rich inner lives and sapiency. In other instances, they're decidedly less independent - operating as enchanted guardians akin to any other golem. They require no sustenance to survive, and so any hunting they do - which they do, frequently - is purely for sport and enjoyment of causing pain.

The red stones in the chest of these gargoyles is unusual - perhaps a sign they were specially created for a specific purpose, or with additional capabilities beyond those of a standard gargoyle.
 

 
 Spoiler: Map 

 

The beam knocks it from its perch, and it descends to ground level.

G1 attacks Sam, who dodges a bite (barely) but gets  crit  by the claws for  20  damage total. He's also Grappled (Escape DC15). They then drag him back to the ground, out of line of sight of the party.

Caelyn, Grepha, and Grok are up.

 Initiative Order:- 
Sam: [22]

G1: [22]

Caeyln: [12]
Grepha: [11]
Grok: [11]

G2: [8]

Leaf: [2]
Senna: [2]

G1 - Legendary Action
G2 - Legendary Action
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 26/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Imp Form 

Yelping as the claw bites into him, Sam writhes away from the hunting-statue's biting jaws as they crash into the grave soil and crunchy grass. Grepha swiftly takes wing, flying up to get an angle between the tombs. Thankfully, the gargoyle is a large target.  "Get back on your leash."  Performing arcane gestures with her hands for once, she reaches out with slithering serpents of shadow, which try to coil around the guardian's torso and yank it back towards the group's cluster. Grepha reappears from the darkness, her red skin fairly visible in the dim light.

 
 Spoiler: Actions 
 Grepha 
Fly 1 SW and up 4.
Casting EB on G2 to try and yank it 10 feet up and 1 N of Senna back up on the rooftop of the Crowe crypt (and in dwarven smiting range).
 (1d20+5)[ 19 ]  to hit
 (1d20+5)[ 14 ]  invisible Advantage
 (1d10)[ 3 ]  force damage +1 bump damage (rolled in discord)
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
" Cursed Statuary! "  With his curse unleashed, Grok charges into action, trying to reach a point where both of the animated statues were within range, before thrusting his glaive at the torso of the grounded one, seeking to shatter the red stones within it's chest.
 
 Spoiler: OOC 

Would Grok know anything about the origin of the stonework in the Gargoyles?   (1d20+5)[ 13 ]  Stonecunning

 (1d20+9)[ 29 ]  Attack 1
 (1d10+6)[ 16 ]  damage
Crit, so smite, level 1(Rolled 8, so 32 physical 16 radiant)

 (1d20+9)[ 16 ]  Attack 2
 (1d10+6)[ 10 ]  damage

Reactions:  If an enemy tries to leave his reach, or move in general, AoO with Sentinel to stop it.
 (1d20+9)[ 14 ]  Attack Sentinel
 (1d10+6)[ 11 ]  damage
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 3 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 1/3 3rd, 0/1 4th 
 0/2 Wildshape 

She was glad they found an alternate method of opening the tomb than utilizing such dramatic and vile blood sacrifice, but she was a bit surprised when the gargoyles reared up and began attacking them. They were obviously superior flyers to Sam, so she decided to try to keep the stone constructs from utilizing aerial superiority. Intoning druidic, she tapped he staff to the earth before waving it aggressively towards the monsters, and a wall of win cut through the air in a half dome, curling around Sam and slamming into both flying opponents. 
 
  
 
 Spoiler: OOC 
Casting Wind wall with the hope of curving it to avoid Sam and blast the gargoyles, maybe hamper their flight or knock them down.
 
Amnestic
Flying overhead, Grepha's grasping magic pulls the gargoyle off of Sam, and knocks it into a wall for good measure. Grok and Caelyn prove more deadly, with a sheer radiant blast from Grok's glaive slicing the creature's wings from its back, grounding it permanently. It turns on you, but a slamming wall of wind from Caelyn forces it back down, and the light of its jewel fades before it could bring its might to bear against you.

 
 Spoiler: Map 

 

A potent crit, a hit, and a follow up failed save against Windwall (which I rolled the damage  and  saves for, come on) finish G2 off before it can take any actions of its own.
The other one also failed its save against Windwall.

As such, Leaf and Senna are up.

 Initiative Order:- 
Sam: [22]

G1: [22]

Caeyln: [12]
Grepha: [11]
Grok: [11]

 G2: [8] 

Leaf: [2]
Senna: [2]

G1 - Legendary Action
 G2 - Legendary Action 
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 HD:?/7 d8 Spells: 1st: 2/4 2nd: 1/3 3rd: 1/3 4th: 0/1 
 First Impression: armored with a shield strapped to her side, her face illuminated by an enchanted candle in her right hand 
 Conditions: Light [1h], Detect Magic [10m] 
 Don't expend your magic on the guards!  Senna says as she chants a small orison. A flickering candle appears above the gargoyle, and a glistening blade of mental acuity pierces its skull.

 
 Spoiler 
Mind Sliver  (1d20)[ 1 ]  Int save or take  (2d6)[ 4 ]  psychic damage or reduce the next save by 1d4.
I hope it is not immune.
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 56/60  PP: 18 PIv: 12 PIs: 14
HD: 1/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Seeing the wall of wind blocking him from shooting the gargoyle, Leaf skirts around the north side of the mausoleum, hiding on his way. Once clear of the howling wall of wind, he lets an arrow fly at the hovering stone demon.

 
 Spoiler: OOC 
Hide  (1d20+11)[ 27 ] ,  (1d20+11)[ 16 ]  (they have disadvantage to see him due to his cloak)
Attack with Elven Accuracy:  (1d20+12)[ 19 ] ,  (1d20+12)[ 22 ] ,  (1d20+12)[ 30 ] 
Damage:  (1d8+7)[ 11 ] 
Colossus if injured:  (1d8)[ 1 ]  replaced with 4 from piercer
Sneak attack:  (2d6)[ 3 ][ 2 ](5) 
 If Crit  (1d8)[ 7 ]  base +  (1d8)[ 4 ]  piercer +  (1d8)[ 8 ]  colossus +  (2d6)[ 10 ]  sneak attack 
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 4 ] 
 If no d8 at 3 or less, reroll lowest d6 2 or less  (1d6)[ 5 ]  
 = 20 damage total 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
Amnestic
Together, Leaf and Senna circle around the building. The creature's thick and stony hide proves to not be impervious to magically-enhanced arrows, nor to mind-affecting spells. Screeching, it rounds on the newcomers who have it 'surrounded', it scraps a chunk of stone from the top of the building it is flying beside and launches it at Leaf, but the tabaxi ducks in time, and the projectile stone clashes instead with the rocks behind him.


 
 Spoiler: Map 

 

No surprises from this summary: Mind Sliver save failed and arrow hit.

The gargoyle tosses a rock at Leaf with its Legendary Action but it is dodged, dealing no damage.

The gargoyle is bloodied, and Sam is up. Gargoyle is 10ft in the air still.

 Initiative Order:- 
Sam: [22]

G1: [22]

Caeyln: [12]
Grepha: [11]
Grok: [11]

 G2: [8] 

Leaf: [2]
Senna: [2]

G1 - Legendary Action
 G2 - Legendary Action 
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 26/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Imp Form 

Scrambling away from the gargoyle's shadow, Sam clutches the claw wound and flaps his wings, catching himself before he teeters backwards off of the crypt's plateau. His eyes gleam red and he whispers fearful songs of crumbling stone and erosion, woven with magic to wriggle into the stone beast's mind and chase it away.

After his spell, Sam half-flies and half runs along the edge of the plateau, flapping off to hover near Leaf and Senna.

 
 Spoiler: Actions 
 Sam 
Bonus action to Dash/Disengage, in case it has AoO threat to him, I think it might still due to size?
Move 1 NE, 1 N.
Cast Dissonant Whispers with a warlock slot on G1,  (1d20)[ 2 ]  - (1d4)[ 1 ]  Wis save to halve  (4d6)[ 12 ]  damage, on fail it must use its reaction to move away from Sam.
After the spell, Sam moves 5 W and 1 NW, ending just north of Leaf.
 

 
 
  
Amnestic
Wrapped by Sam's spell, the gargoyle takes off across the sky, above you...only for it to turn right back around as the magic wears off. It descends with frightening speed on Caelyn, savaging her shoulder with a necrotising bite, though she manages to dodge away from its grappling laws. Weary of Grok's glaive and the arrows, it springs back, taking cover behind the wall and buildings, happy to engage in a hit and run assault against you, now that grappling seems to have fallen short.

 
 Spoiler: Map 

 

It bites Caelyn, but misses with its claws. She takes  5  piercing damage and  3  necrotic damage. Her maximum hit points are also reduced by  3 . Rolled embarrassingly low on damage, but it is what it is.
Caelyn gets an OA option on the gargoyle before it slips out of sight.

You don't get to see it because of the way maps work, but it flew 80ft away, and then back again, so you know it's a pretty fast flyer.

The gargoyle is now secluded behind another mausoleum building, due to the 10ft walls in the way, you'll need to jump and climb over (which may prove taxing, for those weak of strength), fly over, or circle around the side to get line of sight on it again.

Caelyn, Grepha, and Grok are up.

 Initiative Order:- 
Sam: [22]

G1: [22]

Caeyln: [12]
Grepha: [11]
Grok: [11]

 G2: [8] 

Leaf: [2]
Senna: [2]

G1 - Legendary Action
 G2 - Legendary Action 
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 26/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Imp Form 

Gliding as the gargoyle moves, Grepha spies its intent and circles the place in which it has taken cover. Another trail of oozing darkness falls from her claws and she whips it out at the rather larger winged monster, trying to drag it into a better angle for those below.

 
 Spoiler: Actions 
 Grepha 
Move 7 W.
Cast EB on G1 to drag it out of full cover from the others.
 (1d20+5)[ 21 ]  to hit
 (1d10)[ 5 ]  and 10 foot pull on it
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 19 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Seeing the gargoyle savage Caelyn, Grok roars with anger as it flies away, but it wasn't trying to hide, and the stonework wasn't that high.  With barely a moment wasted, the heavily armored dwarf sprints towards the wall, jamming his glaive into the ground and jumping as soon as the blade hit the gap between the wall and the stone, his heavy form flying over the wall with his glaive held behind him as he shifts his grip, and struggles to land his jump safely on the edge of the mausoleum, his glaive, carrying all the momentum of his leap leading the way to the gargoyle.
 
 Spoiler: OOC 

Rolled Athletics(23) to pole vault the wall.
Move consumed as needed to reach the gargoyle(If the mausoleum are the right height, landing on one seems climatic enough, if not, well, jump the wall, and rush the gargoyle.)
 (1d20+9)[ 23 ]  Attack 1
 (1d10+6)[ 8 ]  Damage 1

 (1d20+9)[ 25 ]  Attack 2
 (1d10+6)[ 8 ]  Damage 2

Reaction:  If it tries to move away, sentinel the gargoyle so it doesn't.  Also, use his relentless avenger to keep at reach distance from it.
 (1d20+9)[ 24 ]  Attack 3
 (1d10+6)[ 7 ]  Damage 3
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 3 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 1/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn waits for an opening to fire a scorching rocket of flame at the dodging, dipping, ducking, diving, and dodging gargoyle, then releases a searing blast.
 
 
  
 
 Spoiler: OOC 
Fire bolt-  (1d20+7)[ 19 ]  to hit for  (2d10)[ 9 ]  fire damage.
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 HD:?/7 d8 Spells: 1st: 2/4 2nd: 1/3 3rd: 1/3 4th: 0/1 
 First Impression: armored with a shield strapped to her side, her face illuminated by an enchanted candle in her right hand 
 Conditions: Light [1h], Detect Magic [10m] 
 Alright, change of plans. It has a mind, it may even be a spy!  Senna says. She extends her now drawn blade and points it at the Gargoyle, then at the ground.  GROVEL!  she commands with her voice magically enhanced.

 
 Spoiler 
Command (Bhaalspawn power) to get it to land and grovel.  (1d20)[ 10 ]  Wis save minus  (1d4)[ 3 ]  from Mind Sliver.
 

 
 
  
Amnestic
With a surprisingly acrobatic leap the hefty dwarf sails over the gap to give chase to the gargoyle that is assailed by beam and bolt from the flying Grepha and the climbing Caelyn. He closes with the creature and delivers two more cuts to its stony hide, biting into its shoulders. The creature's gleaming gem falls dark, as it collapses to the ground, leaving you once again alone in the quiet graveyard, a little worse for wear, though not drastically.

 
 Spoiler: OOC 

It died before Senna's turn happened, so she gets to save the Command use.

Gonna give a moment for any healing purposes, before I assume you'll head down deeper into the depths.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 31/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Imp Form 

Coming around from behind the tombs, Sam waves to signal he's okay, looking down at the claw wound with a grimace.  "That guy really took me for a trip, oof."  Landing on his shoulder, Grepha reaches for her bag and pulls free a red vial. Sam accepts it with a nod and thanks, uncorks the healing potion, and downs it.  "Okay. Still good to go, I think!" 
 
 Spoiler: Actions 
Sam drinks a potion of healing, regaining  (2d8+2)[ 5 ]  hit points.
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 20 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Returning from the fallen corpse of the Gargoyle just in time to see Sam chug a potion, Grok nods approvingly.  " Looks like we've got a bit of investigating to do. "  With that, he approaches the now opened passage, and gives it a once over, looking for any traps he might see.
 
 Spoiler: OOC 

 (1d20)[ 15 ]  Perception(Investigation would be a -1)
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 56/60  PP: 18 PIv: 12 PIs: 14
HD: 1/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf keeps the hood of his elven cloak up as he gathers what arrows he can from the fallen gargoyles. He searches them for any other clues, but doesn't expect to find much. Once he retrieves his arrows, he walks towards the now open crypt.

  "Let's see what they were guarding."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
Amnestic
The interior of the ground floor of the mausoleum is bare stone for the most part. There are a few carvings here, mostly of patterns rather than any specific shape or image, but hardly anything of note. Stairs lead further down into the depths. The only notable feature at all is a small plinth, atop which sits an open chest. Inside are a dozen or so pendants, each one cast in simple silver or steel attached to an equally simple chain. The pendants bear the religious symbol of Bhaal - a grinning, malicious skull surrounded by drops of blood arranged into a flowing circle. The way in which the chest lies open, and the pendants are layered, suggests they are there to be taken, rather than as any treasure to be kept safe and secure.
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 20 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok frowns as he takes in the pendants.  " Looks like we have ourselves a murder cult to exterminate. "
 
 Spoiler: OOC 

 (1d20-1)[ 11 ]  Perception:  Any other ways to proceed?
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 31/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Imp Form, Invisible 

Though the sight of the symbols gives Sam a sickening feeling in the pit of his stomach, he clenches his fists and steels his resolved. This place, the cultists inside, they could hold answers to his family's cursed heritage. But could they trust Grok and Leaf with that knowledge? An imp is one thing, but three children of a dark god...

 "Only one way forward,"  he says, glad Grok collected the evidence already. Sam doesn't want to know what it would feel like to touch one of those unholy symbols.  "I've got your back, Grok."  Grepha remains quiet, but tense, fading from view again on Sam's shoulder.

 
 Spoiler: Actions 
a
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 HD:?/7 d8 Spells: 1st: 2/4 2nd: 1/3 3rd: 1/3 4th: 0/1 
 First Impression: armored with a shield strapped to her side, her face illuminated by an enchanted candle in her right hand 
 Conditions: Light [1h], Detect Magic [??m] 
 VITA!  Senna exclaims mending Sam's wounds a bit further.  You have been hit pretty hard, are you sure you want to go on? Alright.  she ensures her brother's safety. As they find the unholy symbols of Bhaal, Senna is conflicted.  On one hand carrying these can help us along the way. Maybe Grok would know the make, we could find out if it was made from bad metal. I am starting to suspect a link or at least a mutual benefit between Bhaal, Cyric and the Iron Throne. Too much focus on murder, death and war profiteering. These goals could align. And if evil gods need power, they kidnap innocents for sacrifices.

I don't like it, but maybe those are keys to exit this vault or advance further.  
 
 Spoiler 
As in Discord I check for magical auras, and try to determine if holding an unholy symbol of Bhaal would deter my connection to Deneir:  (1d20+4)[ 17 ]  Religion
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 20 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok then takes the pendants from the chest, moving slowly, carefully, looking for any reaction. 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 3 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 1/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn approaches Sam now that there is a moment to breathe.  "There will likely be more combat. Let's see about making you less of a soft target."  She taps him with her staff, and his scales take on the look of charred and burnt wood again, protecting him from blows. 
 
  
 
 Spoiler: OOC 
Staff use of Barkskin, which means no concentration required.
 
Amnestic
There's no reaction that you can tell from picking up a pendant. Whatever their intended use, it's not one that's triggered simply by taking them. The path below looks as open as it did before, and there's no changes otherwise.
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 56/60  PP: 18 PIv: 12 PIs: 14
HD: 1/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf agrees with taking the pendants, nodding to Grok as the dwarf grabs them.

  "We should turn the steel ones into the Flaming Fist. Maybe sell the silver ones if we can get a good price for them. Assuming they aren't some powerful, evil magic. Let's see what else is down here."  

He then moves forward to scout ahead, keeping quiet and keeping his eyes open for danger.

 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 31/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin | Imp Form, Invisible, Wearing Bhaal Amulet 
 "Thanks,"  Sam nods at the aid from his sisters, stepping forward and lingering over the chest of symbols in Grok's hands. Senna has a point, they might be a key to pushing forwards. But he really doesn't want to so much as touch one. With an invisible roll of her eyes, Grepha reaches out and plucks one of the steel ones from the pile, putting it on, causing it to vanish from view.

 "Guinea pig Grepha to the rescue. There, now none of you have to do it."  She climbs back to Sam's shoulder.  "I would not suggest selling them, Leaf. You will only earn yourself a soured reputation. Better to melt them down and collect the silver, in my estimation." 
 
 Spoiler: Actions 
a
 

 
 
  
Amnestic
There's no negative reaction (nor a positive one) when Grepha wraps the amulet's chain over her neck. It doesn't exactly fit, but they weren't sized for imps. Still, it is worn, of that there can be no doubt.

The stairs leading down have a thin layer of dust, though it's one where footfalls are clear in the centre, clearing it away, showing clear signs of traffic up and down in recent days or perhaps weeks.

Subterranean plants have broken through the stonework of the room you enter, a room dominated by four pillars. Ahead of you, down a further set of stairs, you think you can make out a coffin of rotting wood placed atop a small stone platform. To your right is another exit, leading into to a much larger room. The by now familiar symbol of Bhaal is carved into the stonework on the floor, though this - and nowhere else - appears more polished and cleaned.

As you step further into the room, the blood-drop gems around the skull ignite with red light and emit a blinding flash.

 
 Spoiler: Everyone Except Grepha 

In a flash of light, four figures appear. Three are on their knees - bound by limb and heads hooded with rough sacks. Behind them, stood tall, is figure dressed in a dark robe adorned with skulls and spikes. Their face is covered by a hook-beaked birdmask of bone, and though their arms are uncovered you can see innumerable spines of metal stabbed through and piercing out of the flesh. The smell of fresh blood and ancient bonedust mingle in the air around you. When the figure speaks, it's with a gravelly tone.

 "In death we are truly tested, both in becoming it and by committing it. Before you are three criminals. A death pays for free passage into the tomb. Speak to them, if you care to. Learn their stories, if you wish. Knowledge of their crimes may help or hinder, but one must die, for that is the way of Bhaal." 

Of the hooded figures, the one on the left appears to be a male gnome with dark skin. He's dressed in heavy worker's clothing, and has a distinct smell of alchemy around him.
The one in the centre is a female human, the wrinkled skin of her arms speaking to her age. Her poor quality clothing indicates she may be a beggar, or of similar economic struggles.
To the right, a male dwarf, heavyset but with thick muscles that are clearly those of someone adept at physical labour. The smell of pipe ash lingers around his rich clothes.

The robed man in the bone birdmask stands quietly, his instructions delivered.
 

 
 Spoiler: Grepha 

Though the party doesn't appear to change or move at all in a way which you would consider concerning, they clearly begin reacting to something you can't see or hear.
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 HD:?/7 d8 Spells: 1st: 1/4 2nd: 1/3 3rd: 1/3 4th: 0/1 
 First Impression: armored with a shield strapped to her side, her face illuminated by an enchanted candle in her right hand 
 Conditions: Light [1h], Detect Magic [??m] 
 We will do no such thing.  Senna says in a surprisingly stern voice to Leaf.  For one it is evidence in a murder case, for another it is a cult of murderous necromancers for crying out loud!  Hersiblings have seen Senna rarely pop off this much but for the newcomers it is a new all-time high of anger.

Even though Senna's rather small figure and diminuitive stature undermines that somewhat. As the group arrives at the room of trials, Senna halts.  This is a puzzle. Conjurations and illusions are interwoven here. I suspect some kind of test for new cultists, and the punishment is summoned defenders. What unsettles me is an aura of necromancy about this. I wish it was not there then I could say these visions are illusions. 

The cleric sighs deeply.  I do not want any part in this. Even if it means we must fight our way forward. You start by adhereing to their riddles, and voila, we are caught up by their rhetoric.  It feels like Senna tries to weigh her options with cold calculation but her nature as a cleric of a good deity makes it hard for her to even consider the option of murdering even imaginary people.
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 56/60  PP: 18 PIv: 12 PIs: 14
HD: 1/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf shrugs his shoulders at Senna's reprimand. The silver probably isn't even worth that much.

  "Fine. We can turn them all over."  

In the room at the bottom of the stairs, when the man in the bird mask speaks, Leaf looks at the prisoners. There is no way he's going to choose one of them to die, and clearly Senna feels the same way. Hiding in the darkness or around a corner, he instead shoots an arrow at the cultist.

  "If we must choose someone's death, I choose yours."  
 
 Spoiler: OOC 
Hide  (1d20+11)[ 28 ] ,  (1d20+11)[ 30 ]  (they have disadvantage to see him due to his cloak)

Attack with Elven Accuracy:  (1d20+12)[ 21 ] ,  (1d20+12)[ 18 ] ,  (1d20+12)[ 31 ] 
Damage:  (1d8+7)[ 14 ] 
Sneak attack:  (2d6)[ 3 ][ 4 ](7)   = 21 Damage 
 If Crit  (1d8)[ 7 ]  base +  (1d8)[ 5 ]  piercer +  (2d6)[ 7 ]  sneak attack
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 3 ] 
If no d8 at 3 or less, reroll lowest d6 2 or less  (1d6)[ 5 ]  
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
Amnestic
 
 Spoiler: Everyone except for Grepha 
Leaf's arrow streams through the air and   thunks   into the robed figure's chest, right where the heart should be. The impact forces him to stagger back a moment, but it is no lethal shot. Instead, the gravelly voiced figure laughs, a bemused, haunting laugh that echoes with the grave.
 "That too is an answer. Murder begins in the mind."  You can't be certain, but it definitely feels like he's looking at Sam, Caelyn, and Senna, boring into them with the black, bottomless holes of the birdmask that serve for eyes.

With a wave of his hand, the three hooded figures dissolve, bodies steadily turning to dust, followed by the robed figure, who vanishes in turn with naught but the air on the wind. The smells fade, and you're left in the lonely quiet tomb with nothing but a creeping sense of dread to echo behind the brief interaction.
 

 
 Spoiler: Grepha 

You observe Senna and Leaf yelling at thin air, then Leaf loosing an arrow that flies forth, before vanishing in midair.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 31/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin | Imp Form, Invisible, Wearing Bhaal Amulet 

Watching the others have a shouting match with the air, Grepha raises a brow but merely observes for now.   Whatever you are seeing, I am not,   she communicates silently to Sam.

Before he can consider the answer to the riddle, Leaf comes up with his own. That... works.  "I guess it was some kind of illusory puzzle,"  he says, rubbing his eyes after the scene disappears. He still feels like those empty eye sockets are watching him.

 "Not entirely. The arrow that Leaf shot disappeared in midair. I suspect that whatever 'illusion' that was, it was perfectly capable of hurting you back if you answered poorly."  With a frown, Sam looks around again at the coffin and creeping roots. He starts poking around, looking for any sign of passage deeper inside.
Grepha joins him, sticking claws into nooks between bricks and searching for switches, as well as peering into the coffin. Just to be sure.

 
 Spoiler: Actions 
 (1d20+5)[ 12 ]  Investigation to search for secret passages
 (1d20+5)[ 17 ]  Grepha Help
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 56/60  PP: 18 PIv: 12 PIs: 14
HD: 1/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf frowns as the prisoners dissolve into dust. He hopes he didn't just doom 3 people to a tortured eternity.

  "Let's look around"  

He moves to the coffin of rotting wood on the stone altar, then looks around the rest of the room, before moving towards the larger room to the right.

 
 Spoiler: OOC 
Stealth  (1d20+11)[ 15 ] ,  (1d20+11)[ 17 ]  (enemies have disadvantage to see him due to his cloak)

Investigation:  (1d20+2)[ 15 ] 
then Perception:  (1d20+7)[ 19 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 20 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok continues forwards, following Leaf, as he puts the collection of amulets into his pack for later disposal.  He keeps a careful eye out as the stairway leads into the room of pillars, with the rotting coffin.  But before he can really take in the ambiance, the symbol of Bhaal on the wall, and creates figures.  He goes to speak, but before he can act, Leaf plays to the symbology, and kills the cultist.  " Agreed.  Any future visions, however, we should regard cautiously.  This is a classic tactic of foul cults.  Create a false situation, and present the options as the only ones.  Thus, by merely accepting the situation, they can drive souls into their arms.  Don't play into their fantasy. "

His warning given, he approaches the symbol on the wall, pulls out an awl, and starts to carve a different symbol across the one of Bhaal.
 
 Spoiler: OOC 

After all, why leave a trap for others to stumble into?
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 HD:?/7 d8 Spells: 1st: 1/4 2nd: 1/3 3rd: 1/3 4th: 0/1 
 First Impression: armored with a shield strapped to her side, her face illuminated by an enchanted candle in her right hand 
 Conditions: Light [1h], Detect Magic [??m] 
 Odd. Either something that you don't see because you wore the pendant. Or because you are a fiend. I am personally for advancing, I doubt we want them form a welcoming commitee. And two crushed gargoyles will grab someone's attention before long.

I feel we use the brute force method here. Push ahead, with a scout or two before us, Grok and me protecting Sam, Grepha and Caelyn 
 
 Spoiler 
Elly rolled a 5 for healing so we might as well take that.
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 3 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 1/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn watched Leaf solve the murderer's puzzle with some lateral thinking, giving the feline a nod and a smile to indicate that she thought the catfolk chose wisely. As Sam and Grok began interacting with the tomb, Caelee volunteered  "Though it isn't my specialty, I suspect I can scout ahead, and I know Leaf is capable of such feats. Perhaps we should move ahead together so that no one is taking the vanguard alone?" 
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 56/60  PP: 18 PIv: 12 PIs: 14
HD: 1/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf nods at Caelyn's suggestion. He keeps his hood up and his bow ready as he advances.

  "Stay about 20-30 feet behind me, and if you have magic to help us, great. Then anyone with light stay so I'm not lit up, but you can still see Caelyn."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 20 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok shrugs at the plan the trio formed.  " I'm not much for stealthy scouting.  Usually more for springing the ambush by punching the ambushers in the face. "  He pauses, and gives Leaf a look.  " Don't play their game with the illusions.  Don't accept the rules they would impose. "

 
 Spoiler: OOC 

Grok, alas, is absolutely incredible at stealth, rolling with a -1 modifier at disadvantage.
He is, however, sort of ok at killing things and at stalling attackers.  And also not dying.
 

 
 
  
Amnestic
Sam finds the coffin empty of any sort of body - recent or otherwise. You do find a small trove of accumulated wealth, however - coins and gems that, together, total 322gp in value, along with a scroll that is probably magical, but you'd need more time to work out what it does. Or just cast it. What's the worst that could happen?

Grepha's poking and prods reveals that some of the stones on the far wall, beyond the coffin, lead to a tunnel that lacks the same stonework as the rest of the tomb thus far, and appears far more rough, almost as if it were carved as a secret passage rather than part of the initial construction.

If any lurking creatures in the dark weren't aware of your presence, there's little doubt that Grok's stonework in defacing the Bhaal symbol would signal your entrance. The loud chips and chops echo through the quiet resting place of the dead.

As Leaf creeps forward, he enters into the much larger room you spotted before, and is able to get a better look at its contents. Dead bodies - more than the nine 'missing' individuals you were here to seek out evidence of - are piled around. In corners, atop stone tombs, and just generally wherever space could be found. You count perhaps two dozen in all, each in a varying state of rot and decay. At least one of them is wearing Flaming Fist armour, though their face seems to have been cut up or otherwise defaced, so there's little chance of recognising them or confirming they are one of the ones Scar sent you to find out.
On a number of them are glimmers of jewellery and coinage, dirtied by their owner's putrefaction. Even so, they flicker in the darkvision of Leaf's light, but he sees nothing else here that would constitute a threat.

Beyond the room, past the corpses (through a path which is mercifully free of bodies to avoid touching) is another exit, though it immediately forks to the left, so you can't see what comes next, at least for now.
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: 56/60  PP: 18 PIv: 12 PIs: 14
HD: 1/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf is saddened to see all of the bodies. So many victims that don't even register as missing in Baldurs Gate. He doesn't touch any of them, backs out of the large room and returns to the others. He describes what he sees.

  "The bodies are probably harmless, but I'd hate to get stuck in there if they all turn into zombies, which I wouldn't put past Bhaal. Maybe we should investigate the secret passage instead."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 20 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
As Leaf gives the all clear, Grok proceeds forwards, entering the room, before his hand immediately goes to his holy symbol, as he senses for undeath.
 
 Spoiler: OOC 

Using his last divine sense for the day.
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 61/61  
 HD:?/7 d8 Spells: 1st: 1/4 2nd: 1/3 3rd: 1/3 4th: 0/1 
 First Impression: armored with a shield strapped to her side, her face illuminated by an enchanted candle in her right hand 
 Conditions: Light [1h], Speak with Dead 

Senna goes ahead and checks the corpses one by one. As she finds the Flaming Fist soldier, Senna unpacks two of her bells. The first is a soothing, almost lulling sound, that calms the spirit. The second one rings with a mediocre tone.  What is your name, soldier?  she starts.

 
 Spoiler 
If no one else complains, the second and third questions are: Who or what killed you? and What did you discover down here before your death?

First spell is Gentle Repose. We might actually want to ress this one for more info, and because we are the good guys, I guess?
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: (49) / (53) 60  PP: 18 PIv: 12 PIs: 14
HD: 1/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

If Grok senses no undead in the room, Leaf returns and searches the bodies while Senna talks to the dead guard.

  "Let's see if there are any clues. Or valuables."  
 
 Spoiler: OOC 
Investigation  (1d20+2)[ 19 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 31/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin | Imp Form, Invisible, Wearing Bhaal Amulet 

At Senna's comment about Grepha being a fiend, she rolls her eyes - not that anyone can see, but it has a audible quality in her voice when she snarks,  "You could see it just fine."  With just enough plausible deniability that she's simply calling Senna a rude name, and not implying that she (as a bhaalspawn) is  also  a fiend.

Picking through the tomb, Sam finds a small collection of money. It doesn't make much sense to store it in the tomb of a dead family, so he assumes it's the cultists' and tucks it into their money pouch, then passes the scroll along to Senna.

 "Here,"  Grepha indicates, her voice from the dark pointing out the hidden passage.


When they come upon the bodies, Sam frowns.  "There are more missing persons than they thought."  Maybe some of them, he thinks to himself, were those who go unnoticed. The homeless and the refugees, who can vanish in the night with no one asking questions. A murderer has to work their way up to gain more experience and feel more confident, after all.

 "We should see if any of the missing peoples' families can identify the bodies, and then we can return the valuables,"  he suggests.
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 3 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 1/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn has no desire to delve into the corpses like Leaf or Senna, instead staying with Sam and keeping some distance. When her brother mentions returning the valuables to people's families she can't help but smile. She didn't care enough about money to protest and profess selfishness, instead motioning towards the secret passage with her staff.  "I agree with Leaf. When Senna is done we should move on."
  
 
  
Amnestic
Leaf slips an amulet, which he estimates at being worth perhaps 25 gold, from one of the bodies, but when he reaches the second - and when Senna touches one to Gently Repose it - both find their guts suddenly feeling a lot sloppier and jigglier. It's a distinctly unpleasant feeling, and one that lingers even after your hands retract from the bodies.

 
 Spoiler: Leaf, Senna 

Your Constitution scores are reduced by  3 . Please ensure your hit points are noted accordingly.
 


Regardless of ill feeling, it doesn't prevent Speak with Dead from taking effect. The bright blue light of the grave streams from its eyes as a chill fog descends into the room.
  "CORPORAL DAPHNEL."   You recognise the name as one of those who were on the missing list, confirming it despite their carved up appearance.
  "DIDN'T SEE. WAS LOOKING AT HALF-ELF GIRL."    It answers to the second quest.
  "DARKNESS."   It answers to the third, cryptically, but perhaps it merely never saw anything down here to begin with.

Grok's divine sense does prick with undead, at the furthest edge of his senses, beyond vision and sight, beyond the room, and beyond the bloated corpses.  Something  lingers in the dark, around the corner, though despite the noise you're making it seems content to not get closer.
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: (49) / (53) 60  PP: 18 PIv: 12 PIs: 14
HD: 1/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf quickly drops the first amulet on the correct body and stumbles out of the room, realizing too late that his first instinct was correct.

He collapses on the floor and proceeds to hack and vomit in the corner, a large ball of fur coming up with the remnants of his dinner.

  "Slimy Doom. I saw this in the jungle once. It killed a whole village. I feel weak. Don't go in there. Grok, Senna, Caelyn, do one of you have something for this?"  
 
 Spoiler: OOC 
Medicine  (1d20+1)[ 17 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 20 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Not knowing what sort of undead was present, Grok tries to play it cool.  " It doesn't seem like there's any undead in the chamber "  As he speaks, he also points in the direction of the presumably listening undead, trying to convey information that way.

After Senna and Leaf exit, Grok frowns.  " If the corpses are diseased, we'd best destroy them in place, lest a pandemic begin.  Which is a bit harsh on the relatives of the victims.  Leaf, you recognized the disease.  What causes it? "  As he speaks to Leaf, Grok's hand glows, and he reaches out, and touches Leaf.
 
 Spoiler: OOC 

Using Lay on Hands to cure disease on Leaf.
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 47/47  
 SR: 2/2 d8 Spells: 1st: 1/4 2nd: 1/3 3rd: 1/3 4th: 0/1 
 First Impression: armored with a shield strapped to her side, her face illuminated by an enchanted candle in her right hand 
 Conditions: Light [1h], Speak with Dead,  Slimy Doom  [Con reduced to 13] 

Senna inhales sharply and vomits both bile and fresh blood over her glove and sleeves. Yet as a true dignitary - she hated the one time she had to attend an enbalming - she turns away and aims at least at a free spot on the floor.  I am ... sorry.  she excuses herself to the magical remnants of a former corpse.  Is there anything you want your superiors to know? Anything that your family wants to know?  she says before closing her investigation to feel sick.

 Sadly I do agree. Saving the living from disease is more important than a proper griefing.  Senna says.  Grok, do you have a bit magic left? Deneir has granted me the same boons, but I fear we may run thin on divine gifts before long.  She nods grimly in the intended direction of Grok.
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 20 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 2/7d10, Conditions: none
 
Grok nods at Senna's request, and pokes her with a glowing hand as well, curing her of disease.  " Then we'd best push on. "  He takes in the room, full of disease spreading corpses, and frowns.  " It'll be risky to head through the room.  Give me a couple of minutes to clear the way. "

With that, he heads into the room, moving the bodies out of the path, crossing their arms over their chests, and closing their eyes in respect, as he offers prayers for the fallen.
 
 Spoiler: OOC 

Using another 5 lay on hands points to cure Senna of her disease.
Note:  Grok, having had a few too many hangovers in his years, is immune to disease.
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 31/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin | Imp Form, Invisible, Wearing Bhaal Amulet 
 "Grave robbing is not a cleanly profession,"  Grepha says smugly when Leaf crawls out hacking and coughing up fur and sludge.  "If you still feel like looting them or returning the valuables, I can collect the goods later and we can burn the bodies to prevent the spread. Sam can just disinfect me with fire and we'll clean the belongings... somehow."  With a grin, and some light concern towards Senna's condition that dissipates when Grok dispels the illness, he holds up a single thumb.

 "Or the dwarf can do it,"  she adds when Grok steps forward.  "If I ever need to delve into another disease-infested corpse pit, at least I won't be doing it alone again." 
 
 
  
Amnestic
  "THEY OWE MY FAMILY."   The corpse answers to the fourth question, while   "LEAVE THE CITY."    concludes the interrogation. The blue light fades from the corpse, leaving the chill of the grave behind with it.

The process of moving a bunch of rotting and decaying corpses might not threaten Grok with an infection like it does the rest of the party, but it is still extremely unpleasant and stinky. Few people come away from handling even a single corpse smelling well, and when you're grabbing and shuffling a dozen or more, it tends to add up. The stink is unpleasant, but not debilitatingly so - though you may wish to avoid polite company until you can find time for a dozen baths.
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 3 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 1/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn held a cloth over her nose as Grok went to work moving bodies. So much desecration, so much despoiling...  "If our enemies are so foul that they would cultivate disease as a defense, they truly must be of the lowest sort. I will not mourn them, and I can't promise they won't be dealt with with finality."  Her eyes simmered with anger, but for now her discipline held the fire in check.
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 47/47  
 SR: 2/2 d8 Spells: 1st: 1/4 2nd: 1/3 3rd: 1/3 4th: 0/1 
 First Impression: armored with a shield strapped to her side, her face illuminated by an enchanted candle in her right hand 
 Conditions: Light [1h],  Slimy Doom  [Con reduced to 13] 
 Corporal Daphne, I will ensure your words are passed along.   Senna looks ahead.  Divining the dead is rarely fun, but this ... Caelee, could I entrust you with cleansing this when we are done?

Can your snark, Grepha. Not the time.  There is a fire in the cleric's eyes that was not there before.  Regardlesss what we do, we should do it quick.  
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 20 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Grok looks back at the hesitating group.  " Best we continue on. "  He also raises one finger on his gauntleted hand, before pointing the other in the direction of the creature he had sensed earlier, then at one of the corpses, and makes a walking gesture.
 
 Spoiler: OOC 

We are both being listened in on, and know there is a nearby enemy.
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: (49) / (53) 60  PP: 18 PIv: 12 PIs: 14
HD: 1/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 2/3 Dawn 

Leaf finishes vomiting and feels better after Grok's healing touch, but he's still weakened by the experience. While he had wanted to explore the secret passage, once Grok explains that there are undead just past the next room, Leaf changes his mind.

  "We wouldn't want to get trapped in the secret tunnel. Let's move quickly and together and take out these undead."  

He readies his bow, and moves silently around the edge of the room, towards where Grok pointed out the undead. He is not going to be first, but will be right behind whoever is, ready to shoot anything with his bow.

 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 20 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 2/7d10, Conditions: none
 
With the group ready behind him, Grok leads the way into the tunnel, ready to face whatever foul creature was waiting for them.
 
 Spoiler: OOC 

I don't think we're taking the secret corridor now.
 

 
 
  
Amnestic
As you creep through the dark, a glimmer of light peeks around a corner - dim, still, though not entirely black anymore. Enough for some to see by, albeit not much else. The rattle of moving bones reaches your ears, along with the smell of decay being replaced by that of fresher spilled blood. The room you're approaching has a vast circular well in its centre, clearly visible as you peek around the corner, but the rest of it is out of eyeshot. You can at least  hear  creatures moving around - five, by your count - and catch the glimpse of a robe tail darting out of sight as they hear or see you getting closer.

 
 Spoiler: Map 

 


You don't hear/see what actions A1 or their boneguard take, though you could assume they are Readying themselves for you.

Enemy descriptions will follow when you actually see them.

A fairly decent split on initiative for once.

Caelyn, Sam, and Senna are up.

 Initiative Order:- 
A1: (1d20)[18]

Caelyn: (1d20)[15]
Sam:(1d20+5)[10]
Senna: (1d20)[9]

K:(1d20)[9]

Grepha: (1d20+5)[8]
Grok: (1d20)[7]
Leaf:(1d20)[4]

A2:(1d20)[1]
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 3 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 1/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelee, hoping she doesn't spring some prepared trap, moves out into the hallway, getting a sliver of sight on the enemies on the right hand of the upcoming room. She taps her staff to the wall, braces it, and energy begins to flow through it. Vines and grasses grow from the cracks in the stone and begin to trip and grip at their skeletal foes. Then she attempts to move back behind cover.
 
 
  
 
 Spoiler: OOC 
Move into the hall, throw an entangle at the right corner of the upcoming room utilizing my staff's cast, then move back behind cover.
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 47/47  
 SR: 2/2 d8 Spells: 1st: 1/4 2nd: 1/3 3rd: 1/3 4th: 0/1 
 First Impression: armored with a shield strapped to her side, her face illuminated by an enchanted candle in her right hand 
 Conditions: Light [1h], Spiritual Guardian [1min]  Slimy Doom  [Con reduced to 13] 

The shine of a spectral chandelier envelops Senna as she advances to the other side.

 
 Spoiler 
If Caelyn goes left, Senna takes the right flank waiting for the creatures to run into the radiant meatgrinder. Casting Spiritual Guardians.
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 31/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin, Bardic Inspiration (on Leaf), True Strike (on Grepha and Grok) | Imp Form, Invisible, Wearing Bhaal Amulet, True Strike 
 "Alright,"  Sam clasps his fist and pumps it into the air.   "Let's hit them together as one."   Motes of white light gather around and settle onto Grok's halberd, and Grepha's stinger - the latter fading out of sight soon after.

 
 Spoiler: Actions 
Cast True Strike on Grepha and Grok, giving them Advantage on their next attacks.
Bonus action to grant Bardic Inspiration to Leaf.
 

 
 
  
Amnestic
As Senna approaches she sees the room for what it is - a slaughterhouse and preparation room for what looks like more undead creations. Atop the coffin slabs meant to contain the dead are mutilated dead bodies in various states of decay - fresh, ancient, and everywhere in between. Two cultist-looking types in robes stand at the ready, spellcasting wands in hand with undead warriors clad in plate at their beck and call, while further back, a rotting man in a doctor's smock stands over a stone "chopping block" with two cleavers in hand. When he turns to Senna and her burst of holy magic, you see a vast array of surgical tools arrayed in his pockets - scalpels, knives, pliers, drills, and all manner of other equipment.

There's no fear in the undead doctor's diseased eyes as he circles around the well and launches both his held weapons at Senna, who narrowly gets her shield up in time. The butcher's implements thud into the wood and metal, sticking fast in the bulwark, even as the good madman draws another pair of tools in preparation for his next strike.

The entangling magic roots one of the cultists in place, though the protective undead at its side chops away at the vines with a blade before they can thread their way through its open bones.


 
 Spoiler: Map 

 

The caster(?) fails their save against entangle, the boneboy hits a 20 and makes their save on it.
The doctor shifts around the edge of the pool and Entangle, unable to close the distance, and misses with its two cleaver throws.

Grepha, Grok, and Leaf are up.

 Initiative Order:- 
A1: (1d20)[18]

Caelyn: (1d20)[15]
Sam:(1d20+5)[10]
Senna: (1d20)[9]

K:(1d20)[9]

Grepha: (1d20+5)[8]
Grok: (1d20)[7]
Leaf:(1d20)[4]

A2:(1d20)[1]
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: (49) / (53) 60  PP: 18 PIv: 12 PIs: 14
HD: 1/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 1/3 Dawn 

Hearing the fight break out, Leaf moves up to the the corner.

  "Let's go everyone!"  

He peers silently around the corner. As soon as he can see the doctor, he lets loose an arrow at them.

 
 Spoiler: OOC 
Leaf moves two squares west, shooting as soon as he sees the doctor.

Hide  (1d20+11)[ 27 ] ,  (1d20+11)[ 28 ]  (they have disadvantage to see him due to his cloak)
Attack with Elven Accuracy:  (1d20+12)[ 32 ] ,  (1d20+12)[ 22 ] ,  (1d20+12)[ 24 ] 
Damage:  (1d8+7)[ 11 ] 
Sneak attack:  (2d6)[ 2 ][ 2 ](4)  replace 2 with 6 below for 8
If Crit  (1d8)[ 5 ]  base +  (1d8)[ 6 ]  piercer +  (2d6)[ 9 ]  sneak attack = 20
 Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 2 ]  
If no d8 at 3 or less, reroll lowest d6 2 or less  (1d6)[ 6 ]  replace 2 above

= 39 damage total (11 base +8 sneak attack +20 crit)

He will use a charge of his bow to try to restrain the doctor, but save was 19 in discord :(

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 31/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin, Bardic Inspiration (on Leaf), True Strike (on Grok) | Imp Form 

No longer feeling the need for it, Grepha reaches to take off Bhaal's amulet and cast it onto the ground. Taking off from Sam's shoulder, she rounds the corner and conjures another lash of dripping, sinewy darkness to drag the fetid abomination into the searing light.

 
 Spoiler: Actions 
Use Item to drop the amulet, assuming the amulet cooperates.
Move 1 NW, 3 N, to the space 1 SE of Senna.
Using EB on the zombie butcher.
 (1d20+5)[ 14 ]  to hit
 (1d20+5)[ 13 ]  Adv from True Strike which is somewhat redundant due to invis, unless they can see invis in which case still Adv woo
 (1d10)[ 10 ]  force damage on a hit and drag 10 feet back into the Spirit Guardians
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 20 HP: 77/77  PP: 10 PIv: 9 PIs: 10
HD: 7/7d10, Conditions: none
 
Stumbling slightly on a protruding rock, Grok can only watch as Senna rushes ahead, hears the sound of spells going off, and and the ringing of steel on shield.  Without missing a beat, Grok charges around the corner, moving fearlessly in front of Senna, protecting her with his bulk, his shoulder slamming into the stone passage as he swings his glaive in a vicious arc at the undead nearest to her, before following up with a quick, if somewhat awkward thrust.  His furious roar fills the chamber, making his intentions quite plain.  " Bring an end to this monstrosity! "
 
 Spoiler: OOC 

The power of freedom of movement, getting to ignore the angry grass!
 (1d20+9)[ 22 ]   Attack 1
 (1d20+9)[ 28 ]   Advantage
 (1d10+6)[ 12 ]  Damage

 (1d20+9)[ 22 ]   Attack 2
  (1d20+9)[ 27 ]   Advantage 
 (1d10+6)[ 11 ]  Damage

If crit(And only if crit), will pump in a smite, for  (4d8)[ 19 ]  and  (2d8)[ 13 ]  if the cultist is undead or a fiend
 

 
 
  
Amnestic
A streaming arrowshot from Leaf pierces directly into the undead 'doctor's' chest, and out the other side, but he is a creature of magic, not mere flesh. The damage is significant, but not unlife threatening, for now at least. The awareness of it seems to put him on edge, as even invisible Grepha's spell isn't able to latch hold of him. Despite not being alive he remains surprisingly dextrous, no doubt a necessity for his delicate work.

Grok cuts in front of Senna, swinging his glaive around the corner to catch the plate-armoured boneguard as best he can, and his best proves more than adequate, splintering bits of bone here and there with the wide slashes. You note immediately that the damage nevertheless seems lesser than it could be, but that wounds are opening on the nearest spellcaster, as if they are sharing the damage between them. When the warrior moves to close the distance, Senna's spell triggers, and the radiant assault is enough to finally put it down.

The two spellcasters, one still locked in place by entangle, retaliate immediately, loosing bolts of dark magic against Senna and Grok, but though their spells are painful neither of them seem to truly drain you of your strength as they'd intended. Not yet, anyway.

 
 Spoiler: Map 

 

Leaf crits for 38 (not 39 - crits are just straight double damage).
Grepha's spell unfortunately misses.
Grok hits twice on the left boneguard.

The right caster attacks Senna with a dark magic spell, but she saves, and takes  7  necrotic damage. I rolled SG concentration save and it passed.
The left caster attacks Grok with the same, but he also saves, and takes  4  necrotic damage.

The left boneguard makes their save vs. spirit guardians, but with the damage from Grok's hit it's exact lethal and it falls over.
The right boneguard moves to stand in the way of its master and  Dodges 

Caelyn/Sam/Senna are up once more.

 Initiative Order:- 
A1: (1d20)[18]

Caelyn: (1d20)[15]
Sam:(1d20+5)[10]
Senna: (1d20)[9]

K:(1d20)[9]

Grepha: (1d20+5)[8]
Grok: (1d20)[7]
Leaf:(1d20)[4]

A2:(1d20)[1]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 31/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin, Bardic Inspiration (on Leaf) | Imp Form 

Striding down the stairs next to Grok, Sam heaves in a breath and 'exhales' a rippling wave of force that tears into the undead guardian and his mistress, trapped in the vines. With the blast launched, he flaps his wings and half-flies, half-backpedals up the stairs to duck into cover, his past experience with the gargoyles reminding him that his scales and leather are not exactly the most durable. Grepha hovers a little higher as he passes, in easy sync.

 
 Spoiler: Actions 
Move next to Grok at the bottom of the stairs.
Breath Weapon on skellyguard and cultist for  (3d6)[ 14 ]  force damage
 (1d20)[ 12 ]  DC 13 Dex for half on skelly
 (1d20)[ 3 ]   (1d20)[ 2 ]  DC 13 Dex for half on cultist, she's still entangled with Disadvantage I think
Bonus action Tumbling Dash to scoot back next to Caelyn, just around the corner
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 40/47  
 SR: 2/2 d8 Spells: 1st: 1/4 2nd: 1/3 3rd: 1/3 4th: 0/1 
 First Impression: armored with a shield strapped to her side, her face illuminated by an enchanted candle in her right hand 
 Conditions: Light [1h], Spiritual Guardian [1min 2/10]  Slimy Doom  [Con reduced to 13] 

Senna draws her dagger in a defensive position and advances into the lair, trying not to inhale the disgusting fumes too much. As she invokes her belief, her shield glows embossed with the holy symbol of Deneir as she explodes in light catching the 'doctor'.  The servants are weak, focus their leader!  she says as she positions herself into Caelyn's grappling vines so her divine providence hits more targets.

 
 Spoiler 
 (3d20)[ 8 ][ 11 ][ 13 ](32)  wis save (from left to right) or take  (3d8)[ 14 ]  radiant damage from SG
 (1d20)[ 15 ]  dex save for the "doctor" or take  (2d8)[ 10 ]  radiant damage from Sacred Flame (please dont be as **** as it is in BG 3).

Spell DC is 15. Movement:  https://cdn.discordapp.com/attachmen...bfdbd2c427560&amp; 
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 3 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 1/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caelyn repeated her maneuver, leaping sideways into the hallway, firing a bolt of flame at the "doctor", and getting back behind cover.  "If anyone needs me to dismiss those plants, give a shout!"  A halo of flames began to surround her, wreathing her in light and fire.
 
 
  
 
 Spoiler: OOC 
Firebolt-  (1d20+7)[ 19 ]  to hit, and  (2d10)[ 3 ][ 1 ](4)  (rerolled 1 to a 4 so +3 damage), rerolling 1's do to flames of phlegethos. Caelyn gets covered in a light aura of flames, and if anything melee's her it takes  (1d4)[ 2 ](2) .
 
Amnestic
An onslaught of magic emerges from the group as you rush the room. Sam's blinding breath of force washes over the entangled cultist and her boneguard protector, and the damage that they share only seeks to harm them in turn. Caelyn and Senna's magic combines against the undead doctor, but he is a resilient sort, dodging away from Sacred Flame and striking back even as his clothes are singed by druidic and celestial magics. He steps in, and delivers a stunning blow to Senna's face, knocking the sense from her mind. Her defenses down, he slashes her with his scalpel, cutting deep into flesh and leaving a bleeding wound that splatters sanguine over the cold stone. His death delivered, for now, he dodges back circling around Grok's glaive to get out of line of sight from another one of Leaf's crushing arrows.

 
 Spoiler: Map 

 

The doctor fails his save vs. Spirit Guardians. The other two don't make their saves, because it's not their turn yet.
Both boneguard and cultists fail their save vs. dragonbreath, but they stay standing, albeit not by much in the boneguard's case.
Firebolt hits for 7.

The doctor backhands Senna hitting for  11  bludgeoning damage and  Stunning  her until the end of her next turn. His follow up deals  6  slashing damage, and she fails her constitution save,  Rending  her. She'll take 1d6 slashing damage at the start of each of her turns until she receives at least 5 points of healing.

Grepha, Grok, and Leaf are up.

 Initiative Order:- 
A1: (1d20)[18]

Caelyn: (1d20)[15]
Sam:(1d20+5)[10]
Senna: (1d20)[9]

K:(1d20)[9]

Grepha: (1d20+5)[8]
Grok: (1d20)[7]
Leaf:(1d20)[4]

A2:(1d20)[1]
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 20 HP: 73/77  PP: 10 PIv: 9 PIs: 10
HD: 2/7d10, Conditions: none
 
Seeing the vicious attacks of the doctor, Grok charges into the room, taking up position between Senna and the doctor, before driving his glaive forwards like a lance, seeking to impale the doctor, and discourage further offensive activities on his part.  His silence is a stark contrast to his earlier hot fury, his rage flowing through his veins like ice.
 
 Spoiler: OOC 

Moving up three tiles, and one tile to the west, then stabbing the doctor twice.

 (1d20+9)[ 10 ]  Attack 1
 (1d10+6)[ 9 ]  Damage 1


 (1d20+9)[ 12 ]  Attack 2
 (1d10+6)[ 12 ]  Damage 2
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: (49) / (53) 60  PP: 18 PIv: 12 PIs: 14
HD: 1/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 1/3 Dawn 

Leaf watches in helpless horror as the doctor smacks and slashes at our cleric.

  "Senna!"  

After loading another arrow, unable to see anyone from his current position, Leaf moves up the hallway, shooting at the doctor about when he gets to Grok's old position.

He then steps back to keep out of the way.

 
 Spoiler: OOC 
NW,NW,N,N,N,shoot,S

BA Hide  (1d20+11)[ 29 ] ,  (1d20+11)[ 23 ]  (they have disadvantage to see him due to his cloak)
Attack with Elven Accuracy:  (1d20+12)[ 21 ] ,  (1d20+12)[ 24 ] ,  (1d20+12)[ 26 ] 
Damage:  (1d8+7)[ 12 ] 
Colossus if injured:  (1d8)[ 3 ]  6 from piercer below
Sneak attack:  (2d6)[ 1 ][ 3 ](4)  =  22 total 
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 6 ] 
 If no d8 at 3 or less, reroll lowest d6 2 or less  (1d6)[ 4 ]  
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 31/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin, Bardic Inspiration (on Leaf) | Imp Form 

Flying down over the entangled area, Grepha rears back her stinger and jabs it into the cultist, in the hopes that her poison will also sear the undead through their connection.

 
 Spoiler: Actions 
Grepha moves to 2 E of Senna, flying to avoid entangle.
Using a Green-Flame Sting on the Cultist.
 (1d20+5)[ 20 ]  to hit
 (1d20+5)[ 25 ]  Adv if Cultist is still restrained
 (1d4+3)[ 5 ]  damage on hit, + (3d6)[ 7 ]  poison damage with  (1d20)[ 7 ]  DC 11 Con to halve
Critical: 10 piercing, 14 poison, possibly extra fire
I forget whether it was ruled her 5 HD counts as 5th level for cantrips or not. + (1d8)[ 7 ]  fire damage to the Cultist if so and  (1d8+2)[ 8 ]  fire to the boneguard, or just 2 fire to the boneguard on hit if not.
 

 
 
  
Amnestic
Grok and Leaf combine their skills to chase down the doctor before he can unleash any more harm on you. Nimbly, he weaves around the snaking glaive of Grok, right into another shot from Leaf. The cultists at his side retaliate, one blasting a shadowy bolt at Senna that dissipates against her armour, the other one aiming another warping necrotic spell at Leaf, who manages to resist its effects from taking true hold on him. She receives nothing but pain in return when Grepha swoops down with her stinger, blasting her with a fiery stab that spreads to the nearby boneguard, ending its unlife before it could do any real damage.


 
 Spoiler: Map 

 

Grepha crits; I don't think we ever specified re: imp HD, but I'm gonna say it doesn't count for levels, it's just a survivability boost. The boneguard goes down, but the cultist is still standing.
Grok unfortunately misses both his swings.
Leaf hits.

Despite advantage, the left cultist fails to land a shadowbolt shot on Senna
Leaf also makes their save vs. the right cultist's spell, only taking  4  necrotic damage.

Caelyn and Sam are up; Senna's turn is lost to the stun and she takes  (1d6)[ 3 ]  slashing damage unless one of the siblings donates a 5 or more HP heal to her first.

 Initiative Order:- 
A1: (1d20)[18]

Caelyn: (1d20)[15]
Sam:(1d20+5)[10]
Senna: (1d20)[9]

K:(1d20)[9]

Grepha: (1d20+5)[8]
Grok: (1d20)[7]
Leaf:(1d20)[4]

A2:(1d20)[1]
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 23/47  
 SR: 2/2 d8 Spells: 1st: 1/4 2nd: 1/3 3rd: 1/3 4th: 0/1 
 First Impression: armored with a shield strapped to her side 
 Conditions: Light [1h], rended (lose 1d6 per turn until healed 5),  Slimy Doom  [Con reduced to 13] 

As the Deneirite is faced with a scalpel hit towards her face, she is unsure to dodge or block. Her measures do both, exposing her neck in the process. A flash of steel and blood later she has a gashing wound in her shoulder. Almost passing out from the pain she struggles to stay standing, unable to hold her shield, twisting out of the way of a necromantic bolt at the last second. The pain makes her vision go blurry, as she cannot speak the words of power. Her only power is to do nothing but prevent dropping down and press air into her lungs not to collapse.

 
 Spoiler 
Post for some dramatic effect and to update my status.
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 54/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 3 / 7 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 1/3 3rd, 0/1 4th 
 0/2 Wildshape 

Caaelyn dashes around the corner, heading straight for Senna. Realizing she wouldn't quite make it there before the enemy levelled their next barrage of attacks, she stamped her staff and dismissed the entangling vines, then turned and launched another firebolt at the doctor.  "Senna, I'm coming!" 
 
 
  
 
 Spoiler: OOC 
Firebolt at the doctor after moving 35 feet straight north.  (1d20+7)[ 25 ]  to hit,  (2d10)[ 5 ][ 8 ](13)  fire damage.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 31/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin, Bardic Inspiration (on Leaf) | Imp Form 

Rushing back down the stairs, Sam skids and nearly tumbles at the bottom.   "Bleeding, stop!"   he commands, the blood rushing from Senna's shoulder halting its flow. Gathering a rushed burst of arcane force in his palm, he hurls it at the butchering doctor.

 
 Spoiler: Actions 
Move 1 NE of Leaf at the bottom of the stairs.
Bonus to cast 2nd level Healing Word on Senna, for  (2d4+3)[ 10 ]  healing and ending the bleed.
Use Eldrich Blast on the Doctor
 (1d20+6)[ 11 ]  to hit
 (1d10)[ 4 ]  damage + (1d4)[ 2 ]  from bumping him into the wall, on hit
 

 
 
  
Amnestic
Flame licks at the doctor's coat, but he weaves around Sam's beamblast. Grok parries against the first of the cruel undead's strikes, but the second one catches him across the face, knocking the sense from him. Your melee protector temporarily indisposed of, the cruel surgeon slips in close, despite his own injuries, to close with your collected ranged attackers.

 
 Spoiler: Map 

 

Caelyn hits, Sam does not, but he does cure Senna of being Rended.

The doctor crit-misses with his first attack and barely hits with the second, backhanding Grok and Stunning him for  6  bludgeoning damage.

Grepha and Leaf are up (since Grok is now stunned).

 Initiative Order:- 
A1: (1d20)[18]

Caelyn: (1d20)[15]
Sam:(1d20+5)[10]
Senna: (1d20)[9]

K:(1d20)[9]

Grepha: (1d20+5)[8]
Grok: (1d20)[7]
Leaf:(1d20)[4]

A2:(1d20)[1]
 
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: (45) / (53) 60  PP: 18 PIv: 12 PIs: 14
HD: 1/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 1/3 Dawn 

Leaf steps back, avoiding any reprisal from the doctor, then loads another arrow, trying to shoot him in the chest before further retreating around the corner. In his haste, the arrow flies high.

 
 Spoiler: OOC 
BA disengage. Move 3 south, 2 east

Attack:  (1d20+12)[ 13 ] 
 If needed, add BI  (1d6)[ 4 ]   Nat. 1. Can't hit.
 Damage:  (1d8+7)[ 14 ] 
Colossus if injured:  (1d8)[ 3 ] 
Sneak attack:  (2d6)[ 2 ][ 5 ](7) 
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 2 ] 
If no d8 at 3 or less, reroll lowest d6 2 or less  (1d6)[ 1 ]  
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 31/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin, Bardic Inspiration (on Leaf) | Imp Form 

Locked into combat with the cultist, Grepha jabs her with another vicious sting.

 
 Spoiler: Actions 
Normal sting at the Cultist adjacent to her.
 (1d20+5)[ 23 ]  to hit
 (1d4+3)[ 6 ]  damage + (3d6)[ 11 ]  poison on hit,  (1d20)[ 17 ]  DC 11 Con to halve on a hit
 

 
 
  
Amnestic
Leaf ducks away from the doctor before he can attempt to stun or rend the tabaxi in turn, but the motion throws off his aim, and the arrow plinks against the stone mausoleum walls instead of finding rotten flesh or bone to sink into. Grepha finds more look, but these spellcasters are still sturdy. The one to the west wreathes their fallen boneguard in tendrils of shadow, knitting its broken form back together. On clicking bones it stumbles to its feet, striding at its masters behest to Caelyn and swinging its blade at the young elf. The rusted edge finds only empty air as she dodges away, but the other spellcaster adds to the assault. Caelyn is wracked by pain and feels a portion of her life siphoned away in turn. Fatigue washes over her, and from the corner of her eye she spots a glimmering spectral gemstone floating in the air. Intuitively, it calls to her, and she recognises it as her - a part of her, yearning to be made whole once more.


 
 Spoiler: Map 

 

Leaf disengages but a nat 1 sadly means a miss.
Grepha's sting hits, but the (bloodied) cultist is still up, making their save vs. poison.

The left cultist reanimates their boneguard, who stands up and moves to Caelyn. It misses with its attack against her.
The right cultist's Shatter Soul finally has someone fail their wis-save, hitting Caelyn for  11  necrotic. She also loses a soul fragment which is two squares east. Until she recovers it, she has one level of Exhaustion. It can be recovered just by moving into that square.

Caelyn, Sam, and the unstunned Senna are now up.

 Initiative Order:- 
A1: (1d20)[18]

Caelyn: (1d20)[15]
Sam:(1d20+5)[10]
Senna: (1d20)[9]

K:(1d20)[9]

Grepha: (1d20+5)[8]
Grok: (1d20)[7]
Leaf:(1d20)[4]

A2:(1d20)[1]
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 43/54 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 3 / 7 d8 HD 
 Spell Slots- 4/4 1st, 1/3 2nd, 1/3 3rd, 0/1 4th 
 0/2 Wildshape 

Recognizing her difficult position as she's menaced by two enemies, Caelyn lifts her hands and releases a breath over them, summoning a torrent of flame to wash over both foes, hopefully enough to drop them. She did not relish the idea of reprisal from this doctor zombie creature. With a feeling that she had left behind something very important and vital to herself, Caelee tried to keep her head in the fight even as her energy dissipated.  
 
  
 
 Spoiler: OOC 
Spell level 2 burning hands for 4d6.  (4d6)[ 5 ][ 1 ][ 4 ][ 1 ](11)  damage (rerolling 1's, rerolled on Discord for  17  damage, halved with a DC 15 save-  (1d20)[ 4 ]  for the northern enemy and  (1d20)[ 4 ]  for the Doctor. Burn it all down.
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 47/47  
 SR: 2/2 d8 Spells: 1st: 0/4 2nd: 1/3 3rd: 1/3 4th: 0/1 
 First Impression: armored with a shield strapped to her side, her face illuminated by an enchanted candle in her right hand 
 Conditions: Light [1h], Speak with Dead,  Slimy Doom  [Con reduced to 13], Stubborn Survivor (+2 to saves) [9/10] 
 Telum magicum!  Senna shouts as magic orbs pelt the undead physician.

 
 Spoiler 
Magic Missile  (1d4+1)[ 3 ]  x3 as first level spell vs the doctor.
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 31/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin, Bardic Inspiration (on Leaf) | Imp Form 

Scrambling up the stairs as the undead doctor advances towards them, Sam swooshes his wings, creating a gust of wind to interfere with attempts to slash at him on the stairway. Now standing above, he hollers a silent wave of shattering force down at the two undead.

 
 Spoiler: Actions 
Bonus action to Dash+Disengage.
Move 1 S, 1 SW.
Breath weapon (force) on Doc and the boneguard
 (3d6)[ 17 ]  damage
 (1d20)[ 16 ]  DC 13 Dex half on Doc
 (1d20)[ 16 ]  DC 13 Dex half on boneguard
 

 
 
  
Amnestic
The three siblings, feeling a surging desire to  kill  that which was already dead, unleash their combination of fire and force on the doctor. He ducks away from the breath, only to eat fiery pain and missiles of pure force in return. His coat is near ash, revealing the rotten flesh beneath but he's still standing, somehow, barely. Seeing no exit from this fight except death, he delivers another stunning fist - this one to the face of Caelyn - then rakes a scalpel cut across her arm, leaving her both stumbling and bleeding.

 
 Spoiler: Map 

 

Save fail vs. Burning Hands
Save successful vs. Breath
No save vs. Magic Missile.

The doctor  Stuns  Caelyn ( 6  bludgeoning and follows up with a  Rend  hit for  12  slashing. She'll take additional damage at the start of her turn in none of the next batch heal her in the meantime.

The boneguard's damage-share with its respective cultist keeps it up, and wears her down a little in turn.

Grepha, Grok, and Leaf are up.

 Initiative Order:- 
A1: (1d20)[18]

Caelyn: (1d20)[15]
Sam:(1d20+5)[10]
Senna: (1d20)[9]

K:(1d20)[9]

Grepha: (1d20+5)[8]
Grok: (1d20)[7]
Leaf:(1d20)[4]

A2:(1d20)[1]
 
Archmage1
      
      Grok     
 Dwarf Paladin 7
AC: 20 HP: 67/77  PP: 10 PIv: 9 PIs: 10
HD: 2/7d10, Conditions: none
 
Shaking his head fiercely to remove the last of the cobwebs from his head(His lips flapping a bit from the force of his motion), Grok takes in the hesitation, noticing the doctor's overextension as he moves to slice Caelyn, and decides to have none of it.  The Doctor's slice abruptly comes to an end as the tip of Grok's glaive abruptly emerges from the far side of the Doctor's head.  " Shouldn't have ignored me. "  Grok's rumbling voice sounds out loudly in the abrupt silence, before he withdraws his glaive, slashing it back, past the boneguard before he swings the butt around, slamming into the skeletal legs.
 
 Spoiler: OOC 

Pre-round reaction:  Sentinel strike the Doctor to protect Caelyn.  Rolled a 26 for 11 damage in the OOC channel, and killing the Doctor.

Action:
Attack the Boneguard twice(If the first attack kills the boneguard, he'll move up and stab the cultist to the north of him)

 (1d20+9)[ 20 ]  Attack 1
 (1d10+6)[ 10 ]  Damage 1

 (1d20+9)[ 24 ]  Attack 2
 (1d10+6)[ 9 ]  Damage 2
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Ranger 4/Rogue 3
AC: 17 HP: (45) / (53) 60  PP: 18 PIv: 12 PIs: 14
HD: 1/4d10, 4/4d8, Conditions: none
Spell Slots, 1st: 3/3 LR
Favored Foe: 3/3 LR
Restrain: 1/3 Dawn 

From his more comfortable spot away from the melee monsters, Leaf hides around the corner before shooting another arrow at the spellcaster that had been helping the doctor, hopefully finally finishing the terrible threat.

 
 Spoiler: OOC 

Hide  (1d20+11)[ 12 ] ,  (1d20+11)[ 26 ]  (they have disadvantage to see him due to his cloak)
Attack with Elven Accuracy:  (1d20+12)[ 13 ] ,  (1d20+12)[ 32 ] ,  (1d20+12)[ 27 ] 
Damage:  (1d8+7)[ 12 ] 
Colossus if injured:  (1d8)[ 1 ]  replace with 7.
Sneak attack:  (2d6)[ 6 ][ 1 ](7) 
Piercer reroll lowest d8 if roll 3 or less:  (1d8)[ 7 ] 
 If no d8 at 3 or less, reroll lowest d6 2 or less  (1d6)[ 6 ]  
 = 26 total, 52 with Crit.  if doctor is down, move attack to NW spellcaster.

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 31/55 | AC: 13 HP: 26/26 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin, Bardic Inspiration (on Leaf) | Imp Form 

The battle behind her is going well, if Grepha's ears do not betray. Sam too seems relieved, she senses through their link, as Grok lops off the doctor's head before he can slice into Caelyn. Satisfied that she can maintain focus on her target, the imp continues to jab at the tenacious cultist.

 
 Spoiler: Actions 
Grepha sting at adjacent Cultist
 (1d20+5)[ 23 ]  to hit
 (1d4+3)[ 6 ]  damage + (3d6)[ 8 ]  poison, with  (1d20)[ 10 ]  DC 11 Con to halve the poison
 

 
 
  
Amnestic
Grok's blade cuts down the doctor only moments after he delivers the first blow to Caelyn, and he doesn't hesitate to continue, hunting down one of the remaining cultists. He slices at their arm, but a critical blow from Leaf plunges through the spellcaster's eye and out of the other side of their head, bringing with it a shower of gore as they're killed swiftly. Grepha follows suit, delivering a lethal sting to the remaining foe that sends them convulsing into venom-induced spasms on the ground before they fall still.

All is not peaceful however. In a last vengeful strike, the spirits of the dead rise up from their corpses in a display of spectral energy. Together, the cultist spirits unleash a deathrattling wail that shakes the tomb and echoes throughout its depths. Deadly necrotic energy spills off them in waves that you're forced to duck and dodge against, to only marginal success - save for Grok, who proves remarkably dextrous all of a sudden.

Their final blows delivered, the spirits dissipate, passing on to their next life, wherever it may be, and you're left in the dark and quiet of the tomb. Despite the pains you've suffered, there's a distinct feeling that you've grown as a result of your trials.

 
 Spoiler: OOC 

With their deathrattles, the cultists blast the party with necrotic magic. Dex saves were as follows (I included paladin aura where applicable). This woulda been spread out more if you'd killed them separately but it is what it is!

Cultist 1:-
Fail: Senna, Grepha, Caelyn, Sam, Leaf  ( 9  necrotic damage each).
Success: Grok ( 4  necrotic damage).

Cultist 2:-
Fail: Grepha, Caelyn, Leaf ( 11  necrotic damage each)
Success: Senna, Grok, Sam ( 5  necrotic damage each).

That concludes combat. It was a Deadly encounter, so you receive  15  experience points. I believe that Grok's sheet has the correct experience total, meaning you've just ticked over the  100 mark and have now reached  LEVEL 8 ! (plus 5/100 exp to level 9).

Loot and stuff will wait, I assume you'll want a moment to patch yourselves up.
 
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (28) / (56) 63
PP: 18 PIv: 15 PIs: 14
HD: 5/8d8, Conditions: none
Restrain: 1/3 Dawn  
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP 45 /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute   
 
  

Leaf is knocked over by the first wave of evil energy, leaving himself vulnerable to the second one as well. He has felt better than he does right now. Still exhausted from earlier, and now significantly wounded. He catches his breath for a moment, dusts himself off and looks around to the others.

  "Is everyone alive? Is everyone ok?"  

He tries to gather as many of his arrows as he can and then starts to investigate the bodies and the room, looking for more clues or anything hidden, but he's too lightheaded to help much and throws up again, so he sits back down in the main room.

 
 Spoiler: OOC 
Investigation:  (1d20+5)[ 6 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 67/86  PP: 10 PIv: 9 PIs: 10
HD: 3/8d10, Conditions: none
 
Seeing the explosions begin near the cultists, Grok remembers his prior pole vaulting experience, and quickly uses his glaive to push himself further away, evading the worst of the damage.  " Damn cultists.  Can't even die proper. "  His muttered oath, while intended to be quiet, was surprisingly audible, reflecting from the walls of the small chamber.  He shakes his head again, to clear the last of the doctor inflicted cobwebs, as well as the ringing from his ears, before he looks over his companions, to make sure no one was actively dying on him.  Apart from some slight scuffing on his armor, Grok seemed mostly ok, and ready for more combat.

Afterwards, he helps Leaf in searching the dead, specifically looking to see if these cultists wore a certain skull amulet.
 
 Spoiler: OOC 

Hopefully, he can provide assistance to Leaf, rather than rolling his own investigation.
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55) / (55) 63
PP: 18 PIv: 15 PIs: 14
HD: 1/8d8, Conditions: slimy doom -2 CON
Restrain: 1/3 Dawn  
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP 45 /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute   
 
  

Leaf crawls over and investigates one of the bodies. Unable to do more, he directs Grok around the room, explaining how and where to tap each of the walls to look for other secret passages, and the best places to look on each body for possible clues or loot.

  "Thanks, Grok."  
 
 Spoiler: OOC 
Investigation with Grok's Help:  (1d20+5)[ 22 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 24/62 | AC: 13 HP: 12/232 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin, Bardic Inspiration (on Leaf) | Imp Form 

In the wake of the fight, Sam breathes a sigh of relief and takes a seat on the stairs. He wrinkles his snout at the smell of the undead doctor rotting below, coughing into his arm.  "Gross."  The necrotic energy has left him feeling sapped, but a familiar power has also grown in his chest. A resonance rippling between himself and Grepha, their dark natures forming a denser lattice.

Picking herself up off of the floor where the blast left her flat on her back, Grepha brushes herself off.  "Undead,"  she curls a lip in disdain at the remains of the boneguard next to her.  "Why necromancers insist on living in a pit of filth and disease is beyond me. You are  capable  of washing bone to make it look nice, museums do it all the time,"  taking to the air, she flies up to perch with Sam on the stairs.  "Well? Are we going to search for clues, or do you intend to take a nap while the others work?" 

Making a small groan of complaint as he drags himself to his feet, Sam stretches his legs and wings.  "I guess."  In truth he'd been content to let Leaf and Grok do the detective work today, but in spite of his dragonly laziness it doesn't take much to guilt him into helping.

Kneeling next to one of the dead cultists, Sam examines her to see if she resembles the half-elf girl described in the gravekeeper's journal. Then he checks the other.  "There's still that other, secret passage we have to search too... how is everybody holding up?" 
 
 Spoiler: Actions 
 (1d20+5)[ 16 ]  to Investigate the area
 (1d20+5)[ 21 ]  Grepha Help
 

 
 
  
Amnestic
An investigation of the cultists reveals that neither appear to be the half-elf you seek, though the description you have  is  limited, their bodies tell you that they're not your desired target 'Ninian'.

The equipment of the cultists and the boneguards is past use, and the damage inflicted on the doctor during his execution has rendered many of his tools past recovery, however one is still intact enough to warrant acquisition. While you're mending wounds and taking your breather, you have time to investigate its powers more closely.

 
 Spoiler: OOC 

 Gore-Soaked Scalpel 
 Weapon (Sickle), Rare 
This +1 'sickle' is in fact a doctor's scalpel, its edge - and only its edge - seemingly permanently a tinted shade of crimson. Once 100 creatures have been killed with this blade, its attack and damage roll bonuses increase to +2. Currently, a divination of its kill count reveals it to be at 32.

Once per turn on a successful hit, the target is Rended, and thereafter suffers 1d6 slashing damage at the start of each of their turns until they receive at least 5 points of healing. Rend can stack with itself, with each stack dealing 1d6 damage, and each requiring 5 points of healing to remove. Creatures that do not have blood (typically Undead and Construct type creatures, though not universally) are immune to being Rended.
 


The other bodies in this room are little more than chunks, some sewn together in what appears to be preparations that may have eventually become a flesh golem or something similar, but they're not identifiable at this stage of mutilation. The circular pool at the centre of the room is filled with clean, pristine water, but a detect magic spell reveals that it surges with conjuration magic, despite its otherwise innocuous appearance.
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 47/47  
 SR: 2/2 d8 Spells: 1st: 0/4 2nd: 1/3 3rd: 1/3 4th: 0/1 
 First Impression: armored with a shield strapped to her side, bloodied, tired and sick-looking 
 Conditions: Light [1h], Speak with Dead,  Slimy Doom  [Con reduced to 13] 
 When you are serving the Lord of Murder, I doubt cleanliness is their first precept.  Senna says to Grepha's snide comment.  Besides not everyone can trick a dumb little imp to lose their soul to a mortal.  she adds with a smile.

 Two things. For one I feel very unwell. I would rather take a break than use my remaining blessings to invigorate us for the remaining challenges. For another, I don't really remember, but you know we are connected to all of this? Sam, Caelyn and I are not just siblings because we had the same stepfather in Gorion.  She looks at the others.  I wish we were more honest about this to you guys. But I want you to know more before you get your head into this. 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 22/59 
 PP: 17 PIv: 10 PIs: 17 
 Conditions:  
 Concentrating on: 
 3 / 7 d8 HD 
 Spell Slots- 4/4 1st, 1/3 2nd, 1/3 3rd, 1/2 4th 
 0/2 Wildshape 

Caelyn touches the soul stone that had been extracted from her, feeling some energy return to her body as it reassimilates.  "I pray we're near to the end of this crypt incursion, and moreso I hope that we are nearly done for the day. I feel we have pushed ourselves to the edge of our limits, and soon wounds won't heal and mend so easily. However... it is good to feel stronger after exerting yourself."  Caelee invokes her sizzling healing magic, turning it on herself to mend her wounds with magic as well as time, bandages, and clean water.
 
 
  
 
 Spoiler: OOC 
 Cure wounds-  (1d8+5)[ 6 ] . Then rolling three HD for  (3d8+6)[ 18 ] .
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 47/62 | AC: 13 HP: 24/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin, Bardic Inspiration (on Leaf) | Imp Form 

Idly scratching her collar bone, Grepha glances at Senna.  "Cleanliness is the first precept of any murderer who does not wish to be caught." 

Clearing his throat, Sam indicates to the imp to refrain from getting into a petty argument with his sister. She rolls her eyes and quiets down.  "Yeah, I guess... "  rubbing his arm, Sam turns and offers a nervous look to Leaf and Grok.  "If you're in this deep with us already, you should probably know. I mean, you haven't ratted out Grepha yet, so I think we can trust you." 
 "I'm a little less severe than this particular revelation, but I don't disagree,"  the imp comments.

 "We,"  the warlock begins, trying to figure out how to say it without overwhelming them.  "We are all half-siblings, with the same father. And that father is - or was - uh, Bhaal." 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Grok frowns thoughtfully as both Senna and Caelyn push for a rest.  " It's not going to be pleasant here for a break.  Once these corpses start smelling...  Let's head back to the main chamber. "

However, as Sam speaks the words he suspected that Senna was avoiding, his frown deepens, and the gauntleted hand holding his glaive tightens on the shaft.  " Children of Bhaal?  Guessing that means that this sort of thing is fairly common for you, then? "  He shakes his head for a moment, before he continues to speak, his deep voice level, and forceful.  " The sins of the Father are not the sins of the children, unless they make them their own.  If you seek to make them you own?  We'll have a problem. "

 
 Spoiler: OOC 

Grok maybe skipped religion in his classes.
 
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55) / (55) 63
PP: 18 PIv: 15 PIs: 14
HD: 1/8d8, Conditions: slimy doom -2 CON
Restrain: 1/3 Dawn  
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP 45 /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute   
 
  

Leaf is still panting and sitting in the corner with his back against the wall when the siblings reveal their true heritage. He initially raises an eyebrow at Grok but then when the dwarf speaks, Leaf agrees with his sentiment.

  "I don't know you all very well, but I have seen that you are willing to sacrifice yourselves to help others. I know you are all good. It doesn't matter to me who your father is. I never even met my father. I was raised by my mother and grandmother."  

He is a little curious though.   "How do you know Bhaal is your father? How did you find out?"  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
 

 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 47/62 | AC: 13 HP: 24/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin, Bardic Inspiration (on Leaf) | Imp Form 
 "Well, I didn't exactly choose to contact Samuel at random,"  Grepha looks at her claws, peering at Leaf slyly out of the corner of her eye. There's a part of her that revels in being the source of this knowledge.

 "It started as dark dreams. Tempting us with strange power, we didn't really know what it meant,"  Sam explains further, following the others away from the corpses to sit for a while and catch their breath.  "And we'd see frightening things whenever we faced near death experiences.  Things  on the other side waiting for us to fall under... it was a while before Grepha was willing to share the real nature of this power in us, with us."  To Grok, he offers a solemn nod.  "I have no intention of doing what father wants. None of us do. Gorion is our father in the ways that matter." 
 
 
  
Amnestic
After you've finished patching yourselves up and catching up on deified bloodlines, you're forced to trek back through the disgusting room of diseased corpses, back towards where you discovered the secret passage.

It's a bit rougher inside, almost deliberately so, but equally it smells of dirt and dust rather than death, making it a momentary reprieve from the rest of the accursed mausoleum. The curving path slopes down, gently at first and then steeper into carved steps. It's not far, but it's far enough that you doubt any sound would carry from above to below, or vice versa. Even should someone be investigating the corpses of the gargoyles left in your wake, no one will hear you down here.

The tunnel widens into a deeper chamber, one pervaded by the scent of ritual incense straining to mask the stink of rot and decay beneath, lit by flickering green-flame torches that bathe the entire room in an unnatural, disquieting light. Despite its secrecy, this chamber appears carved and crafted in the same style and stone as the tomb above. It's a wide, thin chamber, with stairs leading to raised platforms at the north and south, and in the centre a further raised area, topped by a hefty stone altar.

The platforms to the north and south are piled with bodies and body parts, in various states of decay, splattered in a blood-soaked pile that seems to have fallen from a non-existent hole above.
The centre is occupied by a half-dozen figures - four shambling undead dressed in rags, a man dressed in similar robes to the illusion you saw above, though sporting facial hair that indicates they are not one and the same, and a half-elf in tight dark leathers, a pair of daggers at her hip, and a wicked smirk. Wind seems to toss her short hair constantly, despite being so deep below the ground. She looks barely an adult, but her stance says she's no stranger to using the blades at her side.

 
 Spoiler: Sam, Caelyn, Senna 

The half-elf is known to you intimately - Vyvian Just, your childhood friend, your travelling companion, and your sister in Bhaal's legacy.

When last you saw her, she was following behind Minsc and Dynaheir, though they are nowhere to be seen in this room.
 
 Spoiler: Int 

 
 Spoiler: DC1 

Clearly this is not the half-elf you were seeking - Vyvian and Ninian are two different people.
 

 
 Spoiler: DC3 

Vyvian  is  Ninian, a paper thin name change to conceal herself.
 

 

 


The pair of intelligent foes, stood atop the platform, raised above you, look you over, though it's not hard to see that the half-elf is granting special attention to those that aren't Grok and Leaf.  "Made it to the big city at last did you? Took your sweet time."  She flicks the hilt of a dagger idly with one finger.  "Come to get in my way as usual though." 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 47/62 | AC: 13 HP: 24/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin | Imp Form 

When they step into the chamber below, Sam feels a sinking feeling in the pit of his stomach. The silhouette of the half-elven girl from behind is unsettlingly familiar, and when she turns around with her mad grin the sinking pit drops into an abyss. Perhaps into  the  abyss. The half-dragon's hands shake, and he takes a step back towards the stairs.  "No. You're... you're kidding. This - this is some sick ****ing joke." 
 "Another illusion?"  the imp on his shoulder tilts her head, peering at Vyvian warily.  "It does not feel like it. And here I always thought Senna would be the one to-"   " Stop. "  The single word command is equally dire and desperate, and Grepha halts her razor tongue before it treads too far across the line. She would have gone silent, even if the command did not demand so.

 "How? Why? What happened to you?"  Sam spills out, staring in horror at the scene around Vyv and the clear image of her involvement.  "Are you-"  being forced to do this?   There's not enough hope for the plea to even reach his tongue. No, her interactions with the gravekeeper in the journal - this is more than involvement. Her smile, much more than forced.  "Are you  insane ?"  he finishes, instead.
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 43/56  
 SR: 1/2 d8 Spells: 1st: 0/4 2nd: 2/3 3rd: 1/3 4th: 0/1, Divine Power: 2nd 0/2 
 First Impression: armored with a shield strapped to her side, bloodied, tired and sick-looking 
 Conditions: Light [1h], Slimy Doom  [Con reduced to 13] 
 Any GOOD murderers anyway.  Senna reacts.  Bhaal being involved in our birth becomes glaringly obvious the longer you compare results. We still don't have hard evidence, but so far everything points towards it not being an elaborate hoax. There are people, who cannot even touch me due to my tainted blood.  the cleric finished sadly. Vala was like a bigger sister for her.

 


Being reminded of her family hurt Senna. So many lost, so many dead due to her father's blood. She was especially quiet. Senna's eyes shoot daggers at Grepha, but this was no time for open hostilities.  You really think I would follow my instinct rather than my virtues? HAVE YOU EVEN TALKED TO A GEE-...VIV?!  she exclaims as she suddenly connects the dots in the dim light.  Don't tell me you are on their side. Everyone, this is my  sister  Vyvian. And apparently she is a marionette for cultists now. 
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 1/8d8
Conditions: slimy doom -2 CON
Restrain: 1/3 Dawn  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP 45 /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute   
 
  

Leaf whispers to the others.

  "I'll stay back here for a moment. I'm not running away."  

He stays in the shadows of the secret passage with his hood up, ready to help if needed, but awaiting the outcome of the discussions since his friends obviously know this woman.

Aergid - a silver dragon about the size of a large dog, but with a longer neck and tail, and large wings folded against its sides - walks out of the tunnel, staying next to Grok, likely behind the others who are talking to this Ninian.

 
 Spoiler: OOC 
Hide  (1d20+11)[ 18 ] ,  (1d20+11)[ 24 ]  (they have disadvantage to see him due to his cloak)

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
 

 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 80/86  PP: 10 PIv: 9 PIs: 10
HD: 2/8d10, Conditions: none
 
Grok, seeing a pile of corpses, undead, and a pair of necromancers, shrugs, and advances, his glaive held at the ready as he prepares to clear out the den of stinking evil.  However, too far away to get into the range at which his glaive would be useful, he quickly pulls out his wand, and holds it at the ready.  " One solution for that. "  When Grok finally speaks, his deep voice is grim, but has no hesitation to it.
 
 Spoiler: OOC 

 Using 6 charges, for a 6th level magic missile.
 (8d4+8)[ 27 ]  Damage 
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 46/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 0 / 8 d8 HD 
 Spell Slots- 3/4 1st, 1/3 2nd, 1/3 3rd, 1/2 4th 
 0/2 Wildshape 

Caelyn shoots Grepha a look that demands that she silence, but it doesn't carry the authority of her master's call. She did not need reminders that while her own psyche was protected and balmed her siblings suffered with nightmares of blood and vengeance. Speaking of blood and vengeance...

Caelyn did her best to keep her features neutral upon seeing Vyvian down here. Vyvian, Ninian, she should have known. Should have done something... could she have done anything? She made to follow Sam's questions with some of her own, but then she saw Grok preparing to engage in combat.   "Grok, wait!"   She started to place herself between the paladin and her apparently corrupted sister for a moment, but the look in Vyv's eyes, like dancing madness, causes her to keep her position near the rear of the group.
 
 
  
Amnestic
 "Of  course  you'd think I'm being controlled. 'Sweet' Senna always so eager to think me weak of mind, Sam unable to look past his own snout to see how other people feel, and Caelyn trying to play at a  balance  she'll never find."  Vyvian drawls, flicking another finger against her dagger's hilt.  "It's no enchantment, it's no insanity, I just woke up to who I was all along. We were  born  to kill. Why should we torture ourselves about it? Cry ourselves to sleep only to wake up the next day and kill again? I'd rather enjoy myself. It's  so  much easier."  There's a joy in her voice that feels oh-so-familiar, dark and deep, clawing at the emind.

 "I see Melian's not with you. Did you dump him by the wayside? Said a sorrowful goodbye only to forget about him not long after? I wonder how  he's  doing these days."  Her eyes tilt to the left and then to the right, to the piles of bodyparts layered atop one another on the other platforms. A wicked smirk curves over her lips, betraying everything and nothing all at the same time.

 "Your  new  friend at least knows how this will go. You kill us, or we kill you." 
Amnestic
When Grok reaches for his wand, Vyvian and the robed one immediately move to respond.  "Enjoy it if you can, I know I will." 

The robed figure stomps a foot into the ground, and in response necrotic energy surges up from beneath your feet, wreathing the closest undead in shadows that slough off them like a snake shedding a dark skin.

 
 Spoiler: Map 

 

The Darkmaster's Lair Action activates at initiative 20, empowering the top two and the bottom right undead.

Grepha and Senna are up.

 Initiative Order:- 
Darkmaster Lair Action (20)

Grepha: (1d20+5)[13]
Senna: (1d20)[13]

Darkmaster Legendary Action

Grok: (1d20)[12]
Leaf: (1d20)[10]

Darkmaster: (1d20)[10]

Caelyn: (1d20)[8]
Sam:(1d20+5)[7]

Vyvian: (1d20+1)[6]
UD: (1d20)[1]
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 43/56  
 SR: 1/2 d8 Spells: 1st: 0/4 2nd: 1/3 3rd: 1/3 4th: 0/1, Divine Power: 2nd 0/2 
 First Impression: armored with a shield strapped to her side, bloodied, tired and sick-looking 
 Conditions: Light [1h], Slimy Doom  [Con reduced to 13] 
 Oh, I never thought you are controlled. You are just such a poor judge of character.  she hisses at her sister. The words about Melian echo in her mind, and a split second she thinks of Aintas. Surely he could manage himself, right?

  Expiciat humanido!   she shouts, glowing Glyphs trying to wrap around Vyvian.  Don't let her get in your face. Her blade is fierce.  she warns everyone.

 
 Spoiler 
Hold Person at Vyvian  (1d20)[ 6 ]  Wisdom save
 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 47/62 | AC: 13 HP: 24/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin | Imp Form 

A sickening feeling fills Sam's spirit as he listens to Vyvian's words. Her surrender to the dark - the implication that their other siblings may already be among her victims. Normally swift to act, his feet remain rooted to the floor in a moment of stunned silence.

Grepha, on the other hand, takes off from his shoulder with eyes like ice. She is gladdened that the dwarf is here to deliver the finishing blow. Sensing opportunity in Senna's spell of choice, she says coldly,  "If you are so taken with your father's blades, Vyvian, let us see how you enjoy their sting. Being covered in ye deserved karma, be severed."  Clutching a fist together around a small fragment of glass, she invokes a cloud of shadowy blades that whip through the air in a whirlwind around the traitorous wench.

 
 Spoiler: Actions 
Grepha flies 3 W and 3 up.
Casts Cloud of Daggers on Vyvian's space.
 (4d4)[ 11 ]  slashing damage for her first turn 'entering' the space
 

 
 
  
Amnestic
Vyvian finds herself locked in place by Senna's spell, unable to even muster a retort, made all the worse when a spinning cloud of blades appears floating around her, threatening to cut her to ribbons. The Darkmaster figuratively leaps to his ally's defense, gesturing towards Senna. A black hole opens up beneath her feet, snatching her from the party, and deposits her brutally into the pile of body parts to the south. A second gesture sees a number of them knit themselves together, scrabbling to their feet to feast on the cleric that has fallen into their midst. Each of them drips with a sickly acid that scorches flesh and stone alike, and will no doubt have terrible effects on your armour should they land a proper blow.

 
 Spoiler: Map 

 

Save failed vs. Hold Person.
Cloud of Daggers goes up.

The Darkmaster's legendary action teleports Senna to the southside, and summons raises three more undead.

Grok and Leaf are up.

 Initiative Order:- 
Darkmaster Lair Action (20)

Grepha: (1d20+5)[13]
Senna: (1d20)[13]

Darkmaster Legendary Action

Grok: (1d20)[12]
Leaf: (1d20)[10]

Darkmaster: (1d20)[10]

Caelyn: (1d20)[8]
Sam:(1d20+5)[7]

Vyvian: (1d20+1)[6]
UD: (1d20)[1]
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 80/86  PP: 10 PIv: 9 PIs: 10
HD: 2/8d10, Conditions: none
 
Seeing the magic take the apparently traitorous elf, Grok rushes in immediately, his boots thundering on the floor as he moves.  At least until he finishes his charge rather abruptly, suddenly appearing right besides the paralyzed elf, his Glaive swinging up to take full advantage of her vulnerability.
 
 Spoiler: OOC 

Move:  Head towards Vyvian.
Swift:  Misty Step.
Action:  Attack twice.

 (1d20+9)[ 11 ]   (1d20+9)[ 16 ]  Attack 1
 (1d10+6)[ 10 ]  X2 Crit


 (1d20+9)[ 19 ]   (1d20+9)[ 26 ]  Attack 1
 (1d10+6)[ 9 ]  X2 Crit

If Vivian still seems fairly healthy after the first crit, smite on the second.
 (2d8)[ 8 ]  X2 Crit
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 1/8d8
Conditions: slimy doom -2 CON
Restrain: 1/3 Dawn  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP 45 /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute   
 
  

Leaf moves forward just enough to shoot a magical fire arrow at Vyvian. He hides again and retreats to his previous location.

Aergid unfolds his wings and flies towards Vyvian and the Darkmaster. When he gets there, he breathes a cone of cold upon the two, trying to freeze them.

 
 Spoiler: OOC 
Leaf - move up, attack, hide, move back.

Attack with Elven Accuracy:  (1d20+13)[ 22 ] ,  (1d20+13)[ 21 ] ,  (1d20+13)[ 20 ] 
Damage:  (1d6+8)[ 12 ] 
Fire damage  (1d6)[ 6 ] 
Sneak attack:  (4d6)[ 10 ] 

Hide  (1d20+11)[ 12 ] ,  (1d20+11)[ 14 ]  (they have disadvantage to see him due to his cloak)

Aergid
Fly 50' towards Vyvian, ending 1 square N and 2 east but 15' in the air, breathes on Vyvian and the Darkmaster, then moves 10' east.
Cold Breath  (4d8)[ 21 ]  cold damage, DC13 CON save for half
Vyvian  (1d20)[ 13 ] , Darkmaster  (1d20)[ 20 ] 
Recharge 5-6  (1d6)[ 4 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
 

 
Amnestic
The speed of Grok's running and teleporting assault means that when his glaive swings down the first time it slices only leather instead of flesh. When the second string curves back up, imbued with deadly magic, the Darkmaster flicks a finger. The blade passes through Vyvian's gut and out the other side as if passing through air. Behind your foes, one of the undead is bisected, as if the glaivestrike had cut it instead. It collapses in pieces, immediately felled by the blow.

They're not able to muster the same against Leaf's shot, which pierces through to the paralyzed rogue, nor against the wave of icy breath that washes over them, though neither of your foes seem that affected by it, even if one of them is locked in place. The spellcaster retaliates with yet more dark magic - flames that burn black against the unnatural green lights of the tomb. First comes a wave, one that washes over Grok and Aergid with a deadly scorch, though both bat away the worst of it before it can truly latch hold. He follows up, tossing bolts of yet more darkness at his foes - one at Grok, that dissipates against his armour, and the other against Grepha that lands true, the shadowy fire scorching.

 
 Spoiler: Map 

 

The Darkmaster uses his reaction on Grok's critical strike to redirect the damage to one of the undead, immediately killing it. The other attack does indeed miss.
Leaf's arrow shot hits (no more reactions to redirect) but both saves are made vs. cold breath, so half-damage.

Grok and Aergid both make their ConSave vs. Wave of Shadowflame, so they take  4  necrotic and  8  fire. They're both then  Vulnerable  to Fire.
He then misses Grok with his Shadowflame Bolt, but hits Grepha, dealing  15  necrotic and  4  fire.

Damage numbers given before resistances/immunities, as usual.

Caelyn and Sam are up.

 Initiative Order:- 
Darkmaster Lair Action (20)

Grepha: (1d20+5)[13]
Senna: (1d20)[13]

Darkmaster Legendary Action

Grok: (1d20)[12]
Leaf: (1d20)[10]

Darkmaster: (1d20)[10]

Caelyn: (1d20)[8]
Sam:(1d20+5)[7]

Vyvian: (1d20+1)[6]
UD: (1d20)[1]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 47/62 | AC: 13 HP: 9/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin, Bardic Inspiration (Grok) | Imp Form 

Dark fire washes over Grepha, and she covers her face with her arms. The flames do not burn, but where they touch her flesh it dries up and turns gray. Flapping her wings to clear away the dusty smell of flaky imp flesh falling away, she looks down at Sam.   Get it together. We need you in this.  

He's still torn, feeling at once despair at Vyvian's fall, at her taunts - and yet also a sense of panic seeing his sister in the midst of his allies' assault. The sister he'd snuck around the keep with, playing pranks and poking into places they weren't supposed to go. Here she is, poking into places she isn't supposed to go again...

And then there's the part that keeps spinning around her twisted words, replaying them over and over. Trying to forcibly burn them into his head. Sam shakes his thoughts loose, as Grepha's mental voice comes through his haze of emotions.  "I - what do I do?!"  he calls out, aimless.

 "If the two of you have anything left to make some things explode, preferably the kind with a fire elemental between us and the dead, that would be  fantastic !" 

Nervously bringing his hands together, Sam tries to control his breathing and focuses on a point on the pillar just beyond one of the undead. Carefully, don't want to hit Grok. Yes. He could hit Vyvian, but he would hit Grok too, he can't do that. Rationalizations guide the form of the magic until the point in space erupts into a conflagration of flame. It's only at this point that Sam turns to look at Caelyn, and in the  process realizes that Senna has vanished. Looking around the room in a panic, he spots her at the back corner and starts rushing towards her. Sliding into cover behind a slab of stone, he calls out,  "Grok, do - just do what you have to! I've got your back!" 
 
 Spoiler: Actions 
Sam casts Fireball at a point on the pillar near the top left undead. Should hit both upper undead, plus the Darkmaster, but not Vyvian or Grok.

 (8d6)[ 36 ]  fire damage, Dex saves vs DC 14 for half:
 (1d20)[ 12 ]  Darkmaster
 (1d20)[ 9 ]  Top Left Undead
 (1d20)[ 20 ]  Top Right Undead
Bonus action Bardic Inspiration to Grok.

Move 1 S, 1 SE, 2 S, 2 SE to the space diagonally NE of one of the pillars for cover.
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 46/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 0 / 8 d8 HD 
 Spell Slots- 3/4 1st, 1/3 2nd, 2/3 3rd, 0/2 4th 
 0/2 Wildshape 

Caelyn began to dash southwards, trying to get the best angle on their foes she could. Cinders danced off of her in a trail behind her. Her bloodlust was singing, the call of her father's murderous bloodline pumping through her with each breath, each heartbeat, each step. Flitters of sparks rained from the corners of her eyes. The idea that Vyvian had hurt her family was so sacrilidgous that it made Caelee light up like a forest fire. But with more resolve then she'd shown in the past, the wildfire druid kept herself on task.

It just so happened that that task was obliterating this darkmaster that had been thwarting blows and sending Senna halfway across the room. Her movement served to get her closer to her youngest sister in case she needed saving from the undead she'd been trapped with. Planting her feet, Caelyn stamped her staff, causing a fresh rain of cinders to puff up around her. Then she spun in a circle, hurling an orb of fire at this undead master. Hit or miss, the ground beneath it and Vyvian shattered and broke, threatening to knock both of them down.
 
 
  
 
 Spoiler: OOC 
 Move 35 feet south. Invoking elements. Refreshing a 3rd level slot for a finisher fireball for later. Fire missile attack against the Darkmaster-  (1d20+8)[ 17 ]  for  (8d8)[ 1 ][ 4 ][ 2 ][ 4 ][ 6 ][ 7 ][ 1 ][ 1 ](26)  (rerolling 1's for 10 more damage). Then a 10 foot radius of earth under Vyvian and the Darkmaster erupts, requiring a DC 16 Strength save (DM-  (1d20)[ 7 ]  V- (1d20)[ 15 ] ) or be knocked prone. The entire 10 ft radius becomes difficult terrain.
 
Amnestic
Flame adds to flame, scorching the Darkmaster with severe burns, obliterating one of his pet undead, and critically damaging another. Flames wash over him, and it's only made worse when the shaking beneath his feet thrusts him to the ground. Vyvian shakes free of Senna's spell, perhaps aided by the rumbling beneath her feet, though not fast enough to dodge away from Grepha's own sharpened 'restraint' that slice at skin and armour alike.  "Yes, that's right! Give in to your instincts! Burn them to ash! Fight and bleed and die!"  Vyvian laughs, as if it were a game you were playing outside the tavern in the dusty paths of Candlekeep.

But you are not children anymore.

The undead make their move, approaching their closest foes. Three surround Senna, swinging arms of acid that splash against armour and shield. She evades two, but the third catches her on the back, searing its liquid against her protection. To the north, the remaining two - still glimmering with shadowy power, slam their arms into Sam and Grok with brutal, crushing force. The attacks are clumsy, but empowered by the darkness they still knock the wind from both of them.

Though the silent spellcaster has been flung from his feet and seared by spell, the magical carousel he has arranged continues. Darkness drains from the zombies that strike at you, running through the ground and then bursting from the walls to grab at those nearby. Grok manages to fight off the grasping shadowlimbs, but Sam, Leaf, and Senna are less lucky. Their movements are locked in place, their actions hindered as they struggle against the dark magics.

 
 Spoiler: Map 

 

Top left and Darkmaster fail their saves vs. Sam's fireball, the other succeeds, though is clearly extremely close to not being (un)alive anymore.
Caelyn's 17 hits the Darkmaster, and he's also knocked prone. Vyvian stays standing (albeit barely).

Grepha maintains her concentration, so when Vyvian's turn is up she takes the 11 slashing damage.
Vyvian rolls a 20 (18+2) on her wis save at the end of the turn to end Hold Person, but it still eats her turn to do so.
The three undead attack Senna to the south; the first two miss, one hits for  9  acid. Senna's AC is reduced by 1 until an action is taken to wipe off the acid.
The two remaining undead attack Sam and Grok. One  crits  Sam for  18  bludgeoning. The other hits Grok for  15  bludgeoning.

The Darkmaster's Lair action activates (even if he is prone). Leaf, Sam, and Senna are all restrained, with Grok making the save. The restrain can be ended with a DC14 athletics or acrobatics check, though you note that activating this lair action drained the dark magic from the empowered undead; you  could  deduce that the restrain will go away on its own when he uses the  next  lair action, potentially.

Grepha and Senna are up.


 Initiative Order:- 
Darkmaster Lair Action (20)

Grepha: (1d20+5)[13]
Senna: (1d20)[13]

Darkmaster Legendary Action

Grok: (1d20)[12]
Leaf: (1d20)[10]

Darkmaster: (1d20)[10]

Caelyn: (1d20)[8]
Sam:(1d20+5)[7]

Vyvian: (1d20+1)[6]
UD: (1d20)[1]
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC:  18 (-1)  HP: 34/56  
 SR: 1/2 d8 Spells: 1st: 0/4 2nd: 1/3 3rd: 1/3 4th: 0/1, Divine Power: 2nd 0/2 
 First Impression: armored with a shield strapped to her side, bloodied, tired and sick-looking 
 Conditions: Light [1h], Slimy Doom  [Con reduced to 13] 

The Deneirite's holy glyph glows.  Aspera mortuus!  she shouts trying to rid herself of the undead.  What are you doing? Kill the master, we cannot give into Bhaal's promises. 
 
 Spoiler 
Turn Undead Wisdom Saves  (3d20)[ 1 ][ 15 ][ 20 ](36)  in order NW, NE, SE.
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 47/62 | AC: 13 HP: 9/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin, Bardic Inspiration (Grok), Restrained: Shadow Limbs | Imp Form, Armor of Agathys (10) 

Wrapped in coiling shadows in his position, Sam struggles to get enough freedom of movement to cast his spells.  "Why are you so eager to go into the dark place, Vyvian?!"  she shouts at his mad sister.  "Life isn't meaningless! His power over us can still be fought!" 

Grepha, slumping in her position in the air, bares her teeth and glares at the dark mage. Taking wing into cover in preparation to circle he and Vyvian from behind, she conjures a gleaming, jagged armor of ice over her body.

 
 Spoiler: Actions 
Grepha moves 5 SW and casts Armor of Agathys at 2nd level on herself.
 

 
 
  
Amnestic
The undead surrounding Senna receive a burst of holy light that seeks to turn them on their heels, but only one seems to fall victim to the spell, the others maintaining enough sense of purpose to continue their menacing of the poor surrounded cleric.

While Grepha moves away, the Darkmaster flings a bolt of shadowflame at Aergid in the air, scorching its scales and adding burns to burns. Though severely injured, the dragon's spirit maintains its form - albeit barely.

 
 Spoiler: Map 

 

Only the top left undead fails its save vs. Turn Undead, the other two succeed (though only just, in one of their cases).
Grepha moves and armours up.

The Darkmaster's teleport isn't available again yet, so instead its LA blasts Aergid with another Shadowflame bolt, dealing  23  necrotic and 4 fire - with Fire vulnerability that goes to  8 . I  believe  that lives the dragon spirit on 2/45, with the previous damage. Hanging in there!

Grok and Leaf are up. As a reminder, Leaf is restrained by the lair action. The restrain can be ended with a DC14 athletics or acrobatics check, though you note that activating this lair action drained the dark magic from the empowered undead; you could deduce that the restrain will go away on its own when he uses the next lair action, potentially.


 Initiative Order:- 
Darkmaster Lair Action (20)

Grepha: (1d20+5)[13]
Senna: (1d20)[13]

Darkmaster Legendary Action

Grok: (1d20)[12]
Leaf: (1d20)[10]

Darkmaster: (1d20)[10]

Caelyn: (1d20)[8]
Sam:(1d20+5)[7]

Vyvian: (1d20+1)[6]
UD: (1d20)[1]
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 57/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Impaling one of the zombies coming for him, dropping the singed, burning hulk to the ground, Grok doesn't manage to move fast enough to avoid the crushing impact of the second, staggering him for a moment

Practically in Vivian's face, Grok takes the opportunity granted by her focus on the knives to headbutt her, trying to send her into the ground, before trying to grab one of her limbs and drag her body through the knives some more.
 
 Spoiler: OOC 

Using weapons?  Who needs weapons!  Time for some fisticuffs to take advantage of the nifty cloud of daggers!
First, Shove, to knock prone, opposed by either her athletics or acrobatics.
 (1d20+8)[ 27 ]  Grok's Athletics   (1d20)[ 19 ]  Vivian's opposition.
Then, Grapple.
 (1d20+8)[ 26 ]  Grok's Athletics   (1d20)[ 18 ]  Vivian's opposition.
If Grok's roll on either is bad, use Sam's Inspiration:   (1d6)[ 4 ] 
For his move(Assuming the grapple succeeds), he steps back five feet, then forwards five feet, basically forcing her to reenter the cloud of daggers on his turn, resulting in her taking  (4d4)[ 8 ]  bonus slashing damage for entering it for the first time on a turn.

Also, for bonus fun, if both the shove and the grapple succeed, she can't actually stand from prone, having no move speed.  😁
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 1/8d8
Conditions: slimy doom -2 CON
Restrain: 1/3 Dawn  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP 2 /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute   
 
  

Leaf tries to extricate himself from the writhing tentacles that erupted from the wall and caught him by surprise. He then moves forward as much as he needs to in order to avoid being trapped again.

Aergid flies over and tries to bite Vivan.

 
 Spoiler: OOC 
Leaf Acrobatics check  (1d20+11)[ 24 ] 
BA Hide  (1d20+11)[ 30 ] ,  (1d20+11)[ 16 ]  (they have disadvantage to see him due to his cloak)

Aergid ends up south of Vivian.
Bite  (1d20+6)[ 12 ] , Damage  (1d10+4)[ 14 ] 
Recharge 5-6  (1d6)[ 2 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
 

 
Amnestic
When Grok reaches for Vyvian she spins on the spot, kicking his hand aside, but the second grab, guided by Sam's...guidance, manages to latch on. He tugs her from the blades, only to shove her straight back into them again, Grepha's spell cutting at her skin once more. The nearby undead attempts a retaliation, but to no avail. While Leaf frees themselves of the shadowy limbs, the Darkmaster unleashes another trio of blasts, at the party. One slams into Aergid, burning them to spectral cinders. Another flies past Caelyn wide, slamming only into cold stone. A third slams into Grok's chest head-on, but it's not enough to break the grip he has on Vyvian.


 
 Spoiler: Map 

 

The proning misses (she's got a +10 mod due to +4 dex and expertise) but thanks to the inspiration the grapple works; moving back and forth does provoke an OA from the zombo, but it misses.
Leaf frees themself from the restrain.

The Darkmaster's turn is 3 shadowflame bolts. One misses Caelyn (nat 1), the other two hit Aergid (now dead) and Grok ( 14  necrotic,  4  fire - the vulnerability ended at the start of the Darkmaster's turn, so standard resistance applies).

Also Spore reminded me that Senna is Destroying low CR undead, so the Turned zombie is actually Exploded.

Caelyn and Sam (restrained) are up.


 Initiative Order:- 
Darkmaster Lair Action (20)

Grepha: (1d20+5)[13]
Senna: (1d20)[13]

Darkmaster Legendary Action

Grok: (1d20)[12]
Leaf: (1d20)[10]

Darkmaster: (1d20)[10]

Caelyn: (1d20)[8]
Sam:(1d20+5)[7]

Vyvian: (1d20+1)[6]
UD: (1d20)[1]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 47/62 | AC: 13 HP: 9/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin, Restrained: Shadow Limbs | Imp Form, Armor of Agathys (10) 

Tugging against the shadows restraining him, Sam peers past the two pillars at Vyvian being tossed around inside the storm of daggers. Though his heart is torn, he bares his teeth and hisses out a strained incantation, trying to keep her from fighting back and wounding Grok - he knows how deadly those daggers can be.

 
 Spoiler: Actions 
 (1d20+2)[ 11 ]  Acrobatics attempt to attempt to get free of the restraints, in case they do something nasty before going away
And bonus action Mind Thrust on Vyvian for  (3d6)[ 8 ]  psychic damage, and limiting her to one action/move/bonus
 (1d20)[ 16 ]  DC 14 Int save for half and negating the disable

In the off chance he manages to get free, he moves 6 S behind the next small pillar
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 46/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 0 / 8 d8 HD 
 Spell Slots- 3/4 1st, 2/3 2nd, 1/3 3rd, 0/2 4th 
 0/2 Wildshape 

Moving in at an angle, Caelyn begins to get closer, knowing that she had to bring an end to this before the fight could get any worse. Moving diagonally, she slid in adjacent to the zombie, then exhales a breath of flame from her palms across it, Vyvian, and the Darkmaster in a wave of deadly fury.
 
 
  
 
 Spoiler: OOC 
Move 25 feet south west, then five feet west to get adjacent to the zombie. Then using a 3rd level burning hands to force a reflex save from all three enemies in the zone. Three saves  (3d20)[ 19 ][ 7 ][ 13 ](39)  at DC 16 to avoid  (5d6)[ 1 ][ 1 ][ 2 ][ 3 ][ 2 ](9)  fire damage, rerolling 1's (15 damage after rerolls. Probably should have just thrown a fireball haha.
 
Amnestic
Sam struggles against the grasping shadowlimbs, but their grip is latched tight, so tight that when he flings a spell at Vyvian it's done with only marginal accuracy, unable to properly latch into her mind.
 "And why are you so eager to cling to your precious light? Did the sleepless nights mourning those you killed help? Did it make you happy?"  She ducks away from the flames that Caelyn unleashes, even taking the brunt, her trained agility helps lessen the blow that the zombie takes full force.
 "What's wrong with wanting to enjoy yourself? What's wrong with being happy!?""  She yells back at Sam, finally unsheathing her daggers. Their sheathes are familiar to her siblings - gifts from a day gone by - but the blades are new, engraved with gleaming runes.  "You'll kill people and cry about it, I'll kill and laugh. Tell me how you're any better than I am!?"  She stabbed one down, finding a gap in Grok's armour to deliver a venomous blow, then stabs again, this one lined with stronger ice.

Blades stuck deep, she yells out, eyes set on Grok's pain but attention clearly directed elsewhere.  "I was never much for the tomes we kept but one line always stuck with me from one of the stories: If my motives met with your approval, would you no longer resent the outcome?"  It's hard to tell how sincere the question is. The woman before you - barely more than a girl - is manic, bounding between desperation and glee.

To the south, the two remaining zombies assault Senna once more, acidic fists clattering against armour - one punches deep, leaving both a scar and a bruise in the metal. Moments later the limbs holding Sam and Senna finally retreat, leaving a lingering weight on your shoulders. The remaining undead receive a jolt of power in return, as the Darkmaster again empowers them with the energies of the place.

 
 Spoiler: Map 

 

Sam doesn't manage to pull free, and Vyvian makes her save vs. Mind Thrust.
The Zombo fails his save vs. Burning Hands, the Darkmaster succeeds. Zombo is severely damaged, but not dead. Vyvian's Evasion means she also only takes half damage, despite failing her own save.

At the start of Vyvian's turn she takes 11 from Cloud of Stabbies.
Vyvian attacks Grok, and barely hits (12+8 for 20). She hits for  21  piercing damage (thanks to Sneak attack) and  2  cold damage. Grok makes his save vs. poison though, so he only takes  5  damage (before resistances). Finally, the cold damage drops his AC by 1 until an action is taken to defrost it with some vigorous rubbing. Taking fire damage also removes it.
She also hits with her bonus action attack on him  2  piercing and  5  cold. You note it seems to have healed Vyvian a little bit as well.

The other zombie in the middle, injured, misses Caelyn with its own attack.
Two zombies attack Senna, one misses, the other hits for max -  9  acid damage, and reduces her AC by a further 1. Still just one action to negate the reductions though.

The limbs expire, but since Sam and Senna were still grappled a portion of their magic sticks around; their move speeds are reduced by 10ft.
Darkmaster uses their lair action to empower the remaining undead. Unfortunately initiative means they can't take advantage of that for a while.

Grepha and Senna are up.


 Initiative Order:- 
Darkmaster Lair Action (20)

Grepha: (1d20+5)[13]
Senna: (1d20)[13]

Darkmaster Legendary Action

Grok: (1d20)[12]
Leaf: (1d20)[10]

Darkmaster: (1d20)[10]

Caelyn: (1d20)[8]
Sam:(1d20+5)[7]

Vyvian: (1d20+1)[6]
UD: (1d20)[1]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 47/62 | AC: 13 HP: 9/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin, Slowed 10 ft. | Imp Form, Armor of Agathys (10) 

The shadows finally pull away, but a phantom weight remains, throwing Sam down to one knee as he falls forward from the effort of his pulling suddenly meeting no resistance. He staggers back to his feet, glaring up at Vyvian.  "Fighting to protect the innocent is not the same thing as murdering people for fun!" 

Circling around from behind on beating wings, Grepha closes in on the Darkmaster and divebombs him with a stinger outstretched, wreathed in some wisps of smokey green flame.  "The only one whinging and crying like a brat here is you,"  she spitefully retorts at Vyvian.

 
 Spoiler: Actions 
 Grepha 
Fly 4 S, 4 E
Green Flame Sting
 (1d20+5)[ 21 ]  to hit
 (1d4+3)[ 6 ]  damage on hit, + (3d6)[ 10 ]  poison with  (1d20)[ 9 ]  Con save vs DC 11 for half poison
No fire jump but the cantrip makes it magic damage for resistances hopefully
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC:  17 (-2)  HP: 25/56  
 SR: 1/2 d8 Spells: 1st: 0/4 2nd: 1/3 3rd: 1/3 4th: 0/1, Divine Power: 2nd 0/2 
 First Impression: armored with a shield strapped to her side, bloodied, tired and sick-looking 
 Conditions: Light [1h], Spiritual Weapon [1/10],  Slimy Doom  [Con reduced to 13] 

Senna focusses on her divinity a second time after growling an almost feral sound as a result for being hit. As the zombies fall, Senna darts forward, acid still hissing on her armor fighting the enchantment as it destroys the material. She is focussing on the undead raising a divine weapon next to Vyvian that swings at the zombie for now. She is angry.  It is seven to two! What fun will it be when you just drop into Bhaal's dark font of power!  she says incredibly sarcastically.

 
 Spoiler 
Will save  1  and  12  vs turn undead number 2.
Attack roll of Spiritual Weapon  11  after modifiers for  9  (it is a zombie, this MAY hit!

Will move 20 ft north.
 

 
 
  
Amnestic
 "Why not? They're dead all the same." 

Grepha swoops in to strike at the Darkmaster, her stinger piercing through his guard, but she finds the venomous sting just doesn't go quite as deep as she'd have liked it to. Senna has more luck, her invocations destroying her closest foes, and her follow up spell cutting down the last one in the centre looming over Caelyn. For a moment it looks like the Darkmaster is going to cast Grepha to the (figurative) abyss, but she is an annoyance, not a threat. Instead he turns, and opens up a shadowy hole beneath Grok, just like the one that swallowed Senna. His grip on Vyvian breaks as he's pulled away, reappearing moments later in the pile of bodyparts to the north, right as two more undead rise to threaten him.

 
 Spoiler: Map 

 

Grepha hits, though the poison gets saved against.
Destroy Undead blows up the last two south zombos, and spiritual weapon barely hits the last one in the middle to finish it off.

The Darkmaster's Legendary action teleport is available, and he snatches away Grok, breaking the grapple. Two more zombies appear in the north side with him.

Grok and Leaf are up.

 Initiative Order:- 
Darkmaster Lair Action (20)

Grepha: (1d20+5)[13]
Senna: (1d20)[13]

Darkmaster Legendary Action

Grok: (1d20)[12]
Leaf: (1d20)[10]

Darkmaster: (1d20)[10]

Caelyn: (1d20)[8]
Sam:(1d20+5)[7]

Vyvian: (1d20+1)[6]
UD: (1d20)[1]
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 13/86  PP: 10 PIv: 9 PIs: 10
HD: 2/8d10, Conditions: none
 
Abruptly finding himself somewhere far, far away from where he wanted to be, Grok swears.  " Cheating bughumping swine! ", before pulling the wand of magic missile, and unloading it into Vivian, advancing slowly forwards as the missiles fly.  As the last one darts off into the distance, he quickly swaps over to a healing potion and chugs it with the ease of long practice, before reading his glaive once more.
 
 Spoiler: OOC 

Action:  Magic Missiles!
Using 6 charges.
 (8d4+8)[ 28 ] 
Move: 10 feet south, which should not provoke.
bonus:  Drink a healing potion:  (2d4+2)[ 5 ] 
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 1/8d8
Conditions: slimy doom -2 CON
Restrain: 1/3 Dawn  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf moves forward slowly, still hiding, and shoots an arrow at Vivian while she is distracted by the swirling knives. He has no qualms about killing this girl who is trying to kill his new friends.

 
 Spoiler: OOC 
Stealth of 30 last round.
Move forward, ending 2 west and 4 south of current location
Attack with Elven Accuracy:  (1d20+13)[ 19 ] ,  (1d20+13)[ 27 ] ,  (1d20+13)[ 20 ] 
(if she's prone, then move the attack to the Darkmaster in order to still trigger sneak attack)
Damage:  (1d6+8)[ 13 ] 
Fire damage  (1d6)[ 3 ] 
Sneak attack:  (4d6)[ 17 ] 
then BA Hide  (1d20+11)[ 24 ] ,  (1d20+11)[ 19 ]  (they have disadvantage to see him due to his cloak)

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
 

 
Amnestic
Grok's wand bursts a stream of magic bolts forth, ones that Vyvian has no defense against. Impact over impact strikes her, and she collapses within the cloud of blades, breathing...for now.

When Leaf's arrow goes through the Darkmaster's defences and strikes him deep in the chest, he moves around, aiming to track down the hidden tabaxi. Sure enough, the cat was right where he had been moments ago - concealed from sound but not from sight. Dark magic bursts forth, first a wave and then bolts of shadowflame. Though one of the bolts goes wide, the others scorch the sneakthief with obsidian embers, tearing at fur and soul in equal measure. Despite the spellcaster's injuries, he clearly believes that he can still bring death to you - or at least sees no other way out.


 
 Spoiler: Map 

 

Grok downs Vyvian with the magic missile wand. She's now unconscious.
Leaf hits with his arrow shot on the Darkmaster, bloodying him.

The Darkmaster moves (provoking an OA from Grepha, though it won't change the turn), getting sight on Leaf, using his wave and then shadowflame bolts on him in quick succession.
Leaf takes  14  necrotic and  4  fire due to a failed consave, becoming vulnerable to Fire in the process. One of the two follow ups also hits him, for  12  necrotic and  4  fire (before Vuln, so  8 ?).

Caelyn and Sam are up.

 Initiative Order:- 
Darkmaster Lair Action (20)

Grepha: (1d20+5)[13]
Senna: (1d20)[13]

Darkmaster Legendary Action

Grok: (1d20)[12]
Leaf: (1d20)[10]

Darkmaster: (1d20)[10]

Caelyn: (1d20)[8]
Sam:(1d20+5)[7]

Vyvian: (1d20+1)[6]
UD: (1d20)[1]
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 46/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 0 / 8 d8 HD 
 Spell Slots- 3/4 1st, 2/3 2nd, 1/3 3rd, 0/2 4th 
 0/2 Wildshape 

Seeing Vyvian's body fall to the ground, Caelyn felt a strangled combination of feelings echo up through her body. Gripping her staff with white-knuckled fingers that dripped sparks of liquid flame, she twisted her grip and infused the wood with druidic energy. Turning, she gave an enraged cry and tried to smash the darkmaster with the staff, the head glowing red like an ember.
 
 
  
 
 Spoiler: OOC 
Bonus action shalalala, action smack darkmaster-  (1d20+8)[ 17 ]  to hit for  (1d8+6)[ 12 ]  damage.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 47/62 | AC: 13 HP: 9/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin, Slowed 10 ft. | Imp Form, Armor of Agathys (10) 

His legs are frozen again, seeing Vyvian fall to the ground. Not just from the clinging shadows binding his legs. Torn between his heart arguing to save her, and his head knowing she'd made her choice - one that cements her as an enemy of good and justice.

He  could  command Grepha to let go of the flying daggers and stabilize Vyvian. He  should . In that moment, she is in the midst of jabbing her stinger at the Bhaal cultist moving towards him.  "Grepha,"  he starts to say as he steps from behind the pillar and levels his arms at the Darkmaster. The next words struggle to come, replaced with an incantation that means to send the Darkmaster hurling over her body and through the field of flying blades.

In the wake of his blasts, he finally strains out,  "Keep her alive!" 

Grepha bares her teeth at the idiotic command, but complies - she releases her hold on the daggers.  "If you  insist ."  Internally, she hopes the paladin simply does away with the girl. Whenever Sam tries to take prisoners it becomes a headache.

 
 Spoiler: Actions 
 Grepha 
Opportunity Sting
 (1d20+5)[ 15 ]  to hit
 (1d4+3)[ 4 ]  damage on hit, + (3d6)[ 10 ]  poison with  (1d20)[ 4 ]  Con save vs DC 11 for half poison

 Sam 
Move 1 or 2 S, whichever gets a better angle to knockback where he wants
Cast Eldritch Blast on Darkmaster, aiming to knock him through the blade
 (1d20+6)[ 19 ]  Blast 1
 (1d10)[ 5 ]  force damage and 10 foot knockback
 (1d20+6)[ 18 ]  Blast 1
 (1d10)[ 1 ]  force damage and 10 foot knockback, and  (4d4)[ 8 ]  slashing if he's successfully sent through the cloud of daggers

After Sam's turn, Grepha ends concentration on cloud of daggers.
 

 
 
  
Amnestic
Caelyn and Sam's double-pronged strike against the somehow still standing spellcaster, thrusting him back away from sight on Leaf. Injured though he is, he shows no signs of conceding even still, no matter how Vyvian's blood might pool beneath his feet. Possessed by Bhaal's essence though she may be, she's unable to revert her own impending murder.

The remaining undead menacing Grok strike from behind. While those that had struck at Senna were enchanted with acid, these bear the shadows. Necrotic energy pulses off them, dampening both life and life restoration, and they follow through with brutal strikes from behind. The first one slams into him, and proves too much after everything else he has been faced with. The dwarf falls, as the other follows up, striking critically against his back and brutalising the armour, flesh, and bone beneath. The aura of death hangs heavy on both sides.

 
 Spoiler: Map 

 

Grepha OA hits
Caelyn hits
Sam also hits

Our resident spellcaster's AC? Not that high, turns out.

Vyvian rolls a  4  on her death save, racking up a single failure out of three.
The zombies this time around are shadow instead of acid infused. At the start of their turn their necrotic aura activates for  3  necrotic damage each to Grok (so  6  total) and reducing all healing he takes by 1/2 until the start of their next turn. They then attack him. The first one hits for  9 , downing him. The second  Crits  him for  8  (max damage roll vs. min damage rolls be like...) racking up  two failed death saves .

The Darkmaster is looking very weak. The zombos in the north are untouched.

The Darkmaster's grapple Lair Action activates again. Leaf makes his save this time, but Sam does not; he's once again Restrained.

Grepha and Senna are up.

 Initiative Order:- 
Darkmaster Lair Action (20)

Grepha: (1d20+5)[13]
Senna: (1d20)[13]

Darkmaster Legendary Action

Grok: (1d20)[12]
Leaf: (1d20)[10]

Darkmaster: (1d20)[10]

Caelyn: (1d20)[8]
Sam:(1d20+5)[7]

Vyvian: (1d20+1)[6]
UD: (1d20)[1]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 47/62 | AC: 13 HP: 9/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin, Slowed 10 ft., Restrained (Shadow Limbs) | Imp Form, Armor of Agathys (10) 

Shadows grab at Sam again, holding him in place. Grepha descends next to Vyvian and reluctantly taps her with a hand, with an expression like she'd been forced to touch a stinking, dead fish. Then she glances north to see Grok's looming demise. Kicking off of the ground, she flies towards the paladin. Though she makes sure to take cover behind some stones, conscious of the mage behind her.  "Someone useful is in danger, if anyone cares to help,"  she verbally lashes the others with her tongue.

 
 Spoiler: Actions 
 Grepha 
Move 1 E
Cast (reluctantly) Spare the Dying on Vyvian
Move 3 N, 3 NW, 1 N

 Sam 
Is Grabbed
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC:  17 (-2)  HP: 25/56  
 SR: 1/2 d8 Spells: 1st: 0/4 2nd: 1/3 3rd: 0/3 4th: 0/1, Divine Power: 2nd 0/2 
 First Impression: armored with a shield strapped to her side, bloodied, tired and sick-looking 
 Conditions: Light [1h], Spiritual Weapon [1/10],  Slimy Doom  [Con reduced to 13] 

The Deneirite hears omnious winds and a loud thud as if a filled armor dropped to the ground. She rushes further north only to encounter the darkmaster.  Where is Grok?  she almost shouts.  Help him.  she says as electricity crackles at her fingertips and over her blade. Sam is struggling against the shadows holding him back.  Exilio magicum.  she tries to banish the tendrils holding Sam back.

 
 Spoiler 

Attack roll of Spiritual Weapon  17  after modifiers for  9  force damage vs the Darkmaster.
Dispel check of 9 to dispel the inky void. Basically a fail vs anything above 3rd level.

Will move 20 ft north.
 

 
 
  
Amnestic
For better or worse, Vyvian's death is held at bay, for now. Senna's blazing spiritual weapon burns away at the Darkmaster's swiftly flagging life, but he retaliates against his nearest foe in Caelyn. His injuries seem to be catching up to him though, as he's unable to hit anywhere close to the elf, and when Senna's dispelling magic runs over the hands holding Sam, they vanish, leaving him free to move once more.

 
 Spoiler: Map 

 

Senna dispels the grapplies from Sam, and hits with SW. Darkmaster is on 3 HP.

His Legendary action is attacking Caelyn...rolled a 10. Miss.

Grok's death save and Leaf are up.


 Initiative Order:- 
Darkmaster Lair Action (20)

Grepha: (1d20+5)[13]
Senna: (1d20)[13]

Darkmaster Legendary Action

Grok: (1d20)[12]
Leaf: (1d20)[10]

Darkmaster: (1d20)[10]

Caelyn: (1d20)[8]
Sam:(1d20+5)[7]

Vyvian: (1d20+1)[6]
UD: (1d20)[1]
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 0/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Broken and battered, Grok's armored form lies in the pile of corpses, almost indistinguishable from them, with the exception of the fresher blood and fine dwarven craftsmanship.
 
 Spoiler: OOC 

 (1d20)[ 2 ]   Can he do it?
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (17)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 1/8d8
Conditions: slimy doom -2 CON
Restrain: 1/3 Dawn  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf hides again, hoping the Darkmaster is distracted by those around him. He sends another arrow at the evil villain.

 
 Spoiler: OOC 
BA Hide  (1d20+11)[ 30 ] ,  (1d20+11)[ 18 ]  (they have disadvantage to see him due to his cloak)
Attack with Elven Accuracy:  (1d20+13)[ 20 ] ,  (1d20+13)[ 28 ] ,  (1d20+13)[ 29 ] 
Damage:  (1d6+8)[ 10 ] 
Fire damage  (1d6)[ 1 ] 
Sneak attack:  (4d6)[ 14 ] 
Then move 3E, 1N

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
 

 
Amnestic
Leaf's arrow penetrates through the Darkmaster's flagging defenses and drop him to the floor beside Vyvian, his wounds bleeding crimson. He doesn't stand recover, at least not immediately, but nor do the lingering undead menacing Grok cease to be, and the clock still chimes with danger in each note.

 
 Spoiler: Map 

 

Grok fails a death save (1/3).
Leaf drops the Darkmaster.

Darkmaster makes their death save (1/3).

Caelyn and Sam are up. The undead aren't gone yet.

 Initiative Order:- 
Darkmaster Lair Action (20)

Grepha: (1d20+5)[13]
Senna: (1d20)[13]

Darkmaster Legendary Action

Grok: (1d20)[12]
Leaf: (1d20)[10]

Darkmaster: (1d20)[10]

Caelyn: (1d20)[8]
Sam:(1d20+5)[7]

Vyvian: (1d20+1)[6]
UD: (1d20)[1]
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 46/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 0 / 8 d8 HD 
 Spell Slots- 3/4 1st, 1/3 2nd, 1/3 3rd, 0/2 4th 
 0/2 Wildshape 

Looking over the scene, it seems the fight is almost done, but then she notices Grok unconscious, menaced by the undead. She moves as fast as she can towards the north, all the while knowing that she won't get there in time. When she reached her limit, she calls for her former pet, and a spiritual rabbit of flames and briars begins to nuzzle the dwarf, trying to nurse him back to consciousness. 
 
  
 
 Spoiler: OOC 
I think this counts as the first time Grok has entered the snuzzly rabbit's space, so he heals for  (1d6)[ 2 ] . All I've got unless I can get in melee range.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 47/62 | AC: 13 HP: 9/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin | Imp Form, Armor of Agathys (10) 

Senna's magic washes over him, and Sam breaks into a wing-aided sprint. Grabbing the edge of the stone next to him, he throws himself ahead and nearly stumbles forward onto his knees.  "I'm coming!  Don't die !"  he commands, magic woven into the words mending Grok's worst wounds in a blood-red glow. Skidding over the stone, Sam hurls two bolts of energy at the zombie he can best see.

 
 Spoiler: Actions 
 Sam 
Move 2 W, 1 NW, 1 N. If the 10 foot slow has worn off by now, he will move 2 more N.
Bonus action to cast 3rd level Healing Word on Grok for  (3d4+3)[ 8 ]  healing
Cast Eldritch Blast on the left zombie
 (1d20+6)[ 24 ]  Blast 1
 (1d10)[ 9 ]  force damage, and knock back 10 feet
 (1d20+6)[ 23 ]  Blast 2
 (1d10)[ 5 ]  force damage, and knock back 10 feet, if both hit bumps the wall for  (1d4)[ 2 ]  damage
 

 
 
  
Amnestic
A duo of healing spells go off towards Grok, but they're dampened by the zombie's necrotic magical aura. They bring him back to consciousness, but it doesn't last long. Shadowy pain and brutal slams continue to rain down upon his back, and his return to the waking world lasted only a few moments before it's snuffed back by the darkness.

 
 Spoiler: Map 

 

Sam hits with both blasts, though the zombo is still barely up.
Both Caelyn+Sam's healing his halved, due to the necrotic aura from the zombos, so it ends up at +5 total health instead of +10.

At the start of the zombie turn, only one of them are still in aura range, so Grok takes  3  necrotic (and has healing halved again).
They then both attack the still-proned dwarf. Despite advantage, one of them  finally  misses! The other one hits though, for  9 , which drops him back to 0 :(

Since the Darkmaster is unconscious, no lair action.
Grepha, Senna, Grok (unconscious), and Leaf are up.

 Initiative Order:- 
Darkmaster Lair Action (20)

Grepha: (1d20+5)[13]
Senna: (1d20)[13]

Darkmaster Legendary Action

Grok: (1d20)[12]
Leaf: (1d20)[10]

Darkmaster: (1d20)[10]

Caelyn: (1d20)[8]
Sam:(1d20+5)[7]

Vyvian: (1d20+1)[6]
UD: (1d20)[1]
 
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (17)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 1/8d8
Conditions: slimy doom -2 CON
Restrain: 1/3 Dawn  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf sees the Darkmaster drop and the others move to the north to help Grok. He runs out of the hallway he's in, but runs south towards the Darkmaster and Vivian. As he runs out, he shoots at the Zombies next to Grok then continues south.

 
 Spoiler: OOC 
Uses Feline agility to double speed. Ends 2 south and 1 west of Sam on map.
Hides as he gets to the corner and shoots at the least injured zombie as he runs. (shooting from about 2 north and 1 west of Sam).

Hide  (1d20+11)[ 22 ] ,  (1d20+11)[ 23 ]  (they have disadvantage to see him due to his cloak)
Attack with Elven Accuracy:  (1d20+13)[ 16 ] ,  (1d20+13)[ 19 ] ,  (1d20+13)[ 30 ] 
Damage:  (1d6+8)[ 10 ] 
Fire damage  (1d6)[ 3 ] 
Sneak attack:  (4d6)[ 16 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
 

 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 25/56  
 SR: 1/2 d8 Spells: 1st: 0/4 2nd: 0/3 3rd: 1/3 4th: 0/1, Divine Power: 2nd 0/2 
 First Impression: armored with a shield strapped to her side, bloodied, tired and sick-looking 
 Conditions: Light [1h], Spiritual Weapon [3/10]  Slimy Doom  [Con reduced to 13] 

Senna starts running as she waves her arm in an abrupt manner to strike the evil master down.

 
 Spoiler 
Double move north to reach Grok and BA Spiritual Weapon attack: 19 to hit (11 and 2 rolled) and 13 damage if relevant, crit makes 26.
 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 47/62 | AC: 13 HP: 9/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin | Imp Form, Armor of Agathys (10) 

Leaping from the pillar, Grepha glides through the stone corridor into the room where Grok lies among dismembered bodies. She strafes past the zombie Leaf's arrow pierced and reaches out, shadows lashing around the remaining foe and attempting to drag it away from the fallen dwarf, towards herself, trusting in her frost armor to take what it can dish out.

 
 Spoiler: Actions 
 Grepha 
Move 1 N, 5 NE, 1 E
Cast EB to pull the right side zombo, under the assumption Leaf successfully rogue'd the damaged one
 (1d20+5)[ 21 ]  to hit
 (1d10)[ 5 ]  force and 10 foot pull next to Grepha on a hit
 

 
 
  
Amnestic
Leaf's arrow cuts a flaming hole through one of the zombies, allowing Grepha to finish off the other. The two drop to the floor, their magic expended through brutal damage, leaving only the Darkmaster, who is swiftly finished off by Senna. The hall falls quiet, save for the harsh panting of your exertions from the fight. Grok still remains unconscious, and on the verge of death if he doesn't receive some swift healing, but you are at the very least no longer under threat.

The unconscious, stable, body of Vyvian remains on the platform, her wounds no longer seeping precious lifeblood but nevertheless still a hair's breadth from joining her Father. Scar's orders may echo in your minds: those responsible for the the deaths were to be killed. Handing her over to the Fist will end only one way: death. It may be private, it may be public, but there's no doubt that should she be surrendered to the rightful authorities for her crimes the only thing she has to face is the axe - just like she wanted. Kill, or be killed.

 
 Spoiler: OOC 

With the last round, the Darkmaster is on two failed saves (due to being hit) and two successes (due to rolls) but the party has an entire set of turns available to them and the undead are dead, as such, it's not a great stretch for combat to now be concluded. Grok's still unconscious and not stable though.

This was a  Deadly  encounter, as I'm sure Grok will agree, giving you  15  experience points.

Gonna leave loot recovery until you decide what you're doing with the unconscious Vyvian.
 
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (17)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 1/8d8
Conditions: slimy doom -2 CON
Restrain: 1/3 Dawn  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf moves south towards the bodies of the Darkmaster and Vivian. He sees that they are both breathing so tries to end their lives, unaware of Sam's attempts to spare Vivian since he was hiding in the hallway at that time.

He goes over to Vivian, kneels beside her, sets down his bow, draws his shortsword, and plunges it into her heart.

 
 Spoiler: OOC 
Attack with Elven Accuracy:  (1d20+13)[ 15 ] ,  (1d20+13)[ 30 ] ,  (1d20+13)[ 25 ] 
Damage:  (1d6+8)[ 12 ] 
 Fire damage  (1d6)[ 6 ]  
Sneak attack:  (4d6)[ 12 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
 

 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 47/62 | AC: 13 HP: 9/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin | Imp Form, Armor of Agathys (10) 

Landing next to Grok, Grepha reaches out and lays a hand upon the dwarf, pulling his sinking lifeforce back and resting it upon the precipice.  "He will live. Though he may need some of your spirit's fiery touch,"  she informs Caelee.

Letting out a sigh of relief, Sam backs towards the Darkmaster's podium, and Vyvian. Senna's glowing weapon has already struck down the masked mage, and he sees Leaf begin to draw his shortsword. Reaching out, he points a palm crackling with green light at the tabaxi,  "Stop! Not yet!"  he shouts.
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 46/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 0 / 8 d8 HD 
 Spell Slots- 3/4 1st, 2/3 2nd, 1/3 3rd, 0/2 4th 
 0/2 Wildshape 

Caelyn nods at Grepha's suggestion and keeps concentrating on her healing spirit, using the back of her mind to keep it following Grok and knitting his wounds together, one affectionate nuzzle at a time. When they turn to see Leaf readying to kill Vyvian, Caelyn's eyes fall to the earth around them before saying

 "Sam... if we turn Vyvian over to the Fist she'll either hang or be skewered. She's killed their soldiers, they'll accept nothing else. I know it gives you some solace to let "lawful authorities" take care of these things... but Vyv is our enemy. Our attempted murderer. Our sister. We should handle this. It'd be easy to let Leaf finish her off if you can't bring yourself to. I wouldn't blame you."  She approaches her sister and the feline poised to execute her, kneeling down over one knee with her staff extended.

 "No more blood. No more anger. Peace. I couldn't give it to you in life, and I certainly cannot promise it to you when you move on to whatever our father has prepared for us, Vyv, but I hope I can give you some measure of peace for now..."  Caelyn, just as she had done openly before her siblings and allies, ran the head of the staff over Vyvian's forehead in small, slow circles. Heat and soft light resulted, a comforting glow like a hearth fire, just like each other time, and Caelyn used her daily remedy from her nightmares on her troubled sister, meaning to calm her mind and ease her transition.  "Goodbye, Vyvian. I'm sorry it ended this way."  Caelyn looked up to her brother with imploring eyes, hoping that he would allow them to end this on their own terms and not hand it off to some impassive executioner to handle.
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 25/56  
 SR: 1/2 d8 Spells: 1st: 0/4 2nd: 0/3 3rd: 1/3 4th: 0/1, Divine Power: 2nd 0/2 
 First Impression: armored with a shield strapped to her side, bloodied, tired and sick-looking 
 Conditions: Light [1h],  Slimy Doom  [Con reduced to 13] 

As her sister picks up the almost dead dwarf with her fiery healing, Senna is at least relieved. But she notices the silence and professionalism - or anger? - with Leaf and sees a cat dart towards Vyvian.  I implore you, Leaf. Wait! At least give us the opportunity to say goodbye to our sister.

Besides, if we want to pursue this further, we need more information. And I think we know Vyvian well enough to say that she will now do anything to spite her former employers.  The cleric sighs.  Yes, and continue the murdering that Bhaal preaches. 

Senna drops her shield and approaches the situation with a grand steps. She preaches at Vyvian, a thing she did before, and a thing she will do for her departure. It was not even important if Vyvian was alive or dead for this. This was more for Senna, and she knew this.  You always wanted freedom. Deciding your own fate, picking your own path and alliances. And in a way you got what you wanted. In another way you were shackled to your nature. We decided what we wanted. Even if we wanted the powers of our blood, and by Deneir I would be lying if I wasn't finding it enticing, we want to stay in control. If you murder for the sake of killing, you are but a thrall to your nature. There is no freedom to be had. 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 47/62 | AC: 13 HP: 9/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin | Imp Form, Armor of Agathys (10) 
 "I'm not trying to spare her, or turn her over to the Fist,"  Sam answers, walking towards Vyvian's place on the stone pedestal. He looks at the piles of corpses stacked around them.  "She's too far gone for that. She has to answer for what she's done, I know that. What I want is... to find some way to keep her soul from going to Bhaal,"  he explains.  "I don't really know how, but - Grepha, you're a devil, right? You can make deals? Can you make them on my behalf? Isn't that what you wanted to do before, when Vala was getting upset with you?" 

Already in the process of flying back over, the imp perches on a ruined old torch sconce, regarding Vyvian with a cold eye.  "What, you want me to send her to Hell instead, or something? Sorry to disappoint, but I'm your devil now." 

Shaking his head, Sam motions at Vyvian and then at himself.  "If it's with me, her soul would go to me, right?" 
 "The whole point of what I wanted to do was to dilute your Father's power, not concentrate it in you, you daft boy,"  the imp growls down at him.  "Assume it worked. You think you could resist him with that wench's ghost trying to drag you under?" 
 "What else could we do?"  turning up his palms, Sam looks around with a strained expression.
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (17)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 1/8d8
Conditions: slimy doom -2 CON
Restrain: 1/3 Dawn  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf hesitates when Sam asks him to stop. He keeps from plunging his dagger into her heart, but he is confused. He looks at the others, stands up and backs away. He lets the others say their peace, but does not agree with letting her live.

  "The woman needs to die. She will thwart us if we let her survive. She will escape if we give her to the Flaming Fist. Do what you need to do quickly, then send her to her father."  

He had seen how they saved Grok at the end, but he thinks they seem more concerned about this woman than they do about Grok's safety, and is concerned what this means for their interest in saving Leaf if he ever needs it. Perhaps he was wrong about these people. While they have acted with honor so far, if they choose this evil woman over Grok and him, he may have to rethink his new companions.

Before they wake her up though, he at least wants to make sure she is as little of a threat as possible. He starts removing her weapons, jewelry, pouches, packs and anything else that looks like it might be magic or deadly.

 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
 

 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Coming to, slowly, Grok shakes his head, trying to clear the grogginess from it, only to have the pain of his headache redouble, and grow worse as he can see his allies debating over the fate of the traitor that they knew.  Silently, he extends the wand still clutched in his hands, and triggers it, one final time, sending a trio of darts towards the unconscious traitor.  " Sometimes, the only thing that can be done is to admit that the person you knew is dead, and let the monster wearing their skin go to their fate. "  He reaches down, picking up his glaive, his armor streaked with gore, both fresh, and old, and starts to slowly walk over to the corpse.  " Someone like that?  She'll say whatever she thinks you need to her to let her go, or to put her in a position to let her go.  No honesty, pure self interest.  It's better to let them die, rather than listen to their lies.  Mourn the friend you once knew, for she died a long time ago. "
 
 Spoiler: OOC 

 (1d20)[ 3 ] 
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 47/62 | AC: 13 HP: 9/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin | Imp Form, Armor of Agathys (10) 

When the missiles sail towards the platform, Sam panics and jumps towards them. Naturally, the magic cares not for his gesture and she is pummeled to death by the force bolts, leaving Sam to land and skid his knees on the floor. Scrambling to his feet, he glares down at Grok from on the stairs, standing with his fists clenched tightly. Eventually letting out a furious hiss, he slams his fists into the wall below Grepha's perch, prompting her to take off and land on Caelyn's shoulder. Only the bark coating on his knuckles gradually regenerating after each punch keeps him from skinning them open, but the joints and wrists ache.  "Dammit!"  he finally shouts, regaining enough composure to manage words.

Whirling around, the half-dragon points at Grok.  "Friend?  Friend ? Are you deaf? She was my  sister , you - you-! We played tag and hide-and-seek in the same damn courtyard!"  Making wild gestures at her body, he shouts even louder;  "I wasn't trying to let her go, you - you  dumbass !"  he finally finds a suitable word, which even in his rage comes out cracked like a child tentatively whispering his first curse word on a dare.  "I was trying to save her soul, and now you sent her straight to Bhaal!" 
 "She,"  he swings his hand towards Grok,  "Was not,"  another wild gesture to punctuate,  "Your"  swing  "God"  flail  "Damned"  accusing finger  "Business!" 

Out of breath, panting, he leans against the wall and slowly slumps into a seated position on the bloodstained staircase, holding his face in his hands.


Throughout the tirade, Grepha remains quiet. She remains quiet until Caelyn, too, has her say. Then she places a claw softly on the back of the elven girl's head. She opens her mouth, and feels kind words on the cusp of emerging. But the moment of empathy only brings up some bile, which she chokes down as she closes it. Her gesture is drawn back, and she resumes in her normal, cool manner of speaking,  "I will look for Melian and see if the girl was telling the truth. I need not worry about disease from all this. You should check on Aintas... and Vala,  I suppose ,"  she mutters the valkyrian warrior's name with a mild, restrained contempt.

Taking off, Grepha begins picking through the maintains of bodies, starting with those Vyvian had been smugly gesturing to, to see if the girl had been hot air or not. In spite of Grepha's insistence that it is unclean work, Sam soon joins in, wordlessly ignoring her advice.

 
 Spoiler: Actions 
 (1d20+5)[ 16 ]  Investigation to search the body piles
 (1d20+5)[ 13 ]  Help Advantage
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 25/56  
 SR: 1/2 d8 Spells: 1st: 0/4 2nd: 0/3 3rd: 1/3 4th: 0/1, Divine Power: 2nd 0/2 
 First Impression: armored with a shield strapped to her side, bloodied, tired and sick-looking 
 Conditions: Light [1h],  Slimy Doom  [Con reduced to 13] 

Senna's head flashed Grok a fiery glare as he ended Vyvian. She knew it was the right thing to do. Whatever Sam thought was a great idea, was not good. But they had only bad and worse options right now.  Grok! How ...  then she sees the battered dwarf, almost killed in a damp grave by half a dozen zombies, were they barely eked out a win.  No, no, you are right. Vyvian almost killed you. Almost killed us.  Some weakness returned to her bones, now that the adrenaline of the fight wore off. She felt sick, even if she knew the grace of the dwarven pantheon helped stop the spread.  You two are of course so right.  Senna approaches Sam and lays her hand on his shoulder.  Sam. She attacked us all, she tried to kill us for the sake of power. Viv always played hard and fast, and that is the result. She made it clear, no one controlled her, it was entirely her choice. 

Senna draws her dagger.   We should burn her corpse. I planned on giving her a second chance by begging for Deneir's grace to bring her back. But I could see the Scribe refusing this. For one, she has no place on the world of the living anymore. For two, her soul is claimed by a divine portfolio of Bhaal. If we question this, we could start a divine war. And for the last thing, I don't think any god we align with would approve of this. Neither Rillifane nor Bahamut nor Deneir. And not one of the dwarven gods. 

Senna pauses and checks Vyvian's breathing. She needed to make sure Vyvian was dead. Then removed her scabbards and any other magical gear.  I will not bury her with these items. The families of those who went missing could need the money. Frankly, we need it if we want to continue pursuing this. But are we clear on this? We cannot be angry at each other for this. We need unity, now more than ever. 
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (17)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 1/8d8
Conditions: slimy doom -2 CON
Restrain: 1/3 Dawn  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

While he agrees with Grok's action and knows that Vivian had to die, Leaf feels bad for Sam and Caelyn. He walks over to both of them and tries to console them or at least show his support.

  "I am sorry you lost your sister. We were not going to save her soul. She chose this willfully, gleefully even. She played an enthusiastic part in all of this murder and torture, and she would have continued. I think you know it, but it is still hard to lose a sister. Maybe even harder since she turned away from you, than it would be if she had died honorably."  

He then goes back to collecting any items that look like they might be valuable, focusing first on Vivian and the Darkmaster.

 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
 

 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Grok shakes his head at Sam's words, but also knows that now isn't the time.  Let the kid mourn, before slapping him with reality.  While Senna, Leaf, and Sam got to checking over Vivian, Grok started to comb through the pile of corpses, looking for the men of the Fist that had vanished. 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 46/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 0 / 8 d8 HD 
 Spell Slots- 3/4 1st, 2/3 2nd, 1/3 3rd, 0/2 4th 
 0/2 Wildshape 

Caelyn hoped that her staff's spell allowed Vyvian some peace from the murderous intentions of their father, but it seemed standing before that was like having confidence in a paper shack in the face of a hurricane. When Leaf tried to console her, she looked up at the catfolks face with a strained sorrow that looked both exhausted and defeated.  "Thank you, Leaf."  at Grepha's mention that she check on Aintas and Vala, Caelyn squatted on the ground of this tomb while others went to work checking bodies and looting valuables.

Caelyn removed a stone from a special pouch in her bag, then a small wooden cup. She searched for alcohol, realizing the only bottle she had was the fine wine she'd been gifted for her birthday. This was not how she envisioned using it, but beggars couldn't be choosers. Pouring out a measure of wine, she dropped the stone in the wine and swirled it. As she had told her siblings it would, this would cause a reaction in the matching stones she had given each of them, causing it to vibrate, shudder, and glow slightly- a checking in signal. When she reached into the wine and squeezed the stone, causing the shaking in the other stones to become more intense. The instructions that she'd given everyone was to drown and squeeze their own stone, and each of them in contact with the drinking stone would know who was using them and basic idea of their condition. And she waited. And she hoped. And she feared.
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 47/62 | AC: 13 HP: 9/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin | Imp Form, Armor of Agathys (10) 

Not voicing a response to Leaf's words, Sam brushes Senna's hand aside with no more than a curt,  "Don't tell me how to feel." 
 
 
  
Amnestic
The conversation fizzles, and though they dead tell no tales, you could swear that you feel a low chuckle and a surge of  mirth  run through the cold catacombs. This is a place suffused with Death, perhaps one of the closest places to Father Bhaal, and you can't help but shed the feeling that he is pleased.

Grok and Grepha, being immune to disease, are safe in their investigations of the corpses. There is little heart taken in that you can't find any that match Melian's appearance or description. Other body parts  might  be the Flaming Fist soldier you were told of, but they're either rotten or chopped up. Given that you already found one, the second being  somewhere  seems likely, but identifying them? Far less.

Stripping the two Bhaalites of their equipment, you'll need more time to properly dissect just what their equipment was capable of (though the sheathes definitely look familiar to the Bhaalspawn siblings).

 
 Spoiler: OOC 

Identifying the items will require more time, but of the magic equipment you find:-
Vyvian:-
Magic Studded leather armour (black, stylish, a bit evil looking)
Magic Daggers
Magic Sheathes

Darkmaster:-
Magic Gloves
 


The green-fire torches also appear to be formed of Continual Flames, and between the eight of them you have roughly 200gp worth of lighting, assuming that whoever buys them off you doesn't mind lighting their residence like an evil cultist's lair.

Caelyn's stone-based divination requires time for a response, and the seconds that tick away feel like an eternity, but eventually you receive a signal from Aintas...and Melian both. Vyvian may have played you with a deceptive taunt to rile you to kill. Either they are alive and well, or someone has the stone and is sending the response in their place.

But not Vala, who still has yet to return and find you, following your splitting after the events at Low Lantern. From the spear-maiden you receive no such notification of satisfaction, only the dull silence of a rock, as mundane as any other.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 47/62 | AC: 13 HP: 9/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Barkskin | Raven Form, Armor of Agathys (10) 

Upon finding no trace of Melian, Sam leaves and walks back up to the surface, with no interest in looting the Bhaalite and his dead sister. Taking off from the final corpse pile she sifted through, Grepha flies after him, perching in the usual place upon his shoulder. The imp shifts forms as they emerge into the night air, looking down at her icy, bloody wings.  "Think we can shell out for a nice inn without it being raided by assassins? I believe we could all use a bath. And some disinfectant, in Senna's case." 
 "Mhm,"  the half-dragon just makes a vaguely agreeable noise and folds his arms on the front step of the crypt, staring out through the darkness that clouds neither of their visions, his arms crossed.
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (17)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 1/8d8
Conditions: slimy doom -2 CON
Restrain: 1/3 Dawn  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf collects the daggers and sheaths and then, as respectfully as possible, takes the leather armor off of Vivian. It clearly looks magical, and the slightly edgy look would be more than offset by his green, feathered hat, but he knows that others here could use it too and have more of a claim to it since she was their sister. Once he has those collected, and someone else has taken the gloves off the Darkmaster, he is ready to go.

  "I think we have everything we could use. Do whatever you need to do to the bodies, then I agree that we should find an inn to rest until mid-day."  

He is ready to leave, but does not rush the others if they have any ceremonies, prayers or eulogies they want to give.

 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
 

 
Spore
´      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 25/56  
 SR: 1/2 d8 Spells: 1st: 0/4 2nd: 0/3 3rd: 1/3 4th: 0/1, Divine Power: 2nd 0/2 
 First Impression: armored with a shield strapped to her side, bloodied, tired and sick-looking 
 Conditions: Light [1h],  Slimy Doom  [Con reduced to 13] 
 Vyvian's sheathes coat the blades in elemental magic, that much I recall. I don't remember magic daggers or armor though.  Senna says. She is down-trodden by Sam's refusal, but she knows better than to argue with him. She may serve the Lord of Bards, the Scribe himself, but Sam was still outwitting her on a daily basis.

 I don't want to tell you how to feel, I just want to give guidance. Guidance that I frankly need myself. So I am sorry. I will try to reach Vala later this night with my last remaining spell. But can we just burn Vyvian and the necromancer?  
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 38/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Shifting through the corpses, Grok shakes his head wearily.  His deep voice seems tired, and pained, but still unstoppable.  " This is a job best left to the watch.  We'll need to warn them about the disease trap.  I would agree with burning the corpses of the leaders.  Failure to do that is an excellent way to get undead.  Let's go, find a tavern, get cleaned up, and see how things are in the morning. " 
 
  
Amnestic
Once you've taken the chosen steps to deal with the corpses, it's a slog to climb your way back out of of the tomb, past the stinking bodies, and out into the chill air of the graveyard. The bodies of the gargoyles remain, unmoved from where you left them, but a stark reminder that by morning someone will notice, whether you notify the proper authorities yourself or not.

One tavern is as good as another, but given your stink and injuries it's probably better to choose proximity over being picky, and you end up in an upscale establishment that gladly takes your gold but even more gladly ushers you off the main floor towards steaming hot baths and cleaning supplies for your arms and armour. It also allows you time to further scrutinise the recovered magic items you took from Vyvian and the Darkmaster.

 
 Spoiler: Loot 

Subtract 10gp from the communal moneyfund for your lodgings.

Magic Armour:-
Studded Leather +1. Nothing more to this one!

Magic Daggers:-
 Runeblades of Bhaal 
 Weapon (Daggers), Rare (Require Attunement) 
This pair of +1 daggers share the same attunement slot. They bear necromantic runes that both seek to bolster the wielder and end their target.
One blade bears runes of ice. On a successful hit it deals an additional 2 cold damage, and reduces the target's AC by 1 until an action is taken to remove the ice. This stacks, up to 3 times.
One blade bears runes of blood. Your strength score is increased by +2 (max 20) while wielding this dagger, and a successful hit with it restores 1d6 hit points.

If you spend an action to plunge both blades into the heart of an unconscious creature whose CR or level is equal to your level or lower, they cannot be resurrected by any means save for a True Resurrection spell.

 If you attempt bag of rats stuff with the blade healing I'll change it to be worse, don't be annoying please. 

Magic Sheathes:-
 Scabbard of Poisons  
 Requires Attunement, alongside Scabbard of the Elements 
At dawn of each day, gains a different random poison from the following list. The poison can be applied at will when a weapon is drawn up to 3 times per day and lasts for 1 minute before fading or 1 successful attack. The poisons apply automatically on a successful hit with the applicable weapon. The scabbard cannot be used again while its enchantment is still active.
Heartstopper - Target must succeed on a DC13 CON save or be stunned until the end of their next turn.
Natural Foe - Target must succeed on a DC13 CON save or take 1d6 poison damage and gain Vulnerability to Fire, Lighting, Cold and Acid damage for 3 turns. A successful save negates the damage and removes the Vulnerability. They can also reroll the save at the end of each of their turns.
Ravager - Target must succeed on a DC13 CON save or take 2d6 Poison damage and be Poisoned for 24 hours. On a successful save, the damage is halved and they are not Poisoned.
 
Scabbard of the Elements 
 Requires Attunement, alongside Scabbard of Poisons 
At dawn of each day, gain a random enchantment from the following list: Fire, Lightning, Cold, Acid. The enchantment can be applied at will when a weapon is drawn up to 3 times per day and lasts for 1 minute before fading. The enchantment adds +1d6 damage of that element to any attacks made with that weapon. The scabbard cannot be used again while its enchantment is still active.

The Scabbards can only work with weapons that have the Light quality. They share the same attunement slot.

Magic Gloves:-
 Gloves of Explosive Pain 
 Wondrous Item (Gloves), Rare (Requires attunement) 
The wearer of these fingerless gloves has a constant ache in their hands, but weaves fire and death to great effect. When you cast a spell that deals fire damage to a target you also deal necrotic damage equal to your proficiency bonus to it. When you cast a spell that deals necrotic damage to a target you also deal fire damage equal to your proficiency bonus to it.
When a creature is reduced to zero hit points by fire or necrotic damage you deal via a spell, it must succeed on a Constitution saving throw against your spell save DC or explode. This explosion deals 1d8 fire damage plus 1d8 necrotic damage to all creatures with 10 ft. of the creature.
 


It's late by the time you're cleaned and tidied away, but for those who want to drink away their sorrows, the bar is more accommodating once you no longer stink of rotting corpses, blood, and gravedust and holds a fine selection of wines and ales from up and down the coast, all available at a modest cost.


With the magic of Caelyn's staff expended to safeguard Vyvian, she finds herself drawn alongside her siblings back into the realm of dreams, quite against her will.

 
 Spoiler: Sam, Caelyn, Senna - Dreams 

When you close your eyes tonight you are assailed by visions of Candlekeep, of home. You pass through the gates of the citadel, and you are Vyvian, a child once more with barely a dozen seasons behind you. At your side, Gorion, less hunched but still as gray-haired as when he perished. You never knew his age, but the difference between when she was brought to the grand library and his end seems almost miniscule in comparison to the rest of you.

Aged as he ever was, you - Vyvian - still has to run to keep up with him. You recognise the path he walks, and the room he stops you at. Ulraunt's office. As you are forced to stand outside the doors, you hear shouting within. Rarely did Gorion ever raise his voice, but even if you wanted to you can't make out much of what's being said. Through a window you look below, tracing patterns in the water of a fountain, when a reflection catches your eye, drawing it skywards.

Perched upon a stone wall is a large raven, its feathers blacker than night. It stares directly at you, its obsidian eyes boring deep into your soul. You stare back for just a moment, and then your gaze is forced away, peering back to the water reflection. The ravens feet are clawed, almost...skeletal.

The door behind you suddenly swings open and Ulraunt storms out, offering you barely a glance. "She can stay," he sneers. He was always sneering. "But mark my words, these children will be the death of you."

The memory fades until your mind returns back to the great gates of Candlekeep, shut to everyone. There, stood side by side, as they were in death, are Vyvian and Gorion, their eyes the same black obsidian as the raven's. Each bears the injuries, open and bleeding, though without the touch of rot, as if both were freshly killed.
"Like father, like child." They say in unison, perfectly harmonised.

 "Like Father, like child."  A chilling laugh repeats in your mind as you wake, feeling distinctly unrested.

 
 Spoiler: OOC 


Bhaal's influence on you grows.

Whenever you try to deal nonlethal damage, you need to succeed on a charisma save (DC15 - each successful save increases the DC by 2 until you fail, at which point it resets). If you fail, you're forced to deal lethal damage instead.

You also each gain the  Bloodlust  ability (1/LR)

As an action you can choose a target you can see within 60ft and fill them with an immense bloodrage, urging them to murder on Bhaal's behalf. They must succeed on a wisdom saving throw (DC=8 + your proficiency bonus + your Constitution modifier) or be affected by  Rage  (as a 1st level barbarian). You then designate another creature within range you can see. The enraged target must do everything they can to kill the designated creature, as fast and as brutally as possible.

Bloodlust lasts for 1 minute. The affected creature can make a new saving throw at the end of each of their turns to end the effect, but it otherwise does not end until either the targetted or the designated creature is dead.

A creature can willingly fail their saving throws against Bloodlust
 

 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 4 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th 
 2/2 Wildshape 

Caelyn is quiet at the inn, washing up quickly and spending the remainder of her evening before bed at the bar. She drinks extensively, but no matter how much wine she has she can not escape the monster waiting on the other side of the pillow. Even as she stumbles away from the bar and towards their room, she feels more like a prisoner walking their final march then a drunk patron heading for a comfortable bed. As the darkness of the Bhaal dreams settle in, she whispers a small, mumbled prayer in her sleep.


 


Caelyn was down at the breakfast table before anyone else, the customary dark rings back under her eyes. She nibbles at some toast and eggs, dipping the bread in the soft yolks, but the meal grew cold long before she finished even half of it. When her siblings came down she exchanged a knowing look with them. She didn't speak until everyone arrived.

 "I can't take this much longer. Even with my staff abating the worst of the dreams, the blood rises within us, urging us on to greater violence. I'm... I'm going to attempt to beseech Sehanine Moonbow for assistance. I just wish I knew more about her! All Melian taught me is that she is the elvish goddess of true sleep and dreams, but without Melian and with no dedicated worshippers of the Seldarine nearby.... I'm just going to have to wing it. But I need to quench the fire in my blood if I'm going to continue... I can't keep warring with my own worst intentions."  She shuddered and took another bite of toast.  Senna, you're not trained in the ways of the Seldarine, but you are familiar with religious ritual. Would you help me buy some things to use on the full moon to try to reach out to the goddess of dreams?" 
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13 

Senna was in horrible physical and mental condition. She clamored about needing a drink with Grok, yet barely touched her ale once they crashed at an inn, nor did she eat very healthily. Like her patron deity, the absent-minded scholar Deneir, she did almost not pick up on anything during the breakfast.

 I take it, you had the same nightmare as I did?  she says looking at Caelyn with baggy eyes, then glancing towards Sam.  I doubt we can find a true servitor of Sehanine in a city this .... urban. We may have to go off of literature. Pretty sure many moon elf rituals need certain moon phases, ritualistic songs and maybe sacred groves to go off. And if I may be selfish here, but we should probably check on the High House of Wonders for some cure for Leaf's and my ailment. Maybe they can tell us where to find Elven literature. Unless you want to ask Ragefast about elven rituals.  An evil smirk glances upon her face.  The man might even show you some rituals himself. 

She turns to Leaf and Grok.  We three often share nightmares and dreams. It is nothing you would WANT any part of, but I don't want to exclude you.   Senna describes the contents of their dream.  I have read about divine omens, and Bhaal's lack elegance. Very hamfisted, actually.  Senna was actually scared and felt powerless.
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Back at the Inn, Grok scrubs with a vengeance, seeking to clean the corpse goop from both his gloves, and his armor.  He also sets to work on repairing the armor, hammering out the dents, polishing the armor, and ensuring that it properly reflected the glory of the Magmaforge, despite the use it had seen.

It was a changed dwarf that emerges from the bathhouse, his beard neatly braided, his hair cleaned, and his armor gleaming in the torchlight as he enters the bar, to enjoy a good drink or two before heading off to a rest.


 


Arriving at the breakfast table, Grok gets a hearty breakfast, and digs in with a will, listening as Caelyn and Senna both discussed their dreams, and plans.  His mug hits the table with a clunk, before he responds.  " Gods tend to not do favors for non-believers, especially when that favor involves crossing another.  But no harm in asking.  If yer worried about bein' a threat to others, I could ask mine, but it'd likely mean a life spend underground.  You might be better off asking the human gods, because they're already opposed, rather than the elven ones, who are off to the side. "

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Raven Form 
 That Night 

No time is wasted on alcohol, and only slightly more on food. Closing himself into a private room with a bath so hot it would scald the flesh from a human, Sam curls up and tries to shut out the world and allow his reeling mind to process. Yet each time the opposite side of waking draws near, he feels filled with dread and forces himself out of the dozing relaxation, pressed out into spiraling thoughts. Nowhere to run.

  I have seen no sign of Vala,   Grepha's projected voice reaches him, as the raven-shaped imp lands on the roof of the inn above. Her heart may not have been fully in the search, but she suspects Sam simply wanted time alone with his thoughts. A folly of a battle.

Dragging himself from the water and wrapping himself in one of the inn's nightrobes, Sam opens the window. Cold autumn wind rushes in, making him shiver while Grepha hops down and flutters to the table in his room.  "Are you feeling any better?" 
 "Not really."  It's twisted up in his gut, a tangled ball of stress that leaves him feeling physically unwell. He has to sit down, taking the chair at the table. Reaching into his pack, Sam pulls out a wooden totem now hanging from a small length of rope, in the shape of a dragon's head upon a shield. Made from what few materials he could access on the road, whittled in his free time. Not exactly a work of professional skill, but nicks and scrapes on his fingers have stained it with more than a little of his draconic blood. Wretchedly divine, but draconic.  "That thing you tried praying for once, that you seemed upset about,"  he says, voice still distant but scraping at some other topic to turn his mind to. Grepha shuffles and stares at the wall.  "I still don't really get it. But it must have been important."  There's still some marks on the imp's palms from clutching the silver.

  Family,   she answers without a spoken word.

 "Well, I've been making something,"  turning, Sam holds up the symbol of Bahamut with a strained, forced smile.  "It's wood so you can hold it. If you need something to have faith in, well. You'll have to put in the work. But maybe it would help?" 

Beady black eyes stare at the handmade totem.  "If I were to pray to that I would probably burst into holy fire." 
 "I don't think either of us wants to be what we are. I haven't burst into flames yet."  A hand rests on the platinum symbol hanging over his lungs.

Letting out a sigh, Grepha hops closer and considers reaching out to touch a wing to the shield experimentally. A few inches from the totem, she stops and pulls back.  "To place trust in a divine stranger... I do not know if I am prepared to go that far."  Awkwardly stepping to the side along the table's edge, she shakes her head.  "Keep hold of it for now. I would meet with this agent of Bahamut first, and learn more of what  exactly  your god expects."  His face perking up makes her flinch and she adds,  "Learn more  from a less biased source ."  Sam closes his mouth again.  "The effort does not go unnoticed." 
 "You aren't worried  they'll  smite you?" 
 "I have no doubt they will peer straight through what we both are. Concern yourself with not being smote, I will be on my best behavior. Now, you should get some rest." 
 "Do you think it'd be better for me to just never sleep again?" 
 "Probably not." 
 "Yeah. I guess." 

Hands shaking, Sam fumbles to tie the totem to the belt of his armor, lying next to the table. He takes each uneasy step towards the bed one at a time, as though he were walking to the gallows. Soon he is down on the chopping block. Remaining at her vigil, Grepha watches over his troubled attempts to sleep, and not to sleep.

 
 Spoiler: Mechanics 
Sam is currently carrying Grepha's Pact Talisman.
 

 That Morning 

Hands shaking, Sam finds himself clutching at his own arms so tightly that his claws dig into his scales and draw small drops of blood. He gasps and struggles to let go, feeling unbearably cold, like all the warmth had sapped out of him. Sitting up with a start, he realizes he left the window open-

No, it's closed. Grepha closed it, now asleep standing on the table. The cold is from something worse. Pulling himself reluctantly to his feet, Sam begins getting equipped for the day. It was careless not to sleep armed and armored, after their past experiences. But he'd been too frayed and too tired to bother. It's a struggle to manage even the basic straps of his leather vambraces and chestpiece.  "Why does it all have to be so difficult?"  he mutters.

 "I take it the sleep did not help,"  the imp, evidently awake, speaks up.

 "It's getting worse,"  Sam looks up at her, desperation in his eyes.  "Before, it was numb. Now it's hungry." 
 "Eat something."  The glare shot her way makes Grepha roll her eyes,  "Sorry. But really, maybe it will help take your mind off of this. Let's go to breakfast." 
 Breakfast 

At the table, Sam's arms are crossed and he picks half-heartedly at his food.  "I'm going to see someone who follows Bahamut... or something,"  he says absently.  "Maybe it'll help. Maybe not. I just need to do something right now. Someone should report to the Fist. I don't want to. I don't think I can talk about it without freaking out." 
 "Leave out anything about their heritage, or relation to the girl, if you would kindly,"  Grepha advises the two mundane members of their party. She pecks up a small piece of bread from Sam's plate.
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13 
 Generally yes, deities prefer worshippers. But you yourself are the best example, that many deities ally themselves into groups and work pantheon-wide. I doubt the Lady of Life Sharindlar would ignore your plead even if your chief god is Moradin and not her.  Senna adresses Grok's concern.  But between the Dwarven, the Elven and Draconic pantheon there is little overlap I am afraid. Of course Deneir, Gond and Oghma are a very neutral middle ground but I don't think either of these would assist with more than knowledge. But knowledge they can provide. I feel if we need knowledge, we should look for a central hub in this city, rather than spread out and lose ourselves. Both figuratively and literally. 

Babbling about lore and knowledge was like therapy for Senna. The deeds of yesterday seemt so very distant, now that they were cleaned, only her siblings unnerved attitude reminding her of that nasty business.  We should also invest into some offerings for the divine. We almost lost Grok yesterday and I was still not prepared to even raise him. If it means nothing we should also get Leaf and I checked out. We are not up to snuff, and if Tymora is not on our side, this may scretch a tenday or two. Time we don't really have. 
 
 Spoiler 
We can split the party, but Senna would assume a library would help more than running around the city like an errand boy. Also we need silver powder for Revivify, for Protection from Evil and Good (from undead and other abominations) and check for prices for greater restoration in a temple.
 
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf cleans off, the stench of the rotting dead overpowering his dislike of water. He washes his gear but still doesn't seem to completely remove the stench, catching the occasional slight whiff of the foul aroma. Despite the stench and the weakness from the rot, he sleeps well, with no real nightmares despite what transpired last night.

He goes down for breakfast and joins the others. As he sees the anguish in their faces, he knows that he must try to help them. They may have evil heritage, but they are all trying to fight it. And it's that trying that determines who we are, not our parents.

  "I can go to the Flaming Fist. I'm a little fatigued still, but this illness will eventually pass naturally. I can probably get some diamonds for you, Senna, if you want to go to the temples with the others."

"While everyone has a plan for the day, we have not made a plan for dealing with the Iron Throne. What's our next step? I can show you all their compound here in town. It might be worth visiting that at some point."  
 
 Spoiler: OOC 
CON Save:  (1d20+1)[ 15 ]  (without Grok's aura)

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
 

 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Grok listens as Senna explains, before frowning.  " It might be that you're right.  I've little faith in most gods' willingness to do the right thing when it doesn't directly benefit them. "  Afterwards, he falls silent for a time, continuing to eat his breakfast, before Leaf arrives, and starts to plan.  " I should go with you to the Flaming Fist as well, as they may need my assistance to deal with the plague room.  My presence might help you, and Senna "  He looks to Senna before his voice continues to rumble along.  " Recover from the aftereffects of the plague, but that's up to you.  Apart from the Guard, I was going to try poking around a bit, see if I can find out anything more about this Iron Crisis, and those behind it. "

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 4 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th 
 2/2 Wildshape 

"So Senna and I will go shop and prepare for religious matters, while Grok and Leaf report to the fist? Sam, I know your don't want to report to the fist, but I could use some help with symbolism and synonyms." She left her meal half eaten as she stood and made ready to leave.
 
 
  
Amnestic
Once you finish off your breakfast, and in the light of the chill October sun bordered by thick white clouds, you each separate and head your separate ways, intent on covering as much ground as possible.

 Baldoriel Estate 

Most anyone on the street can point Sam in the direction of the Baldoriel Estate that Livaan in turn had directed him to. It's famous - or infamous, perhaps. Though it initially appears to be as any of the other noble estates in the area, surrounded by tall walls and with a fine clear stone exterior, a closer inspection of it shows reliefs of draconic imagery melded with the stonework - heads, scales, claws, and slender bodies wrapped with by draconic wings.

The gate is shut, and locked. Knocking three times on its heavy iron door knocker provokes only silence for a moment, until beyond the enclosure you hear the sound of a door opening, shutting, and then footsteps approaching. A slot in the great wooden gate is pulled aside, revealing the visage of an elderly human with bronze skin, the unmistakeable air of a nobleperson's servant hangs around them - prim, proper, and proud to serve. When he speaks every word feels perfectly pronounced.
 "Mistress Baldoriel is not expecting visitors today. Please confirm your reason for calling." 
 Shopping 

Sorcerous Sundries proves your first destination, searching out spell components that they have in abundance. It's starting to become a frequent destination during your stay in the city; though they have no qualms about repeat customers, such recent and frequent loyalty doesn't serve to earn you any sort of discount. It doesn't stop you from finding any and all spell components you're seeking, at entirely reasonable - preset, unhaggleable - prices.

You're barely a dozen steps out of the door after dropping a not-insignificant sum of gold on diamonds before a young urchin girl, hair crudely tied into pigtails approaches you, hands outstretched for a donation of coin. They're dressed in ragged clothing, not suitable at all for the chill temperature, and their shoes are little more than tattered slabs of dessicated leather held together by string that is years past being useful. Distracted as you are, you don't notice the pair of similarly dressed urchins approaching from your sides from out of the crowd.

With your attention arrested, they make their move. One snatches the ring clean off Caelyn's finger, the other aims for one of Senna's bells from her pouch - but his grip slips, and the musical instrument of magic clatters to the ground, its peeling magic momentarily causing a stir of fear and unease among the crowd that borders you. In a moment, the children split, slipping back into the crowd in three directions.

 
 Spoiler: OOC 

The kid, with advantage, rolled a nat 20(+4) on his sleight of hand to grab something from Caelyn.
The other rolled a 10 (6+4) to grab something from Senna, so only partial success.

A chase begins, assuming you  do  give chase for Caelyn's Ring of Pyroflows. I assume you will.

Following them through the crowd requires a successful DC10 Athletics or Acrobatics check to accomplish without being slowed.

Stopping to pick up Senna's Bell (4th) will cost an action to grab it up in the hectic crowd, so Senna wouldn't be able to Dash after them this 'chase turn'.

Though you might be able to use spells to slow/stop them, currently they're too mingled with the crowd to get a proper 'shot' off, and popping an AoE in a crowded area is likely to bring down some Fist retaliation.
 

 The Flaming Fist Compound 

Though you are swiftly becoming familiar with the Flaming Fist compound at this point, proceeding to Scar to report on the matter that took place underground finds itself interrupted. When you approach the manned desk to make your presence known and request an escort to his office, you can barely get a word in edgeways before another figure appears behind the Fist soldier. For a moment, they appear new, but then recognition strikes you like a peeling bell.

It's the Flaming Fist officer from the Auction House, the one who had purchased a Rod of Diplomacy. The steel spiked object now sits at the man's belt, and as he orders the desk warmer on their way, he takes position in their place, finger and thumb idly playing at his thin moustache.  "Well now, I quite remember you. The pair of big spenders at the Auction House not one night past. Just what could you possibly have to bring to our grand citadel, hmm? Not pledging your loyalty to become one of the city's fine protectors, I'm guessing?"  Smug satisfacation, as if he knows far more than he lets on, oozes from every word.  "Armed as you are you have some of my men on edge. We wouldn't want them to get the wrong idea, would we? I trust we can be honest and forthright about our intentions in the city." 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Raven Form 
 Breakfast 
 "If you find any books or... something, I'd be happy to help with research later,"  Sam answers Caelyn with a wispy voice that doesn't sound all there. It lacks his usual sense of purpose and cheerful energy, even moreso than in the troubled days past. The he adds with a reluctant sigh,  "I don't really wanna walk around watching you go shopping." 
 Baldoriel Estate 

If there were any doubt of the estate's draconic theme, it is erased on Sam's approach. Grepha remains with him, perched on one shoulder, as he walks uncertainly towards the gate and pulls the knocker. As he waits, the half-dragon curls in on himself, one arm folded across his chest and the other running two fingers along the platinum symbol hanging from his neck. When Baldoriel's servant arrives, he tries to stand a little straighter and rekindle some of his youthful energy, but his hand remains worrying at the token over his chest.

 "Hello. I'm Sam, a follower of Bahamut - and a traveling scholar from Candlekeep. The librarian Livaan told me that Mistress Baldoriel is someone to talk to about how I might aid Bahamut's cause?" 
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf considers the man in front of us. He's not quite sure what the man wants or why he has decided to give us a hard time now, but he knows it's not our place to divulge any of Commander Scar's business.

  "We haven't been invited to join the Flaming Fist, and I'm not sure that's an option anyway, after the incident on the ship. We are just working off our parole, and unfortunately we are not authorized to discuss the terms of our restitution. You'll need to talk to Commander Scar for any more details than that. Speaking of Commander Scar, he asked us to report to him this morning. Is he in?"  
 
 Spoiler: OOC 
Insight  (1d20+4)[ 11 ] 
Persuasion  (1d20+4)[ 21 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
 

 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13 

Senna decidedly does not enjoy the crowds. As with any new addition to her magical arsenal she does imagine her magic be used in the crowds. And the Flaming Fist officers tend to paint a very gruesome picture with the lives of commoners when Senna imagines using her new incitation for violence. Other than her mental dominance over targets, this seems entirely unreasonable. Uncontrolled even. She did not like it even if she felt there was a use. She went into Sorcerous Sundries not being expected to be treated as a welcome returner. After all she did not shop for much in Candlekeep, and any other merchant during her travels was pretty much hostile or a bargaining prick. Compared to that, the wizard Ramazith was almost pleasant with his indifference. The girl imagined for a few moments if that is how the high society of Baldur's Gate feels. Judging from Gorion's stories, there was no lack of arrogance, but the owner lacked the false sense of friendliness Gorion so often lamented. At least there were no questions about what they used their materials for. After all, the selfsame ingredients could be used in summoning an imprisoning a demon.

Outside, Senna's eyes adapted to the somewhat bright sun during the month of  Leaffall   as she notices a bunch of kids. She was about to pull some coins from her purse as she notices a familiar clang on the ground  Stop kids. You don't know what you are dealing with! These things are dangerous  Senna shouts as she picks up her bell and gives chase through the crowd.  Caelyn, your ring! I don't know what these do in the hands of a child. They might burn themselves!  She tries to squeeze through the crowd, but the kids are remarkably faster.  Get up into the air, I try to follow on foot. 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Reaching the Flaming Fist compound, Grok eyes the flaming fist officer as he expresses his clear disdain for doing his duty, in favor of being petty.  Grok's voice is curt as he responds to the officer.  " We all have our duty.  I am surprised that such a wealthy officer has the time to man the desk, but I can respect dedication to duty, and honor.  Mine, today, is reporting to the commander about a task he asked us to look into to preserve the Flaming Fist's manpower. " 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 4 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th 
 1/2 Wildshape 

Caelyn's shopping is unsure, with her asking much advice from both her sister and the shopkeep, which likely results in her buying more for her ritual then she intended. With it securely packed away, she heads into the streets, mid coversation with Senna, before a gaggle of children bumped into them. She was about to laugh and give the children some coins when she felt her ring TUGGED from her finger. With a growl of anger, she starts after the running children, knowing that her ring of pyroflows could cause untold damage in the hands of an inexperienced mage, let alone a child. When Senna shouted at her to fly after them, she nearly turned around to yell at Senna that she STILL couldn't fly...

But could she?

With a sudden internal  knowing , Caelyn dashed forward a few steps and leapt into the air, and her form grew and shifted and tumbled and finally took flight as a giant eagle. Caelee felt such joy at lifting off into the air that she almost forgot about her ring. However, with eyes so sharp she felt she could cut the ring from the child's finger, she stared at her prize. The eagle knew what to do. She followed the child, looking for an opportunity to come down and bag the imp without damaging them, like a bird taking a rabbit.
 
 
  
 
 Spoiler: OOC 
Thanks for the reminder that it is birb time, Spore. If a d20 roll is involved on gently bearing a child to the ground here goes-  (1d20)[ 13 ] , plus, I dunno? Proficiency of 3? Something else?
 
Amnestic
 Baldoriel Estate 

The servant scrutinises you through green eyes, but seems to find what they're seeking - honesty. The gate is unlocked, and you're ushered inside. From this side, it doesn't seem likely that the locks would pose any real defence against determined people trying to enter unlawfully, but perhaps there are other hidden safeguards you're not aware of - or perhaps the butler is that confident in their own abilities.

He guides you along a short stone path up to the manse proper, though you're not lead into the building itself, instead he guides you around the perimeter, to the rear. Here, outside in the cold weather, is a half-elf with coral-coloured hair and deep purple-blue skin, marking her as having Sea Elf heritage. Dressed in a spellcaster's robes and wielding a staff of bronze inset with a jade gem, you arrive just in time to see her disintegrate a practice target with a fine green beam of magic. What was once a facsimile of a man made of straw and wood becomes a pile of ash in the blink of an eye.

 "Mistress, this half-dragon comes with a recommendation from Livaan. He wishes to contribute to Bahamut's cause, or so he says." 
The half-elf takes her time recovering from the spellcast, patting herself down. You can't help but get the sense that she's being a little theatrical about it deliberately.
 "Thank you Phin, I will take it from here."  The butler bows, and leaves you alone with Mistress Baldoriel, who swans over to you, not hiding her appraising gaze, as equally scrutinising as the Phin-the-Butler was.  "I am Suldil Baldoriel, and though I would very much like to believe that you are both trustworthy and have the skills to serve the cause, I am no stranger to Tiamat's deceptions. They instill a healthy dose of skepticism that only occasionally verges into paranoia."  A slight, self-deprecating smile passes over her face.

 "Until you have proven yourself, I cannot go into details, but what I can say is that our organisation is small, but looking to grow. We're not directly affiliated with the Church, for both of our safeties - though our goals are directly aligned."  Suldil lets out a quiet sigh.  "I recognise this is probably a bit overly vague, I do not want to seem like I am stonewalling, just being cautious. I am sure you have some questions of your own, I will endeavour to answer what I can." 
 Shopping 

The children are heedless of Senna's words - and why would they be otherwise? The mark is trying to tell them not to take stuff? Like they've not heard that one before!

When Caelyn transforms into a giant eagle in the centre of a crowded street, it's met by combined shrieks of panic and yells of alarm. Yells that only grow louder when she descends from above to attempt to pin or snatch the child. Luck, cold winds, and perhaps a bit of natural agility is on the urchin's side as he narrowly avoids falling beneath the massive bird's claws and rolls away, darting back into the crowded at maximum speed. A few of the more brave citizens, seeing a bird "attacking" a child - even an urchin child - retaliate the best way they can without getting close: Throwing rocks and cold-weather hardened mud. The effect is minimal, but it serves to convey the message.

 
 Spoiler: OOC 

The kid dodges Caelyn's grapple - I gave her a +3 on the roll from G.Eagle strength for 16 total.
Kid rolled 19 (18+1).

Giant Eagle Caelyn also takes 2 damage from onlookers throwing rocks at the massive bird that just tried to 'savage' a child, or so they think, anyway.
 

 The Flaming Fist Compound 
 "The Flaming Fist rewards its most dedicated well, and seeing a pair of  familiar  faces I couldn't help but come to look in on you,"  the man says snidely.  "I am Lieutenant Angelo Dosan, a name you should endeavour to remember if you hope to stay out of trouble. You may address me as 'Lieutenant' or 'Sir', as is befitting of a man of my rank. I'm afraid the  Commander  is a rather busy man, I couldn't very well have two outsiders sent to his office without first verifying who they are and what they have to report now, could I?"  He slides a piece of parchment across the desk and takes up a quill, holding it at the ready with the air of practiced penmanship.

 "Your names, your affiliations, your reasons for being in the city, and the details of what you wish to report to our Commander."  You note he does not say 'please'.
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Grok gives the lieutenant a long look, clearly considering the man's words.  When he speaks, his words are slow, measured, and low.  " You sure that's how you want to play it, Lieutenant? "  The last word slips from Grok's tongue like a rather distressed cat's vomit.  " As a general word of advice, making enemies of the nobility is an excellent way to ruin an otherwise promising career.  So, I'll give you a chance to think about whether this is the path you feel is best for you.  Especially when the information you are asking for is already in Commander Scar's possession. "  The scorn in Grok's voice at the petty belligerence of this toad is quite clear.

 
 Spoiler: OOC 

The power of the Noble background?
 (1d20+7)[ 14 ]  Intimidate.
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf takes a slightly more gentle tack than Grok.

  "I'm happy to fill this out."  

He takes the piece of paper and fills it out as best he is allowed to. He writes  Dancing on a Falling Leaf from the Jungles of Chult and Grok of Magmaforge. In Baldur's Gate for our work with the Merchant's League. 
  "That's all I have permission to write down. The  Commander  has instructed us not to divulge our work or write anything down about it. You'll need to talk to him. If you'd like to come with us, you can ask him directly... sir."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 

 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Raven Form 
 Baldoriel Estate 

Everything in the manor is surely well-kept, prim and proper. Sam only takes in a few small details that flicker past, eyes trained on the back of the butler's head as he follows - but looking past, at his own thoughts. Even then it is more like staring into a foggy morning out the window. He only shakes himself out of his hollow daydream when they reach the practice range.

It doesn't take an expert in magic to tell Mistress Suldil is a powerful mage, who can afford powerful implements. When she approaches, Sam bows his head and introduces himself again,  "Nice to meet you, Lady Baldoriel. I'm Sam, of Candlekeep,"  he chuckles softly.  "They used to call me Cheerful Sam back home, but I haven't had much cause to be cheerful lately. Please excuse my cloudy demeanor." 

Reaching up, he motions to the bird on his shoulder.  "This is my friend, Grepha."  She remains quiet, until Sam reaches up and nudges her with a finger.  "Don't be rude."  Sam isn't any more interested in deceiving than their host is in being deceived.

 "Good morning,"  Grepha speaks, hesitantly. She's well aware talking familiars are not common, and the act will narrow down any of the mage's guesses as to her nature.

Looking back at the noblewoman, Sam smiles. Tainted as it is by sullen eyes, there is a spark of eagerness too.  "I've read all the keep library's books about Bahamut and the history dragons over and over. I'm sure you can guess why... but I've never had the chance to talk to a real, er - well you're not a cleric either I guess. But another believer! I was pretty sad there's only a small shrine here in the city, and it wasn't attended. What led you to your faith?" 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 57/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 4 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th 
 0/2 Wildshape 

The righteous indignation that Caelyn felt as mud spattered her radiant wings and stones bruised her flesh made her recoil, wings flapping, beak gnashing, before Caelyn seized the reigns of her own form with a mental death grip.   "This won't work. Think more efficient, Caelee. Think subtle!"   With that the hulking giant eagle rounded a corner and disappeared out of view for a moment.

There was an audible pause, and any pursuers hoping to hound the beast would find an empty alley.

Up in the air, a vibrant green hummingbird zipped upward, hoping to get eyes on the running child. Resisting the urge to stop at each and every flower between here and there (and sometimes not resisting, both to keep cover and because she was curious), she tried to keep a fair distance, hoping to let the child feel they'd lost their pursuer. Let them come to a rest or go to ground before pouncing.

 
 Spoiler: OOC 
Eagle speed down and alley or up onto a rooftop, somewhere with cover. Bonus action revert form, action transform to hummingbird, use any remaning movement to zip upward and out of range of rock throwing clods. Then pursue the child. Perception to spot them-  (1d20+8)[ 16 ] , Survival to track if they get out of sight-  (1d20+8)[ 11 ] , Stealth to avoid angry crowds, suspicions, or the eyes of sneak thief children (before hummingbird bonus or advantage)-  (1d20+6)[ 22 ] .
 

 
 
  
Amnestic
 Baldoriel Estate 
 "My family, by my mother's side, has served and aided Bahamut's children for generations, which means quite a bit when they live as long as elves do. It is as much a duty for me as it is a belief."  The half-elf looks back towards the disintegrated practice target, and you're allowed a moment to glance around. Aside from the butler, there's no one in sight. The home appears silent, with no others around.  "It's a duty I am hoping others will take up and share with me, but danger and a demand for secrecy make those who are capable hard to find." 

The dance in her words is one she'd clearly rather do without, but experience seems to have taught her better than to spill everything all at once.  "Are you looking for such a duty, Sam from Candlekeep?"  The look she gives you is one of soft appraisal, soul-searching you - not unkindly - to judge if you are not just of the right heart but the right soul for the mystery that she holds to.

 Shopping 

Caelyn's swift flight escape leaves her wings dirtied, and the crowd yelling for guards, but she's already vanished atop a roof and emerged as a tiny bird, lost amidst the grey sky. Below, and before Senna, you're forced to contend that peace has not been left in the wake of the avian descent and transformation, instead people are shoving each other, fists begin flying, and quickly the crowd that had been tense and chilly is erupting into a full blown brawling riot, all over the most simple of pickpocketings and misunderstandings. These bubbling over tensions didn't come from just you. Instead, you were a spark that lit the dried kindling that has been the Iron Crisis and economic turmoil.

Through the crowd, both Senna and Caelyn manage to somehow spot the still-escaping child who now finds himself weaving through a crush of bodies. He breaks free, darting down an alleyway that's relatively quieter, with just a few people huddled around open flames for warmth. Senna manages to mostly push through the riot without taking much in the way of punches, and those that she does take hurt her assailant more than her. She breaks through, just in time to see the child slip away into the alley as Senna leaves the crush of the crowd behind her.

 
 Spoiler: OOC 

I just rolled Senna myself, since it's now been almost a week.

Both are in dash distance to get into melee, and move distance to get into LoS now that he's in an alleyway and out of the crowd.
 

 The Flaming Fist Compound 

There's barely a falter in Lieutenant Angelo's smug smirk.  "Oh I think I've got the favour of the nobility just fine, though your  concern  is noted."  He slides the parchment back across the desk and gives it a single onceover.  "The Merchant's League, was it?  Terrible  business really. How lucky we are that we've got some upstanding citizens like yourselves to step in and aid us in our time of need." 

He folds the parchment carefully and pockets it, a move which may strike you as not a particularly efficient filing system for logging visitors. He snaps his fingers, and a soldier appears at his beck and call.  "See these two to the Commander's office."  His tone snaps from smug and snide to a sharp order, and then he leaves, without so much as a farewell or goodbye, striding away as if he owns the place, and given the salutes he receives that doesn't seem far off the case.

Scar's office is as you've left it, the permanent paper pushing man looking as sleep-deprived as ever when you arrive. He barely looks up after your announced arrival, giving you only a passing glance before waving away the escort, the door snapping shut behind you.   "Just two of you?"   He asks, quill scratching away. He makes no mention of how under-the-weather Leaf looks.   "I hope that means good news, and not bad."  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Raven Form 
 Baldoriel Estate 

Looking off towards the mansion, Sam nods his head and mentions sympathetically,  "Duty and belief can be hard to balance,"  he walks to a bit of garden stone structure and motions to it.  "Mind if I sit down?" 

Whether seated on the stone or standing, Sam thoughtfully examines his scaly palms.  "It's been danger and secrecy since I left home, feels like. But there's a lot broken that needs fixing, a lot of darkness that needs lighting,"  and it feels like that includes himself, now.  "I guess I can share a bit about it. Just leave out the secret parts for now, too?"  leaning back, he balances with his tail and explains,  "My group and I. We've been investigating the Iron Crisis. And it's been a real rabbit hole, so I'm kind of curious whether our two things trickle down together at some point. Considering all the evils I've seen entangled in this web, I wouldn't be surprised if Tiamat had a snarl in there too." 
 "The boy is hopeful, he tries to see good in people. He has outgrown his naivete, but not his heart, I think,"  finally speaking again, Grepha shuffles on Sam's shoulder. She has been quietly observing the woman as well, but finding her a hard one to pierce. From her demeanor, the black bird looks uncomfortable speaking candidly with someone of such clear power.  "And I am here to look out for him when his better nature is being exploited. As for Bahamut, I would also like to know more about him. A secular disciple seems as unbiased a source as I can hope for. All I know of the 'endgame' here is that the divine dragon is a god of Justice... if you deal in secret justice, does that make you a detective of some kind?" 
 
 Spoiler: Rolls 
 (1d20+3)[ 7 ]  Grepha Insight to gauge the woman's motives
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
 The Flaming Fist Compound 
Grok smiles grimly at the cowards smirk, before he looks to Leaf.  " You know, maybe we should look into the corruption of the Flaming Fist.  After all, special "arrangements" with the nobility does have a distinct tendency to cause issues. "

He waits until the Lieutenant gives the order to let them past, before speaking once more.  " And there goes a prime piece of scum, one who is almost certainly involved in recent events.  He's the sort that specializes in being a useful tool for others, then trying to knife them in the back when they get caught. "

 Scar's office 
Grok shakes his head.  " Bad news.  The disappearances were caused by a Bhaal cult, and they left behind a lot of bodies in the crypt. "  He gives a quick explanation of what was found, the journal, the diseased corpses, the darkmaster, and Vivian's relations, only omitting the bhaalspawn details.  Afterwards, he gives Scar a thoughtful look.  " I'd also like to lodge a complaint about the disrespectful behavior of one Lieutenant Angelo. "
 
 Spoiler: OOC 
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf has seen a lot more corruption than this Lieutenant seems to be in, and thinks we have more important issues than picking a fight with a member of the Flaming Fist, no matter how corrupt. But he appreciates Grok's concern with honesty and fairness. As they walk to see Scar, he makes a small suggestion.

  "Perhaps we should just let Scar know and then let the Flaming Fist deal with their internal problems. I'd rather we focus on the Iron Throne. I love that you care about it though. You're a good person."  

He lets Grok take the lead in the conversation with Scar, corroborating the details, and filling some in if Grok missed any, especially while he was unconscious.

  "The cultists almost got us too. I'm still sick from the disease down there. Tell your soldiers to be careful if they go to gather the bodies."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 

 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 57/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 4 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th 
 0/2 Wildshape 

Still in her hummingbird form, Caelee zips forward, stops cautiously for a second to look around, and then if the coast is clear continues after the child, hoping to catch them unaware.
 
 
  
 
 Spoiler: ooc 
Stealth  (1d20+6)[ 22 ]  and perception  (1d20+8)[ 28 ] . I smell a trap...
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13, Detect Magic 

Senna darts into the alley, trusting in her sister's supervision though she had lost track of Caelyn's animal form. She incants a small prayer to widen her senses to the Weave, and enters, hopefully following the aura of her sister's ring.  Come out and hand over the piece. I will give you a bit of gold in exchange so you don't get into trouble for not getting your mark. 
 
 Spoiler 
 (1d20)[ 10 ]  Persuasion, hopefully with a lower DC/advantage for offering something in turn.
Detect Magic cast.
 

 
 
  
Amnestic
 Baldoriel Estate 

Suldil gestures that Sam may sit as he wishes. Though she hasn't offered anything in the way of refreshments, she's at least extending this much hospitality.  "Detective might imply I have the backing or support of local authorities - I don't, even if our goals are aligned more often than not. We operate in service of the law, outside of the law. A delicate beam to balance upon."  She doesn't sound like she has that much trouble with it, and the way she says it gives off the impression it's more a line she feels  expected  to say than anything else. Whether bound by any oaths or otherwise, you can't help but get the sense of a true believer secure in how she operates.

 "I began my own investigations into the Iron Crisis, though they have since ceased. If you'd like my view on it, I do not think Tiamat or her servants are involved with the Iron Crisis, at least not directly. She may benefit from the chaos but there's been little in the way of dragonspawn or fiendish activity to suggest she has stuck her claw here. If your task is solving the Iron Crisis..."  she hesitates for a moment, but continues,  "I fear your attentions may be drawn away from my own goals."  She doesn't say it negatively, or to browbeat, merely laying out the situation as she sees it.

 "Still, I'm not so willing to turn down willing hands if they're offered. Even if you can't commit, I'm sure we could still aid each other, on a more transactional basis." 
 Shopping 

The child fails to heed Senna's plea, taking only a moment to turn and stick his tongue out at her, has he continues down the narrow alleys.  "We saw what you spent, you can do better than 'some'!"  The child yells, taking corners seemingly at random, though from above, Caelyn can judge there's definite intent behind them. He even seems to pick up speed, as if nearing his destination. You can't help but wonder if this is the last moment to act before  something  happens.

 The Flaming Fist Compound 

Scar listens attentively, but silently, as he's given the description of what happened beneath the graveyard.   "It's a shame there weren't any survivors of those taken, but if they worshipped Bhaal I shouldn't be surprised. Even a dead god's followers can cause the living trouble, it seems."   He frowned with frustration.   "I'll try to find additional forces to post around the graveyard after the cleanup's complete, just in case some other malcontents try their luck at filling the gap. I'll need to have my troops verify the situation before I can release payment, but I'll make sure you get the rewards discussed."   Everything by the book.

When Angelo's name comes up, he leans back in his chair, his body language saying that it's probably nothing he hasn't already heard before, but he still gestures for you to speak freely.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Raven Form 
 Baldoriel Estate 
 "From what I've seen, the law in this city has concerns above serving justice,"  Sam agrees softly with the sentiment of operating above mortal laws. This too is part of Bahamut's creed: to place the good above the law, and be no friend to corruption.  "Whatever I can do to help root out evil and corruption here, I'd be happy to do it,"  the half-dragon resolves, a little bit of steel back in his voice.

 "So what is on the table for our first transaction?"  Grepha inquires, feeling a little more at home looking at an I-scratch-your-back-you-scratch-mine relationship. Internally, she hopes the answer is 'kobold cultists in the sewers' so that she can snappily reply that  it's taken care of .
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Grok nods gravely at Scar's words.  " Aye, it's a damn shame.  No one should die to some foul, twisted cultists.  As for Angelo, well, he decided that he was your secretary, and seemingly had enough authority to force the other Fists in the room to go along with it.  I'm thinking he was after our names, but he was definitely fishing for information, and definitely rubbing in his view that the Merchant's League deserved what happened to it.  Frankly?  I think there's a non-zero chance that he was involved with what happened, or, at a minimum, that he knew what was happening, and did nothing.  He seemed that kind of man.  And not the sort you'd want in any professional military force, because he'll stab you in the back for his own gain at every opportunity. "
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13 
 By the divine command of Deneir you shall be shackled!  Senna speaks and glyphs try to wrap themselves around the fleeing kid.

 
 Spoiler 

Hold Person  (1d20)[ 17 ]  vs Wis DC 16 dropping concentration on Detect Magic
 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 57/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 4 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 2/2 4th 
 0/2 Wildshape 

Flying overhead, Caelyn wills herself back to her mortal form, her heart growing and slowing, but still yearning for the touch of the sky. As she falls, she invokes the words of wind in Druidic, summoning a large patch of grasping, writhing plants to pin the child down. She landed after the plants had done their work and burst into being.  "I'm not trying to hurt you, but you must plainly see that we're more than capable of it. This wall can't be pierced by smaller beings, children included. Give me the ring- it's not a play thing or a prize, it's a magical item capable of great destruction in the wrong hands. Or even in the right ones. There's no need to get the guard involved, but we're done playing- hand it over.  NOW ." 
 
 
  
 
 Spoiler: OOC 
 Windwall cannot be crossed by small creatures. If these are young kids, they should be small right? Either way, use the length to create a box around the kid, hopefully with both Senna and Caelee in it.  Entangle, because a 3rd level spell obviously cannot contain a small child.
 
Amnestic
 Baldoriel Estate 

Suldil hesitates for a moment, but ultimately seems to decide that a tentative offer of help is better than turning it down entirely.  "I placed an order for a collection of large pearls with a mage in town called Ragefast, who lives around the centre of the city some time ago. They're intended as a gift - tribute, if you wanted to phrase it that way - for a dragon. I've done business with Ragefast in the past and he's always been fairly reasonable, if a touch aloof. Unfortunately my attempts to reach out - by letter, by spell, and even in person - have been rebuffed. I'd rather not involve the Flaming Fist in our private business, so I'd ask if you could make an effort on my behalf. If you can convince him to deliver the pearls to me, or do so yourself, I have a magical cloak I can part with in payment." 
 "Despite his recent problems, I'd ask that, if possible, Ragefast be left alive. He's always dealt with me fairly and I've had no cause to wish him harm, but the pearls were promised and I wouldn't wish to be branded a liar." 
 
 Spoiler: Int (Arcana) DC15 (with advantage, for Sam alone) 

Pearls as tributes are usually offered to Bronze dragons, who find them a delectable snack.
 

 Shopping 

For a child, his will seems remarkably strong - or maybe Senna's just a bit tired from chasing him and being knocked around be the crowd. Either way his feet slow only for a moment. A moment is all you need. Vines burst from ground and wall and capture every limb totally. Struggling, he does what any child with a magical ring of power would do when desperate: he tries to cast a spell. Turning back to you as best, he glares and shakes his fist, clumsily uttering words that might be somewhat close to a spellcaster's verbal components.

The result is predictable - nothing happens. Or so it seems. When he speaks, it's louder than expected, forcibly so, even given his circumstances.

   "WHY COULDN'T YOU JUST HAVE LET ME HAVE IT? YOU'VE GOT PLENTY OF RINGS I BET. NOT LIKE YOU'RE STARVING OR STRUGGLING."    He seems surprised at the volume of his own voice, but that doesn't stop him. There is, however, nothing now stopping you from taking the ring back - a child's grip is easily broken now that you've got him fully entangled.

 
 Spoiler: OOC 

The child's attempt at a spellcast with the ring goes awry, causing a Wild Surge.  HE'S FORCED TO YELL INSTEAD OF SPEAK NORMALLY FOR THE NEXT MINUTE. ISN'T THAT INCONVENIENT? ON THE PLUS SIDE:  The chase is over, the ring can be retrieved with no further issue, though what you do after with him still remains open!
 

 The Flaming Fist Compound 

The lightest, most restrained sigh passes Scar's mouth, and for a moment he looks far more weary.   "Would it surprise you to learn none of what you've said is a surprise? The Flaming Fist isn't a monolith, and though we pledge our services to the city and the Dukedom, that doesn't stop factions from forming. I'm not fond of the man, but he still commands loyalty - however he got it - of more soldiers than you'd care to know. He has friends with deep pockets, friends which contribute to our coffers and keep us armed and armoured."   There's a twist to his face, almost one that looks like pain, but it passes just as quickly.

  "Is he involved? Honestly, I doubt it. I can't see the profit for him. No, more likely he simply knew you were doing services for me directly and wanted to make sure that both you and I know that he knows. I wouldn't be surprised if he has one of his dogs follow you after you leave."   The question of why he puts up with Angelo hangs silent, before he answers it, unprovoked.   "We can't go to war with each other directly, it would tear the Fist apart, and the city along with it. We can't afford a civil war between the 'peacekeepers' with everything else that's going on, so for now, I have to deal with it as I can."  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf listens as Scar explains the Lieutenant's corruption and connections. It seems his corruption, while benefitting him personally, also helps keep the Fist afloat.

  "Perhaps we don't need to outright fight him. If he's corrupt, maybe we could use the to his advantage sometime, so we'll try to be nice to him. But I also think there's a chance anything he learns might get into the wrong hands. They probably have deeper pockets than we do."  

He continues with more direct questions. He offers to help Scar, since the man has been upstanding with us so far.

  "Is there anything you need us to do next?"  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Grok frowns at Scar's words, clearly not agreeing, but also clearly knowing that it was not his duty to make a fuss.  He remains silent as Leaf asks the clear questions that needed answers.
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Raven Form 
 Baldoriel Estate 

Grepha makes a small cawing laugh, and Sam chuckles coldly.  "I think I know why he's been ghosting you. He's been enamored with a nymph named Abela and he's been keeping her in his tower. I'm still not really clear on if it's consensual or not, but Razzy- Razor- m- the other wizard-"   "Ramazith."   "Yeah him. He says that staying in the city is killing the nymph, and Ragefast is desperate for a way to save her. Not desperate enough to just let her go, I guess,"  Sam concludes with distaste.  "Even if he  is  keeping her captive against her will, he'd be protected under familiar laws. And unfortunately one of my companions stuck his foot in his mouth and got Ragefast mad over it." 
 "I was planning to slip inside and see if this nymph does  in fact  need rescuing, or if she is equally enamored with this old pervert,"  Grepha adds.  "Shouldn't be much more difficult to take a look for your pearls while I'm there. Paid for already, I assume? Wouldn't want to be  naughty  and steal them, but if you've already paid then it all seems morally sound. Then again what do I know?" 
 "Do you happen to know if his tower is an extradimensional space?"  Sam inquires, tilting his head.  "I've thought about maybe sneaking the nymph out in a bag of holding, but I don't want to implode the tower by accident." 
 "Either way, rest assured - we have no intention of harming him,"  peering at her wings as if examining her nails, Grepha makes a small imitation of a shrug.  "Myriad of reasons, not the least of which being that murder is bad." 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 57/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 4 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th 
 0/2 Wildshape 

Caelee sighed and took the ring from the child's grip. When she had it, she began to put the ring on her finger, but hesitated. She stared at the ring for several moments before her grip on the tugging, struggling child snapped her back to reality.  "The ring is dangerous, and worth... well, I'm not sure exactly, but a lot."  The druid reached into her bag while still gripping the child, then slapped two gold into the kid's hand.  "This should feed you and pay any tributes you're responsible for for some time. It wasn't my objective to interrupt your work, but for the god's sake child pick easier targets and stick to purses. Snaring magic rings will get you killed someday." 

She releases the child, then made a "sssshhhhhh!" motion, followed by a dismissing waggle of her fingers.  "I do hope me being generous and MORE than reasonable about this means you'll shuffle off quietly. The magic should end eventually, I know a voice this loud is sub optimal for a thief like yourself. Be well, and NO MORE RINGS." 
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13 

The magical loudness rings in Senna's ears. This must be magical, but how would a mere kid simply tap into the magic of such an artifact?  Stop squirming and shouting and I will release you. 

If the child complies Senna will loosen her grip and let the kid stand on his own.  I am unsure which how little I have seen but are you doing magic more often? While this explicitly NOT the use of this ring - it makes fire for lack of a better description - you activated it without being soulbound to it. If you wish I could look for a tutor for you.  Almost as an aside, Senna gifts the kid another 20 gold pieces explicitly in silver pieces from their magical purse.   You hide part of this for yourself, you take the other part to whoever is your handler from any guild. If you are allowed to spend nights outside, you can report to [insert tavern here] and we may find a tutor for you. 

Senna expects a twist or turn of events. Sick siblings, a draconian handler, an evil stepmother or Bhaal himself to be his foster father.
 
 
  
Amnestic
 Baldoriel Estate 
 "If he's found himself 'ensnared' by a nymph, that does explain the change in his personality."  Suldil sighs.  "The pearls were paid for in advance in full - since we'd done business in the past I didn't have any concerns about doing so. The funds were less important than not missing the promised date." 
 "We kept out business fairly separate, but from my brief visits I don't believe he has any extradimensional spaces to be concerned about. The area has been  Hallowed  though - familiars won't be able to enter unless the magic is first dispelled. It's a recent change; I suppose probably born out of this paranoia and 'love'." 
 Shopping 

The child is forced to look down at the swiftly piling coins in his hands - two gold pieces and 200 silver is a hefty prize for one wearing rags and with hands the size of a child. He looks at it in wonder, confusion, and a bit of fear. The prospect that the magic might have come from  him  instead of the ring alone doesn't seem to calm him any either - if anything it makes it worse.    "THIS IS THE FIRST TIME!"    The child yells at an earsplitting volume. From above you could swear you see the shadows of people peering through their windows at the noise below.

   "I'LL...I'LL GO NOW!"    He continues, shooed away by Caelyn's words, and perhaps not wanting to stay too long with a literal pile of money in overflowing in his palms. He strips off the meagre shirt he's wearing, shivering against the cold, and wraps up the coinage in the only container he owns, before dashing away while clearly trying his best not to have the ill-gotten-and-rewarded gains jingle too much.



 The Flaming Fist Compound 
  "Not currently. The Duke and I are still working on something, but I have nothing for the moment. If you're looking for work though, we do have a bounty board outside the garrison you could check. I'll have a courier find you to deliver your reward for the graveyard job, and call on you if I have anything more the Fist needs handling. Anything else?"  


Once you are done with Scar, and escorted out, you're released back to the city. Angelo's nowhere in sight, for better or worse. An examination of the bounty hunt board gives you a spread of a dozen or so currently available bounties. Some of the postings are a little bit older than others, but if they're still up on the board, they're still up for grabs. Each has a name, a rough sketch (at best, sometimes not even that), a brief note of their crime, the reward paid (non-negotiable) and their desired status when turned over to the Fist.

 
 Spoiler: Bounties 

Ilimnec Meavygrove - Assault/Larceny - 100gp - Alive
Hano Daypunk'wo - Corruption - 500gp - Alive
Ili Lonsh - Espionage - 700gp - Dead or Alive

Jix Slame - Kidnapping - 450gp - Alive
Mazneath Shasky - Smuggling - 700gp - Alive
Ixon Foundrider - Murder - 500gp - Dead or Alive

Spar and Span Twoflayern - Assault/Larceny - 200gp each - Alive
Kina Rainsh - Deserter - 200gp - Alive
Bard Sillong - Grand Larceny - 800gp - Alive

Mhaengren Longblenfo - Piracy - 800gp - Dead or Alive
Then Gorb - Racketeering - 600gp - Alive
Strongarm Tarm - Trafficking - 700gp - Alive


(They're just separated for readability, don't read anything more into it than that)
 

 
 Spoiler: OOC - Everyone 

Seems like we're about done with our respective splits. Anything else people are seeking to do or are we good to rejoin? Anything I forgot?
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Grok shakes his head at Scar's final question.  " Nothing more.  We'll take a look at the bounty board, and see if we encounter any of those listed. "  With that, and an escort out, Grok looks over the bounties, trying to remember the names and appearances, before looking to Leaf.  " I'm thinking we should take the long and unpleasant route somewhere, see if we are being followed.  And if we are?  Maybe ask a few questions. " 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 3/4 2nd: 2/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13 
 AND SHUT THE HELLS UP FOR A FEW MOMENTS!  Senna says waving in the wrong direction to hopefully draw a bit of attention to herself and from the poor boy. Senna turns towards Caelyn.  I guess we ARE a pretty obvious target, aren't we, Caelee? Maybe we should shop for some less dramatic clothing. I do not like to cover up the symbol of my faith.  Senna points at her tabard.  But for now it might best we keep a lower profile. I want people to know I am a priest aligned with the forces of Good, but we have already too much attention on us. So which color do you suggest? Dung brown? Dark greens? Black? I mean for our robes and cloaks. 
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf thanks the commander for the information and the likely reward payout and lets him know where to find us if he needs us. He writes down all of the names and descriptions for the bounties, making sure to tell the others about it when he sees them.

When Grok speaks up, he agrees.

  "Let's walk together until we find a place where we are alone. Then I'll hide and see if anyone is following you."  

As they make their long way back, he talks loudly and quickly, making it seem like he is not being sneaky. But as soon as we find a decent alley or deserted street, he pulls up the hood of his cloak and hides, then following along after Grok, who always makes noise with his armor.

 
 Spoiler: OOC 
Stealth  (1d20+11)[ 19 ] , advantage  (1d20+11)[ 16 ] , enemies have disadvantage to see him.
Perception to spot anyone  (1d20+7)[ 21 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Raven Form 
 Baldoriel Estate 
 "Promises are important,"  Grepha solemnly agrees.

Getting to his feet, Sam still feels weighed down by an unsettling feeling in his chest. It itches for conflict.  "We'll look for your pearls,"  he says, softly, putting on a smile.  "I'm sure your Bronze friend is looking forward to them, hm? Farewell for now, miss." 
 "Till we meet again." 

With goodbyes exchanged, Sam sets out to reconvene with the others. Now, at least, he feels a bit more purpose in delving into Ragefast's tower. Shamefully, he'd found himself writing the nymph off as a lost cause.

 "I wonder what fun the others have found in our absence,"  Grepha wonders dryly.
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 57/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 4 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 2/2 4th 
 0/2 Wildshape 

Caelyn chuckles at her sister's concerns.  "Senna, I carry an obviously magic staff. What would you have me do? Leave it in the cart? Bury it in the bag of holding? That would make fights awkward. If I were Aintas I could probably fit it with the already rigid stick up his... anyway."  She smiles at her sister before gesturing to herself.  "I am dressed in greens and browns, and armor is not so uncommon in this city. I think we're just doomed to be noticed. We'll have to adjust to the attention accordingly."  Whether she liked it or not, as the road gave further wisdom to the sometimes erratic druid, she looked to be modeling herself after Melian more every day.
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 3/4 2nd: 2/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13 

Senna rolls her eyes.  Sis, we are in the upper class districts too much. Armor is not as common, if you are not a Flaming Fist. Plus a stick is sometimes just a stick. Besides I can mask magical auras. I just never saw the need to. We should at least get a few cloaks so we are not as easily identified, even if we stick out.  As Senna emphases the word stick, she makes a silly smile and elbows her sister in the ribs to laugh, or at least roll her eyes at the incredibly dumb pun.  We should get back. While our job this morning was no doubt important to help secure our souls in the here and now, the others may need assistance. 

Her gleeful mood is suddenly dampened a bit, as she is reminded of Vyvian's grim fate.
 
 
  
Amnestic
Leaf's deception proves unnecessary, at least as best as you can tell. Either Scar was wrong about Angelo setting someone to follow you, or the nature of your tail isn't immediately obvious, because you can't see anyone who looks like they're following behind Grok. While the streets are at a moderate level of business, as appropriate for a midday moment, no one looks to be giving any special attention to the armoured dwarf - beyond the mildly curious glances that are by now expected.

Bidding farewell to the Baldoriel estate, the Fist compound, and a morning of shopping, the party reconvenes at the agreed upon meeting point - the Singing Lute, so named for its enchanted lute that does, in fact, sing.
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13 
 Well, we have been robbed, and not in the merchantile sense. We got our robbed items back, I pitied the kid and gave him some money.  Senna nonchalantly starts the reconvention.   And maybe our whereabouts.   she adds meekly.  He seems magically gifted! He needs guidance.  Senna starts her defense already, before accusations are even said out loud.
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf shares the bounty board information with the others. He let's Grok tell he story of our encounter with Lieutenant Angelo Dosan. He doesn't think much of it. Corruption is everywhere so it's barely something that registers with Leaf.

When Senna tells of how they were robbed and caught the urchin, Leaf consoles her.

  "I'm sure you did the right thing. If there is the hope of more coin, I doubt the child will betray you."  

He then turns to the others.   "What should we do next? If we just sit here, the Iron Throne will eventually hunt us down."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
At the Singing Lute, Grok listens to Senna, and snorts in disgust as he slams his mug of ale to the table.  " Trusting a thief, letting them know you have gold, and where you'll be?  That's asking for trouble.  Best set an alert watch tonight. "  He shakes his head one final time, before he starts to tell the tale.  " Leaf and I, we visited the Fist, and made a rather unpleasant acquaintance with one Angelo Dosan, who claimed to be a Lieutenant in the Fist.  He quickly made a problem of himself, demanded information from Leaf and I, and Leaf provided it.  He seems the sort who makes sure he's at the edge of every corrupt noble, every thief, everyone who might provide him with some funds for services rendered.  Also not a fan of Scar, and the feeling seemed mutual.  Scar'll render payment once his troops verify what we found. "
 
 Spoiler: OOC 
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13 
 Our enemies may threaten his life, but I would not go as far. I am even unsure if he qualifies as a wizard's apprentice, but we should at least look into this.  Senna listens to Leaf and Grok before continuing.  Good idea to move faster now. We need to be a step ahead. Do we think they know our faces? I mean Sam is unmistakable, but Caelee and I may as well be just some people. And they don't know Leaf or Grok.

As I see it, we have two options. We investigate the Iron Throne headquarters or the Flaming Fist.  
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 57/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 4 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 2/2 4th 
 0/2 Wildshape 
 "As much as I think corruption in the Fist is a concern, our immediate problem is the Iron Throne trying to kill us. I vote we look into it as soon as we can, through infiltration if needed and with firepower back up if we have no other option. I recognize that we must "play nice" in the city, but I'm not going to let myself or any of you come to dire harm because of the deceptions of cunning enemies."  Caelyn ordered another glass of wine and some food, hungry after the long day of running, having mud and rocks thrown at her, and discovering her new ability to fly.
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Raven Form 
 The Singing Lute 

Sam's mood has only mildly improved when the others meet up with him at the tavern. But the lost stare has been replaced with some sense of purpose, as he forces down some bread and soup. Barely eating the night before had left his stomach gnawing and nagging.

 "I think you did the right thing,"  he offers his sisters a subdued smile, at the story of their encounter with the thief children.  "Not the smart thing,"  Grepha remarks after swallowing a piece of bread. Slowly nodding, Sam repeats,  "But the right thing." 

Setting down his current spoonful, he sighs.  "We should investigate the Throne first. I agree. I have some news regarding our other business tonight, too, but discussing any of this stuff in detail should wait until we're in one of our private rooms."  He glances with his eyes around the barroom.  "Let's take our food upstairs and talk." 
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf continues his conversation with the others, letting each of them speak in turn. He waits until we are upstairs in our own room before making his views known.

  "I think we need to keep an eye on this Lieutenant at the Flaming Fist, but we don't want to make any more enemies than we already have. Let's focus on the Iron Throne first. We should assume they know us all now. After the boat ambush and the Merchant's League doppelgängers, I'm sure someone has identified all of us. So let's go investigate them...but tomorrow. I need some sleep first."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
[/QUOTE]
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Grok nods at Sam's words, clearly agreeing as he finishes his mug, and goes to stand.  " Agreed. "

After relocating(With food and a fresh mug of ale) to the more private inn, Grok speaks again, looking at Sam, Caelyn, and Senna.  " From what you've said in the past, you've got some circumstantial evidence that the Iron Throne is behind the Iron Crisis.  Could you go more into detail?  Why are you so certain? " 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 57/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 4 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 2/2 4th 
 0/2 Wildshape 

Caelyn followed the group upstairs, giving a lingering glance behind them to see if any eyes trailed after them. Once in private, she spoke up.  "We have more than circumstantial evidence. We have it from the letters and words of their own agents. Secret messages exchanged between necromancers, bandits, and merchants leading straight to the Iron Throne. We didn't get it all in writing, but some of it is, and the rest fits all too well with the attack against our noble friend and the activity of the local ne'er-do-wells."   Caelyn would dig in the bag and show him the materials they had gathered in their adventures, including journals, letters, turn coat's word, and missives between agents of unnamed nefarious organizations discussing the iron scheme.  
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13 

Senna follows, trying to notice anyone following them. Upstairs, she adds to Caelyn's thoughts.  More than that yes. We have enough grounds to have a court case. But not enough to really drive the point home. And what we don't need right now is a court case with evidence that is dismissed. We cannot use the evidence again, we cannot bring the court together for that - again.

But what we CAN do is arrange a meeting with their political and commercial enemies. There must be more merchantile guilds in Baldur's Gate. Ones that would support us for our legitimate claim, even if they thought we would just have a smear campaign going. But I would know no one in that position. Maybe Grok can ask Clan Shattershield, who built the Gate's sturdy walls? Maybe we have to somehow get the Harper's attention again. 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Raven Form 
 The Singing Lute 

Taking a seat in the room, Sam sips some soup. He tells Grok softly,  "We already presented our evidence to the Dukes through Duke Entar Silvershield. It was made clear that we should keep this quiet and bring anything more we find to them; if what's going on gets out, it would cause riots in the streets. Things are already tense as-is,"  he warns the others, setting down his bowl.

 "If we are to bring anyone into the loop on this, it is the Harpers,"  flicking her wings, Grepha hops onto the windowsill and looks out into the street, before flapping back to Sam's shoulder.  "They know how to be subtle when they need to be. Do we know if Jaheira and Khalid are in the city?"  she inquires, looking at Senna and Caelyn.  "We should add Jaheira to the list of people Senna is to prepare Sending for tomorrow - I would not wish to find out if Khalid's impotent stutters all count as 'one word'." 
 "Do you still have Dispel Magic ready for tonight?"  Sam asks Senna.  "I spoke with a woman named Lady Baldoriel. She's an agent of Bahamut, and we decided to help each other out a bit when we can. Turns out Ragefast is holding onto pearls she bought from him and too busy with his nymph to take calls. Grepha is going to try and find them when she sneaks in tonight." 
 "There is still time before tonight, but we must take care not to exhaust Senna's magic before then. What other leads do we have to follow?" 
 "We could scope out the Throne's place,"  thoughtfully drumming his fingers, Sam holds up one with his other hand. He flips up another.  "The undercellar,"  and a third,  "Looking for Harpers to contact,"  and one last finger,  "Or we can look for one of our allies and see what they've been up to. Vala has been gone since we got here, Aldeth was pretty pissed off and he might try something reckless... Gil might know more about the Fist situation, and Zu and Skie have been doing mercenary work. They might have info depending who they were doing work for." 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Grok listens intently as Caelyn and Senna explained their evidence, then frowns as Sam finishes the explanation.  " That's a problem.  Without official support, or a very solid reason, directly attacking the Throne is a bad idea.  They'd stall, summon the guard, and then we have a big problem. "  He shakes his head.  " If we could get some of their insiders to decide that honesty is the best policy. "  The grim look on Grok's face makes it clear that he was not considering just asking said people nicely. " Or if we had something immediate to respond to, such as a fire, we could do it.  Or " He nods to Sam.  " If we had more information.  Dealing with Ragefast tonight would be for the best. " 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf listens to the conversation and agree with the caution others have voiced. Assaulting the Iron Throne compound at this point would be unwise at best. He's not sure why we need to deal with this Ragefest fellow, but at least the conversation has turned from antagonizing the Flaming Fist Lieutenant.

  "I'm happy to go with all of you to deal with Ragefest. What is our goal with him? Is the nymph worth the risk or is there something more important about him? Otherwise, I think we should rest tonight and then find some of your allies tomorrow. More information might be good."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 57/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 4 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 2/2 4th 
 0/2 Wildshape 
 "I think we should do our best to free the nymph of both wizards. She should return to the lands that sustain her, if at all possible. I'd be tempted to say our dealings with the Throne are more pressing, but a creature of nature should not be forced to wither and die in this disdainful place."  Caelyn kicked one leg, up and down, back and forth, something her siblings would attribute to her thinking over a problem. At Sam's mention of magical reserves, she spoke up again.  "I am nearly untapped as far as spell energy goes, just short on the ability to shape change or summon... Bokono."   There was a wince at the mention of her servant's name.
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Raven Form 
 The Singing Lute 
 "There's time to rest if you wanna,"  Sam suggests to Caelyn. He thinks a bit more, then adds,  "If what's his face is still having us tailed, they could blow the mission,"  he points out.  "What if Grok and Leaf split up and try to lead them somewhere else? Maybe catch the tail. Those are the two the guy knows best now." 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Grok speaks up again at Sam's suggestion.  " We did check for a tail already, and didn't find one.  But I do know how we can manage Ragefast's tower, now.  We have a legitimate reason to visit, so if I knock, and inquire after the pearls while another group makes for a quiet  entrance, and finds the nymph, and figures out what is going on? "
 
 Spoiler: OOC 

Grok.  The stealthiest sneak who ever lived.  Just ask anyone in the vicinity with eyes or ears!
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (Barkskin 16) HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 -- | Raven Form 
 The Singing Lute 
 "Would that put him on guard?"  Sam wonders, rubbing his chin.  "I was hoping he'd be asleep. But he might not be sleeping either he's so obsessed... how would you keep him talking and not get the door slammed on you or him just not answering?" 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Grok frowns at Sam's question.  " We've got the pearls to discuss with him, and afterwards? "  Grok grins.  " He didn't exactly strike me as the most stable sort of fellow.  I'm thinking to get him talking about his competition, and see if I can't get him to start ranting. " 
 
  
Amnestic
You can take your time preparing yourselves for what's to come next - though your mornings were busy to a greater or lesser degree, there's a brief moment to relax and perhaps catch up on sleep or simply lounging around while you make sure not to exhaust yourselves in preparation for a daring raid on a potent mage's domicile. Eventually though, night falls. The city hardly sleeps though, as many are just finishing work and on the streets heading home or out to search for dinner and drink. The chill keeps those who can avoid it away, but the demands of labour, an empty belly, and maintaining a roof ensures that there's still those who can't.

Ragefast's home is...identical to how you left it mere days ago, to no great surprise. An oddly shaped building safeguarded from prying eyes by a small wall, indented with a number of windows that all seem blocked by curtains, though light still shines from within. His parting words still ring in your ears:  " My door will forbid you entry unless you come with news I care to hear."   Whatever plan Grok and Sam wish to concoct will require some quick talking to the talking-door in order to get the arcanist's attention.

When Grepha attempts to fly closer, she finds herself barred - the other spellcasters you spoke to have told true. A barrier spell appears to block Fiendish creatures (and perhaps others) from approaching, and only seeing the abjuration dispelled will allow her to assist this endeavour directly.

 
 Spoiler: OOC 

Remember Senna's Dispel will require a spellcasting ability check, since Hallow's a 5th level spell and she doesn't have 5th level slots.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form 
 Ragefast's Keep 

With the bag of holding entrusted to Leaf's burgling skills, Grepha takes to the air and Sam strides through the streets. The latter's hat has taken the form of a helmet, treading the evening streets in the form of a human Flaming Fist soldier on patrol. He trails not far behind Grok.
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
With the plan made, Grok makes sure his armor was up to his standards before he approaches the door, and knocks. 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf plans to sneak around the back of the house and climb the wall to get into a third or fourth story window, but he first addresses Caelyn.

  "We might need you to dispel some magical wards before we can enter. Remember what happened to me last time just going in a different room. I'm sure he has some protection on the windows too."  

He plans to be very cautious, remembering the last time he accidentally set off a glyph in Ragefest's house. He pulls up the hood of his cloak in order to better hide in the darkness.

 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Not getting any response from knocking, Grok follows up with words, starting to make his case to meet with Ragefast.  " As Ragefast requested, we did speak with Ramazith.  Additionally, we have business to discuss with Ragefast, at the behest of Sudil.  It turns out that a competent wizard is required. "
 
 Spoiler: OOC 

 (1d20+7)[ 11 ]  Persuasion?
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th 
 2/2 Wildshape 

Caelee prepares to change into an animal, nodding to Leaf as they prepare to scale up.  "I can dispel any wards on the windows, and once we are inside if need be I can make one of us invisible. While I am in animal shape, however, we won't be able to talk."  Caelyn ponders the animal for the job and settles on a mosquito.  "I think I'll ride in on your shoulder, if you don't mind."  She prepared to dispel, looking for obvious defenses or wards.
 
 
  
 
 Spoiler: OOC 
Ability check if needed-  (1d20+5)[ 7 ] 
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 3/4 2nd: 3/3 3rd: 2/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13, Concentrating on Bless [Grok, Leaf, Senna] 
 The night before: 
As Senna leaves the conversation, she unravels a piece of parchment to write out the exact words she wants to convey to Jaheira. She would not know of any magical spying on a Sending spell, but one could never be surer.

   Jaheira meet us in the Gate
we have more news about the ferrous fiends
vicinity of enchanted lute is fine
Senna we fought some undead   
Retracing the words with a copper wire a fine glittering mist rises from the parchment and flies out the window, fully formed as celestial runes.

 At Ragefast's: 
 I need my concentration to make Deneir bless our endeavors. Can someone else focus on the magical auras? I doubt this is his only defensive measure, but it is by far the most dangerous. Leaf, I need you to look out for any mundane openings in his schemes. Archmages famously trust in magic too much, and disregard the mundane. Sam, please assist me. You know my magic is still rough around the edges. Grepha, we have perused magic from the lower planes all this time. It would be silly not to ask you to help. Grok....do your thing. 

Senna conjures up her blessings, and is ready to unravel the weave protecting the house.

 
 Spoiler 
Before you check the actual check.
May I have bardic inspiration?
May I have Grepha's talisman for a moment? Unless it is attuned?
 
 Spoiler 
 (1d20+5)[ 10 ]  plus  (1d4)[ 3 ] vs DC 15
Potential modifiers
Bardic  (1d6)[ 2 ] 
Talisman  (1d4)[ 2 ] 
 

 

 
 
  
Amnestic
The door remains silent to Grok's request and statements - whatever it seeks from you, it seems neither Suldil or Ramazith's names provoke the desired response. From outside the home's walls, you hear a noble lady's entourage's high pitched giggles, and turn to see them wandering past, evidently finding your talking to a door quite silly. Ignorance is bliss, for them at least.

Caelyn's attempt to dispel the Hallow from the area proves unsuccessful, and the magical barrier against Grepha's entry remains intact. Once enhanced by Sam's bardic inspiration and her own Bless spell, Senna's is able to break through, and though there is no visual feedback to denote the shattering of the abjuration, you can nevertheless tell that it has ended. Now comes the actual home entry. There are a variety of windows (curtained, closed) around the ground floor. Those of you climbing could reach up to the second floor windows, or even higher to the observatory at the very pinnacle of the conicle shaped house.

 
 Spoiler: OOC 

Climbing up to the second floor without falling is a DC10 Athletics check; DC13 to reach the observatory at the top.
Failing the former provokes 1d6 fall damage and requires a retry; failing the latter does 2d6 and the same.
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Grok frowns as the door remains silent, before he speaks again.  " This is in relation to Abela. " 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 3/4 2nd: 3/3 3rd: 2/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13, Concentrating on Bless [Grok, Leaf, Senna] 

Rather than exhausted, Senna smiled from ear to ear.  Should be fine for anyone now. Devils, divine murderspawn, even dwarves and cat people! Sam, you are a life-saver. Or well, magic-saver in this case. I don't know how you do it. But enough musings on the Weave. With Deneir's grace and your cunning, we got where we wanted to be, now what?  she asks herself, looking up the building.
 
You don't expect us to climb this, do you?  
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf climbs up the wall to the roof and the second floor windows at the side of the house, under the assumption that the first floor windows would have better wards on them. He waits for anyone else to join him and then examines the windows for any signs of wards or traps.

  "Let's be careful as we go in. Ragefest is pretty paranoid."  
 
 Spoiler: OOC 
Athetics:  (1d20+3)[ 13 ]  (not sure if that's needed with a climb speed)
Stealth  (1d20+11)[ 25 ] 
Investigation  (1d20+5)[ 20 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form, Invisible 
 Ragefast's Keep 

As Sam returns to his position lingering in the street on 'patrol,' Grepha takes wing and ascends to the upper windows. She lands on the sills, peeking inside.

 
 Spoiler: Actions 
 (1d20+3)[ 15 ]  Grepha Perception to scout the windows
 (1d20+5)[ 25 ]  Grepha Stealth
 (1d20+5)[ 18 ]  Invis Adv
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 2/2 4th 
 1/2 Wildshape 

Caelyn nods to Leaf, then transforms into a mosquito and flies up to the catfolk's shoulder, landing on it. She buzzed her wings so as to let Leaf know that she was still there, then let her catfolk steed do the athletic work for her.
 
 
  
 
 Spoiler: OOC 
I see your athletics check and raise you a wild shape.
 
Amnestic
The door finally responds, animating into its rough approximation of its face once more.  "Oh, it's  you ,"  it comments dismissively.  "The Master gave very specific instructions not to let  you  back in, so you'll have to do better than that if you want that to change. It's as if you're  trying  to seem suspicious with how vague you're being." 

There's nothing to see through the windows on the upper floor either - like those below, they are blocked out by curtains, save for the slivers of light passing through the edges, but it's not enough to see anything worth seeing. An investigation of them indicates they're latched shut, something that could be remedied with Thieves Tools perhaps. It looks like a moderate lock at a glance, though Leaf has no eyes to detect magical enchantments upon them - if there are any.
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Grok nods, understandingly at the door. " Aye, I can understand why Ragefast gave that instruction,especially after our last conversation. However, I am here on business this time, not just hunting rumors. Specifically, I've been sent to collect the pearls that Sudil commissioned. I also followed Ragefast's instructions to talk with the other mages, and as he requested that I do so, he may be interested in the results. ". Grok's rumbling voice is calm, but professional, clearly a man on business, rather than a man on a quest.
 
 Spoiler: OOC 

 (1d20+7)[ 22 ] 
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Listening from the roof by the window, Leaf hesitates.

  "Let's wait to see if they get in. I'd hate to set off an alarm and mess up their plans."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 3/4 2nd: 3/3 3rd: 2/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13, Concentrating on Bless [Caelyn, Leaf, Senna] 
 What are you seeing, Leaf? Should I come as well? I mean as long as I have this blessing...  Senna invokes the knowledge of mountaineers past and follows the cat in a surprisingly fast manner considering her armor and a shield strapped to her back. Sometimes it is just in the technique.

 
 Spoiler 
 Using Channel Divinity for proficiency with Athletics
Athletics of 22 (16 rolled, +2 Athletics, +4 from Bless)
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf waits at the window, impressed at Senna's climbing ability.

  "The latch looks easy enough to trick open, but I can't see if there are any magical wards. Last time, I stepped on that glyph and got paralyzed, so I'm a little hesitant to go ahead on my own. Can you see any magic?"  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
Amnestic
The door lets out a loud, barking laugh, as if truly amused.  "Then on your own head be it."  It swings open, allowing you entrance once more into Ragefast's domicile.

Ragefast is already waiting for you in the waiting room of hung cloaks, benches, and no doors. His noble demeanour is barely diminished from the last time you saw him, but there's a crackle of magic in the air, and his tressym is nowhere to be seen.  "You have five words to explain yourself. False entry will be deemed a trespass, and responded to in kind." 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Accepting the invitation into the well appointed house, Grok heads inside, and calmly approaches Ragefast, giving him a look over.  He shrugs at the rather curt welcome, but it was deserved after the events of the last conversation.  " Collect Sudil's pearls and talk. ".  He keeps his tone calm, letting the words roll from his tongue as he follows Ragefast's directions, despite the close to nonsense of his response.
 
 Spoiler: OOC 

Hoping to calm Ragefast down a touch with the calm demeanor.
 (1d20+7)[ 24 ]  Persuasion
 (1d20)[ 10 ]  Insight:  Is Ragefast still rather stressed out?
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 2/4 2nd: 3/3 3rd: 2/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13, Concentrating on Detect Magic  

Senna chants a short prayer and opens her sense to the Weave.  Point me to the exact place. While it weakens the overall magic, some are sneakier as they overlap building features with glyphs. So grab on a crack, break your back.  she jokes.
 
 
  
Amnestic
 Diplomacy Team 

Ragefast's face twists with unrestrained disgust and rage.  "You think I'm a fool, a conjurer of cheap tricks to be tricked in turn by false words. You think I don't know what you told my door? You think I'm not kept informed? You spoke of  Abela .  My  Abela. And then when given the chance to speak of her once more, you waft a veil of deception in front of it - and for what? How much is Ramazith paying you?"  He turns, almost as if listening to some unheard words.  "Irrelevant. Like so much else. Leave or die for your trespass. I am  done  entertaining the lies that slither from your mouth like fat slugs." 

He taps a shoe to the ground and is immediately enveloped in magic, vanishing from sight. Two of the cloaks hung on the wall immediately begin moving, animating in an undulating manner that appears distinctly hostile.

 
 Spoiler: Map 

 

Grok's up first.

 Initiative:- 
Grok: (1d20)[16]

Cloaks: (1d20)[10]

Sam:(1d20+5)[7]
 

 Infilitration Team 

Senna's senses are assailed by all manner of magical energies, a blinding kaleidoscope of colours, smells, and sounds that requires a moment to focus. The house does not merely bear enchantments, it is awash in them, large and small, all interlinked and crossing over. Years of weaving spell after spell into the brickwork must have gone into it. Focusing is difficult, but doable, and by narrowing your senses you get a sense of abjuration spells on the window latch.
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: Concentration:  Bless.
 
Grok shakes his head furiously at Ragefast's words.  " You absolute codswalloping bastard.  Yer nuts in the head, carin' about one thing, and ignoring the world.  I came here to do a job, and retrieve the pearls you owe.  Nothin' more. "  His thick dwarven accent carries through clearly, as does his rage and disgust at the attitude of Ragefast.

As the threat becomes clear, Grok shifts to the left, prepared to cover Sam, before briefly uttering a prayer.  " Yer insanity's gone too far this time, Ragefast. "
 
 Spoiler: OOC 

Casting Bless on Sam, and Grok.
 

 
 
  
Amnestic
The cloaks fling into action as Grok incants a blessing on himself and Sam, immediately ensnaring his limbs in their lengthy cloth and holding him back from acting freely.

 
 Spoiler: Map 

 

The cloaks both hit Grok with Envelop,  Restraining  him. Grapple break DC14 to escape. Their follow up attacks, despite Advantage, miss, so no damage dealt.

Sam's up.

 Initiative:- 
Grok: (1d20)[16]

Cloaks: (1d20)[10]

Sam:(1d20+5)[7]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form, Invisible 
 Ragefast's Keep 

Hearing violent shouting from the interior of the tower, Sam begins marching towards it at a steady speed walk, trying not to seem too worried or in a hurry. Taking the crossbow off of his back, he loads it and steps into the doorway, appearing outwardly to be a human guardsman.

 "What is this shouting, what is going on here?"  he asks in a gruff, acted voice, looking around the room.  "Unauthorized lethal force will not be permitted! Homeowner, call off these defenses before you overstep! Dwarf, lower your weapon and step towards me slowly." 
 
 Spoiler: Actions 
I think he is unfortunately out of Bless range due to being outside.
30 feet to move into the doorway of the scene.
 (1d20+6)[ 20 ]  Performance to disguise his voice. Mod for Deception is +4 if you feel it more applicable
 (1d20+9)[ 16 ]  Persuasion to halt hostilities
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
With the cloaks rushing him, Grok does the only thing he can do:  He sets his glaive, spitting the first on the blade, before he finds himself enveloped by the second.  He roars as he tries to tear the creature off of him.
 
 Spoiler: OOC 

Reaction:  Polearm Master AoO on the first one to come at him
 (1d20+9)[ 29 ] + (1d4)[ 1 ]  Attack
 (1d10+6)[ 15 ]  (30)  Damage

Action:  Attempt to break free
 (1d20+8)[ 23 ] + (1d4)[ 2 ]  Bless(If Guidance is baked in) Athletics
 (1d20+8)[ 16 ]   (1d4)[ 2 ]  Bless(If Guidance is baked in) Athletics again

If he breaks free on the first attempt, stab the one he already stabbed, and then move five feet away, so it will trigger another aoo if it rushes him again.
 (1d20+9)[ 21 ] + (1d4)[ 1 ]  Attack
 (1d10+6)[ 14 ]  Damage


Reaction:  Polearm Master AoO on the first one to come at him
 (1d20+9)[ 25 ] + (1d4)[ 3 ]  Attack
 (1d10+6)[ 14 ]  Damage
 

 
 
  
Amnestic
The cloaks ignore Sam's pleas, and the spellcaster appears to do so as well, as they make no appearance, and no attempt is made to call off the cloaks. Perhaps he believes you and doesn't care, but the assault continues regardless. Grok is able to free himself from the confines of the cloak and deliver some cutting blows against one of the animated upholsteries, but as soon as he's freed himself, the undamaged one grapples him once more, dragging him towards the door as its master commanded. The other strikes at the 'Flaming Fist', obeying its master's command - to have the intruders leave, or die.

 
 Spoiler: Map 

 

Sam's attempt at diplomacy doesn't work - the cloaks answer only to their master.
Grok crits with the OA, frees himself, then hits once.

The cloak he's still in melee with (since he didn't move to provoke an OA, I assume?) hits and Envelops him again, missing with the other attack, and then drags him outside. The other cloak Envelops Sam on the first attack, and then hits him for  25  bludgeoning damage.

If animated cloaks could bleed, the one grappling Sam would be bloodied.
Party's up. Both restrained.

 Initiative:- 
Grok: (1d20)[16]

Cloaks: (1d20)[10]

Sam:(1d20+5)[7]
 

 Infiltration Team 

The dispel magic from Senna takes effect, and works to remove the spells affecting the window and its frame, alone. While the rest of the house is still decidedly enchanted, this window is, at least, free of enchantments.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form, Invisible 
 Ragefast's Keep 
 "Begone, foul thing!"  Sam chokes out, as he braces his palms against the interior of the entangling cloak. He attempts to force it off with a burst of magic.  "This madman has gone too far-" 
 
 Spoiler: Actions 
Eldritch Blast
First blast on the one grabbing him
 (1d20+6)[ 25 ]  to hit
 (1d20+6)[ 19 ]  Disadvantage
 (1d10)[ 10 ]  force damage and 10 foot knockback to break its grab
If the first one misses, second blast at the same one. Otherwise, blast the other one free of Grok.
 (1d20+6)[ 12 ]  to hit
 (1d20+6)[ 24 ]  Disadvantage
 (1d10)[ 5 ]  force damage and 10 foot knockback to break its grab
 

 The Infiltration Team 

Grepha observes from her invisible perch on Leaf's shoulder as the layers of magic are slowly peeled back.  "I am growing to despise wizards,"  she remarks idly, in a hushed voice. After a moment of hindsight she adds to Caelyn and Senna,  "Their collective sense was pooled into your sister and foster father, I am sure." 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
 
 Spoiler: If not freed 

Seeing his savoir attacked, Grok roars in defiance, before ripping the cloak from him with brute force, then stepping back, standing side by side with the "fist" member, his glaive at the ready after lashing out at the more injured cloak.
 

 
 Spoiler: If freed 

Seeing his savoir attacked, Grok roars in defiance, before the entrapping cloak is blasted clear of him.  Not missing a beat, his glaive lances out, piercing the already battered cloak that had been attacking Sam, before swiftly retreating back into a ready position.
 

 
 Spoiler: OOC 

If needed...
Athletics to escape
 (1d20+9)[ 10 ]  Attempt 1
 (1d20+9)[ 14 ]  Attempt 2

Move north, to stand near Sam.  Note that attacks may require him to move five feet more, make the attacks, then move back.  The goal is to make sure that he can take his PAM attack of opportunity to stop one of them from attacking.
This may also provoke.  Hopefully, if it does, it misses?

 (1d20+9)[ 11 ]  Attack 1
 (1d10+6)[ 10 ]  Damage 1
 (1d20+9)[ 11 ]  Attack 2
 (1d10+6)[ 15 ]  Damage 2

AoO, if possible
 (1d20+9)[ 24 ]  Attack
 (1d10+6)[ 9 ]  Damage
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 3/4 2nd: 3/3 3rd: 1/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13, Concentrating on Bless [Caelyn, Leaf, Senna] 
 We got a breach! Follow me before the whole street finds us up here.  she says as she tries to open the window. Failing that wraps a piece of cloth around her hand and breaks the window, and trying to wedge it open with her dagger.   Gorion would have none of this! 'Tis shameful!   she thinks herself, but continues.


 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf watches as Senna breaks open the window. He thinks he could have unlocked it for her but realizes that he was hesitating. After his last encounter in the wizard's house, he's not sure he wants to go marching in right now. He hears Grok and Sam start to fight, but can't tell what the commotion is.

  "We don't have time. Grok and Sam need our help."  

He dashes across the roof, grabbing the edge of the roof as he vaults over the side.

Once he's on the ground at the doorway, he waits for an opening, either a cloak away from his friends or just a flutter that he can exploit. He shoots an arrow at one of the animated cloaks. As he does, he yells at the wizard, hoping he can be heard wherever the wizard is.

  "Ragefest! We were just here to talk. What's wrong with you? Call off your cloaks."  

He then steps to the side, outside the door and no longer in the doorway.

 
 Spoiler: OOC 
Move 60', climb down wall (using feline agility and cunning action to move 90')
Shoot cloak  (1d20+11)[ 27 ] ,
 (1d6+8)[ 10 ]  piercing,  (1d6)[ 1 ]  fire,  (4d6)[ 20 ]  sneak attack

Move to the side

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 3/4 2nd: 3/3 3rd: 1/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13, Concentrating on Detect Magic 
 We killed a vampire and an insane druid, I am sure...  Senna says as she is not even sure Leaf could hear her. She pauses for a second. Yes, they could be able to deal with it. But being too prideful cost them several times. Maybe it was time to be more humble. She looks at the broken spell and window and rues the night before where they cooked such a half baked plan.

Their strength always was with brute force, and this did not change magically over night. Senna leapt down the window and follows Leaf on the ground. When Ragefast injured her friends and family, he had to report to her...

 
 
  
Amnestic
Sam manages to blast his way free, but struggles to do the same to Grok, with his beam skittering across enchanted-cloth and ricocheting into the wall. No sooner does Grok manage to free himself than does the cloak immediately wrap itself around him once more, tugging him away and back out the door. Its attempts to squeeze the dwarf tightly are for nothing though, as the dwarf's resilient body proves too much for it to damage. Leaf is no more successful at his communication than Sam was, but at least his arrow puts down the cloak already torn with glaive and spell.

The rest of the party arrives, leaving a shattered window in their wake, faced solely with one of the animated items of clothing remaining.

 
 Spoiler: Map 

 

Sam's first beam frees himself. Second beam misses.
Grok takes two 'attacks' to free himself.

I chose the 'injured' cloak for Leaf's target, which finished it off.

The remaining cloak grapples Grok again...and then misses with its advantage attack.

Party's up.

 Initiative:- 
Grok: (1d20)[16]

Cloaks: (1d20)[10]

Sam:(1d20+5)[7]
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 3/4 2nd: 2/3 3rd: 1/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13, Concentrating on Detect Magic 

A few pink orbs of energy slam into the cloaker as Senna starts her magical barrage.  So much for the diplomatic approach.  she says.

 
 Spoiler 
Magic Missile as 2nd level  (1d4+1)[ 2 ]  x4
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 2/2 4th 
 1/2 Wildshape 

Caelyn remains in animal form, buzzing with annoyance, but having full faith in her companions and siblings to dispose of some trumped up rugs, and knowing that a surprise druid later in this sh*t show may be much more valuable than another person smacking cloth around.
 
 
  
 
 Spoiler: OOC 
Pass turn.
 
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf gets caught too close to the cloak, so he draws his shortsword and tries to stab it, taking advantage of an opportunity while the cloak is engaged with Grok. He again calls out to the wizard.

  "Ragefest! Call off your cloak."  
 
 Spoiler: OOC 
DRaw shortsword and attack
 (1d20+9)[ 25 ] ,  (1d6+6)[ 9 ]  piercing +  (4d6)[ 16 ]  sneak attack

Doesn't move in order to reset feline agility

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form, Invisible 
 Ragefast's Keep 

With the others dropping in, Sam gets the sense that the plan is bust. But he keeps his disguise up for now. He steadies himself and looks around the room, trying to gauge if the wizard is still inside.  "Wizards and adventurers,"  he grumbles in-character, clutching his crossbow.

Grepha opts not to break her invisibility, flapping from Leaf's shoulder into the room to examine it as well, relaying details back and forth with Sam through silent telepathy.

 
 Spoiler: Actions 
 Sam 
 (1d20+5)[ 20 ]  Investigation to look for signs of Ragefast having moved around the room invisibly; any doors that opened and closed, rugs that bunched up, sounds of footsteps.
 (1d20+5)[ 8 ]  Investigation Help Advantage

 Grepha 
Move near Sam, Help action
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Still grabbed by the cloak, Grok does his best to hurl it from him, struggling mightily against the confining embrace of the animated horror.
 
 Spoiler: OOC 

Escape!
 (1d20+8)[ 25 ]  Athletics
 (1d20+8)[ 20 ]  Athletics the second, if needed. (If the first is successful, the second is a shove away.)
Assuming both succeed, move back five feet, so it provokes an AoO if it approaches.

 (1d20+9)[ 15 ]  Reaction attack
[roll]1d10+6[roll] (11)  Damage
 

 
 
  
Amnestic
With the last remaining cloak surrounded, Grok frees himself and the party lays into it with blade and spell both, tearing the magically enchanted fibres piece by piece until there's nothing left but sad fibres and the memory of orders unfulfilled.

There's no signs of Ragefast having turned invisible - instead it seems more likely he teleported. Either that, or he floated away, as there's no footprints or other signs of his passage where he vanished from.

There aren't any clear doors or exits from the 'cloakroom' where you're stood, but casting your mind back you do recall Ragefast entering through a wall which warped itself to allow him passage, opening and closing at his behest. Furthermore, given the direction he came from, you might be able to estimate two other walls that might lead to different rooms or hallways, though you've got little idea of what lies on the other side.


 
 Spoiler: OOC 

After its last turn, an attack I rolled for Grok, a missed OA from the cloak, and then only Restraining Leaf with its own attack, it was left on 11 HP. The likelihood the party can't do 11hp damage against a 13AC creature seems very low, so I'll just call the fight done there.

This was in fact an  Easy  fight, so you receive  5 .
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form, Invisible 
 Ragefast's Keep 
  The situation has devolved beyond stealth at this point,   Grepha communicates silently to Sam as the others mop up the cloak mess outside.   Between the cloak shreds on the lawn and the window your fool sister decided to break, there is a trail of evidence that something happened here. Options for keeping this quiet are narrowing.   Landing in the room, she calls back to the party,  "Bring in the remains of that cloak. And dwarf, we seem to be in need of some redecorating." 

Frowning on and behind his magical mask, the Fist soldier turns to the others.  "This wizard has seen fit to attack with abandon, and intent to kill. If you adventurers are willing to lend a hand apprehending him  non-lethally , maybe I can overlook the suspicious serendipity of your arrival,"  he tells them, without breaking character.
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Seeing the final cloak dispached in a storm of blows, Grok shakes his head bitterly.  " Damn wizards.  Man's gone mad. "  He straightens, and shrugs.  " Best see this through, before he goes further down the tunnel. "

Afterwards, he gives the stone interior a long, hard look, trying to figure out where it came from, and whether there was a concealed trigger to open it or something.
 
 Spoiler: OOC 

Hopefully, getting to use Stonecunning?  Maybe?
 (1d20+5)[ 20 ]  History?
Otherwise, probably investigation, which is 6 lower.
 

 
 
  
Amnestic
The walls are smooth - almost  too  smooth, with not a single crack or seam between them, but running your hands over them finds them as solid as any other stonework. No mundane tools crafted it into shape, nor does this seem to be a domain traversed by mundane means, at least not for those uninvited. A thorough investigation of the room finds no switch or trigger that might allow access. The building is a fortress, or at least intended to be one, and obnoxiously rejects your advances.
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf looks around for any method to get past the smooth wall. He'd rather not have to get everyone over the roof and in through the second floor window.

  "There has to be some way past this thing."  
 
 Spoiler: OOC 
Investigation  (1d20+5)[ 18 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Carefully looking over the stonework, Grok shakes his head unhappily after a few seconds.  " Blasted wizard.  Doesn't even have the sense to do stonework properly.  Must be some sort of magical trigger to open the door, because there's no door. "  He pauses, clearly thinking, before he continues.  " Could dig through, but that'd take time, and be loud.  Any other options? " 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 3/4 2nd: 2/3 3rd: 1/3 4th: 1/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13, Concentrating on Detect Magic 
 The wall was sealed by magic, and it is probably easiest to unseal it with such magic. I doubt Ragefast goes outside often, and if he does I assume he just teleports 'round it. Paranoid wizard I'd say, but after the last few weeks I would say he is just better at counter measures than us.

Or well, any other group without that much magic.  the cleric says sardonically.

Senna traces an outline of a door on the wall with her finger while reciting an old rhyme:

 Ennyn Ragefast Aran Fennas Baldur.
Pedo Mellon a Minno. Im Senna hain echant.
Senna o Deneir teithant i thiw hin." 

The stone around the arcway glows in Elven runes and slowly the stone bends inwards and gives way to an extremely ugly opening. The Deneirite leaves no door, it is just a crater in the wall. She finished by decorating in the equivalent of graffity saying "Senna was here."

 What, no doormat?  Senna moans playfully.  After you, master dwarf. 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form, Invisible 
 Ragefast's Keep 

Staring at the childish graffiti carved into the stone, Grepha makes an irritated croaking sound.  "First the window, and now this. Are you obsessed with leaving evidence of every one of your criminal actions, girl? You had best not expect the rest of us to go down with you." 

Clearing his throat, the Fist 'guard' interjects,  "Such blatant vandalism  is  pretty short-sighted. We can discuss fines once this lunatic is in cuffs." 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Looking into the dark abyss beyond the opening in the wall, Grok frowns, remembering the initial visit to Ragefast's home.  " I can lead, but it might be wiser to have someone who can find traps or magic go first. "
Despite the caution in his words, he approaches the newly made door, his glaive at the ready as he peers into it. 
 
  
Amnestic
Opening the wall to your left takes you out of the entry cloakroom into a dining hall, dominated by a long table surrounded by a dozen chairs. Only two places are set - the one at the head of the table, at the far end of the room, and the one at its left side. Neither place has food upon its plates, and a thin layer of dust seems to have formed across the otherwise polished silver.

In two of the corners are the skeletons of wyverns or some other similarly winged, draconic creature with two legs, their maws open. At the far end of the room, thankfully, is what appears to be a normal door. Gleaming in magical silver writing are the letters "Oɟɟǝɹ ʇɥǝ ɯɐsʇǝɹ ɥᴉs sǝɐʇ."

Outside of pilfering some silverware, there doesn't seem to be much else of immediate value or worth in the room.

 
 Spoiler: OOC 

To save you turning your heads, it reads "Offer the master his seat" - upside down.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form, Invisible 
 Ragefast's Keep 

Stepping into the severely neglected dining hall, Sam peers around at the dusty silverware. Has the wizard even been eating? Or does he take his meals in the company of his captive nymph?

Taking a look at the plaque on the door opposite them, he takes hold of the chair at the head of the table and pulls it back.  "Please take a seat, Master Ragefast,"  he recites for the door.
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 3/4 2nd: 2/3 3rd: 1/3 4th: 1/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13 
 Ugh.  Senna moans as Sam recites this.  I would have preferred to interrogate the wyverns, but they dont talk much. Anyway...  she moves forward, pulling the chair out, dusting it off and offering it to a master, who will probably never come.  Take. a. seat.  she utters from clenched teeth.
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: none
 
Walking into the small dining room with his glaive held at the ready, Grok feels a little bit unhappy that there were no threats, and that this place had not been used for a while.  Still, he retains his professionalism, and remains alert, prepared to act should something happen.

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf moves into the next room with the others. Normally, he would volunteer to wander around himself and see what he can find, but he's sure that there are more traps here.

He keeps looking to the spell casters for reassurance that there aren't any magical traps in the area.

 
 Spoiler: OOC 
Investigation  (1d20+5)[ 10 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 2/2 4th 
 1/2 Wildshape 

Finally resolving that her spells will be more useful than a surprise fifth combatant, Caelee flutters down to the floor on mosquito wings before growing back into her elven form. She swayed as her eyes adjusted to being larger than her brain had been a moment ago.

 If someone can point out magic auras I can attempt to dispel them again. I would rather have some direction, however, so as not to be firing the spell at every nook and cranny oif this mansion."  
 
  
Amnestic
The chair at the head of the table is pulled out and...nothing happens. The writing remains intact, the door remains shut (albeit, no one has yet tested to see if it's unlocked), and you have also not been attacked by any of the furniture or crockery. Indeed, nothing responds to your wanderings. Leaf doesn't find anything of note with his investigations, nor detect any mundane traps.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form, Invisible 
 Ragefast's Keep 

The door hasn't opened on its own. With a shrug of his shoulders, Sam tries the handle to see if it is locked.
 
 
  
Amnestic
Senna takes the chair at the head of the table and...nothing happens, leaving Sam to attempt the door.

Sam's palm sears with pain as magic ignites underneath it, and the trap activates. At first, aside from Sam's injured palm, it doesn't seem to have done anything at all. It's only when you look to each other that its effects become evident. 'Branded' by magic atop your skin, in a fiery red glow on your foreheads, is the draconic rune that translates out - roughly - to "Criminal/Sinner/Unwanted One". It doesn't seem to do you any further harm, and covering it with hand or cloth or hair (if you have it to do so) seems adequate to conceal it, but nevertheless it is immediately visible when uncovered, immediately drawing of the eyes, and it doesn't seem to be going away.

The room beyond the dining hall looks like a study or lounge area, with bookshelves of tomes and seats to read them in. At the far end is a large three-tiered organ, perfect for serenading your captive nymph, though neither Ragefast nor 'his' Abela are in attendance. A door - one notably without magic writing this time - is on your right.


 
 Spoiler: OOC 

Sam takes  (1d6)[ 5 ]  force damage for triggering the trap, and everyone (Grepha included) is  Branded  until further notice. An Identify spell will confirm exactly what's going on with it.

Speaking of damage, Sam's hit points don't seem to have been updated with the 25 he took during the cloak-fight.

Need to decide if you're gonna sniff around the lounge room for anything to  steal  creatively appropriate or move on.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 32/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form, Invisible 
 Ragefast's Keep 

Flinching away from the door when it bites back, Sam glances around, expecting the skeletons to spring to life and attack. Instead he finds everyone branded upon the forehead with a rather unflattering mark.  "This brands us as criminals and sinners in dragonrune,"  he informs the others, scowling.  "I respectfully decline from opening the next door,"  he states, waving his still stinging hand in the air. Stealing from the wizard holds no interest to him, so he walks slowly through the next room.

 "Hate wizards,"  Grepha mumbles, flapping into the new room and perching upon a bookcase. She gives a cursory glance over the titles of the tomes for anything of note, or any possible secret switches. Drawn over by a telepathic nudge, Sam begrudgingly joins the search, still fuming over the insult of the wretched wizard's mark.

 
 Spoiler: Actions 
 (1d20+5)[ 25 ]  Sam investigation
 (1d20+5)[ 15 ]  Grepha Help
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf follows Sam into the next room. He is a little out of his element with all of these magical wards, so he defers to the spell casters to find any of the magical traps. But sometimes, wizards will put in some clever mundane traps too in order to dissuade those that rely too much on their ability to detect magical auras. So Leaf continues to look at the doors and walls for any subtle signs of those mundane triggers.

 
 Spoiler: OOC 
Investigation  (1d20+5)[ 17 ]  (passive is 15)

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
Amnestic
The lounge is mercifully free of any other trap (mundane or otherwise) to throw off your investigations of the room. Most of the tomes on the shelves are the sort of general lazy fare that you'd expect on any bookshelf in a public space - lightweight fiction, epic fiction, popular biographies and travelographies. Little in the way of philosophy or academic studies. It's not hard to imagine Ragefast entertaining guests here when he was marginally less mad, and allowing them the time to peruse his books at their leisure.

Only one tome sticks out as unusual,  Glorious Rudiments of Sensing Motives  - what can be best described as a 'self help' book intended to teach others how to understand and influence those around them, generally regarded as low quality work intended for easily influenced nobles instead of actual academics. Sure enough, this out of place book proves to have been a hiding place for a pair of spell scrolls.

 
 Spoiler: OOC 

You recover a spell scroll of Unspoken Name (my spell list), and another of Power Word: Kill.
No that's not a typo.
 


There otherwise doesn't appear to be much worth your attention here, unless you've suddenly developed a keen interest in bodice-ripper fiction primarily targeted at the young adult women demographic.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 32/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form, Invisible 
 Ragefast's Keep 

Initially suspecting the book to be a hidden switch, Sam finds it much more concerning. The equivalent to an artifact dagger hidden under one's pillow, tucked into a hidden compartment within the pages. Still wearing a stern expression, he tucks the deadly page into his pack, not trusting to leave it in the hands of this paranoid madman. More worrying is the thought that he might have more.

And the instinctive tingle on his tongue.

The other scroll hidden within could well be useful to their investigation, and Sam lingers with it in his hand. Taking it would not be a necessity to protect others, so he struggles to find justification in taking it. Instead, he sets it back in the book and returns it to the shelf.
  If someone else chooses to take it, that is their choice,   he reasons.

 "A dangerous and concerning spell scroll contained within. The Power Word of killing, a tool with murder in its purpose. We should be concerned that it may not be the wizard's only such scoll,"  he announces.  "I will confiscate it for now, to see it destroyed later."  It's not even a part of his disguise. Sam feels as repulsed by the page's promise of total violence as he is tempted by it.

 "Few counters to such a spell,"  the imp's invisible voice speaks.  "One would need to ensure he could not speak it." 
 
 Spoiler: Actions 
Take Power Word Kill. It is too dangerous to leave unattended.
Leave Unspoken Name. Stealing is wrong.
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: Branded
 
Grok shakes his head as Sam moves to take a scroll.  " We're not here to steal.  We're here to retrieve the pearls. "
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 32/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form, Invisible 
 Ragefast's Keep 
 "I have no interest in having the scroll, it will be destroyed. A blatant tool of murder cannot be left in the hands of a mad wizard,"  Sam counters back at Grok.

 "So not theft, just vandalism,"  Grepha comments aside.
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 3/4 2nd: 2/3 3rd: 1/3 4th: 1/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13 

Half annoyed, half in wonder about the runic magic at play here, Senna tries to scrub at her theft rune and is unable to remove it.

She silently watches the exchange before chiming in.  Well, this is not a spell we would want to have used against us. But see the potential. As much as it pains me, we have gotten our hands dirty already. And this scroll is a very clean kill on a target that could otherwise become very messy indeed.  

Senna grabs the other scroll and skims it.  Similarly, mere knowledge of this divination could help me replicate the spell. I assume the spells are linked anyway. If you utter the word to kill someone, Ragefast instantly knows where you are. Though that is mere speculation.

But speaking of the door. We cannot expend our precious little magic to break Ragefast's ward one by one. We should look for a way to circumvent them.  
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 32/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form, Invisible 
 Ragefast's Keep 
 "I think it more likely that he plans to kill anyone he suspects of scheming against his nymph,"  glancing at Senna picking the other scroll out of the book, Sam frowns but doesn't object.  "We are not here to murder,"  he states firmly, at any notion of using the scroll.

 "Just bear in mind the option."  He doesn't respond to Grepha's statement.

 "Solving the puzzle with the table doesn't really help when I already triggered the trap,"  Sam points out as Grok and Senna muck about in the previous room. He points at the next door, through the study.  "I'm not opening the next one though. I already got bruises from those flying cloaks." 
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 2/4 2nd: 2/3 3rd: 1/3 4th: 1/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13, Concentration Detect Magic 
 Just remember, if its us vs them, I prefer us  to live, Sam.  Senna says and advances further into Ragefast's domain. She takes a small pause to reiterate her magical divination however so she does not enter glaringly obvious magical traps.
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf takes two of the more tawdry-looking books and puts them in his backpack. He's sure Ragefest won't even notice, and he loves this easy-reading fiction. Plus it helps him understand human women better.

Then he gets back to business, doing his part to look for any traps or clues.

 
 Spoiler: OOC 
Investigation  (1d20+5)[ 18 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
Amnestic
The next door proves itself to be locked, though thankfully not trapped, and after a minute or so of teasing the tumblers Leif is able to crack it open into a hallway, lit by dimmed Continual Flame torches. To your right the hallways leads to a dead end and curved wall, that your mental map tells you returns to the cloakroom. To your left it extends around to another closed door, or splits off to a set of stairs that climb up to the next level - presumably the same level as the dispelled window sits on.
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: Branded
 
Grok's frown deepens at Sam's and Senna's exchange, but remains silent, a tacit agreement to their plan.  As the small convoy heads through the narrow hallways, and reaches both the maybe door back to the cloakroom, and the other door, he frowns, before looking back at Leaf and Senna.  " Do you see any magic or traps? " 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf continues to keep his eye out for traps. He looks to the stairs and then to the others.

  "I would think he'd keep Abela upstairs. If she's even here."  
 
 Spoiler: OOC 
Investigation  (1d20+5)[ 7 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 32/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form, Invisible 
 Ragefast's Keep 

The deeper they go into the keep, watching his siblings and companions loot the man's body and plot his demise, the more Sam thinks it was a mistake to come here. Yet there's no way he could just leave this Abela trapped and abducted. The right thing here is hardly clear at all, yet he knows that they're making constant mistakes.  "The constant destruction of property, graffiti, and theft is doing little to build yourselves a case here,"  he advises the others. It's all leaving trails for the Fist to follow. Ragefast may be mad and his actions abhorrent, but the corrupt laws are on his side.  "You may soon find yourselves on the wrong end of the Fist if you keep going this way." 
 "I tend to agree. With this sentiment, and with Leaf's,"  Grepha comments.
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 2/2 4th 
 1/2 Wildshape 

Caelyn cursed internally.  "I agree as well. We should do a quick search, and if nothing turns up we should leave before the Fist shows up. I doubt we've earned enough good will from them to avoid incarceration for something like this."  Then she cursed outwardly.  "#&amp;*@" 
 
 
  
Amnestic
You opt to take the stairs rather than the rest of the ground floor. The wood gives not a single creak beneath your footsteps, regardless of whether you're a lightfooted tabaxi or a heavily armoured dwarf. The stairs turn abruptly at a corner, rising up into the second floor which opens onto a wide room that you could swear is far too large for how it  should  be from the outside. This, it seems likely, is the wizard's lab, office, library, and general place of work. It's segmented into four. One section with desks for writing and bottles of wine, one for his bookshelves and reading tables, one for relaxation on long, comfortable looking sofas, and one that looks like it may serve as a zoo, containing three displays - a giant snake, a giant ocotopus, and a third which seems to have been broken and shattered, given the glass on the floor and the not-yet-cleaned bloodstains.

The centre of the room is dominated by a magic circle within which a large gleaming blue-white crystal is being relentlessly subjected to seemingly endless blasts of lightning (or perhaps it is the reverse, and the lightning emerges from the crystal?), though to what end you couldn't say. What lies before you is a magic not of use to adventurers, something  permanent , for those who have set down roots. Scattered around the magic circle, resting on pedestals, are eight purple gemstones, perfectly ovoid in shape, perfectly smooth in texture, perfectly inviting in shine.

Another set of stairs leads further up, and there is no sign of either Abela or Ragefast.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 32/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form, Invisible 
 Ragefast's Keep 

Grepha's deadpan voice announces as they arrive in the new room,  "The first person to touch one of the gemstones will have bird crap in their hair the next time they sleep, if they survive. I certainly hope those are not the pearls we came for, they don't look terribly pearl-shaped." 

At first, Sam is prepared to march through with no interest, but he recalls he's supposed to be retrieving pearls from this tower. He begins at the writing desk, where he assumes any half-written letters to the intended customer would have been left when Abela took his sanity. The invisible imp joins him, pecking about the desks and papers.

 
 Spoiler: Actions 
 (1d20+5)[ 22 ]  Sam Investigation to search the writing area for the pearls
 (1d20+5)[ 6 ]  Grepha Help
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: Branded
 
Entering the room, Grok looks around, suspiciously, but doesn't see anything immediately alarming.  Except of course, for the lightning crystal, which he keeps well away from, being a proper dwarf.  Instead, he heads over towards the writing desk, and surveys the wizard's choice in alcohol, as well as the more recent writings.

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf takes a quick look around the wizard's lab and panics just a little, thinking this is not a safe place to be. He agrees with GRpha's warning.

  "I don't think we should touch anything in here. What do you think escaped from over there?"  

He points to the shattered display as he asks the question. Then, after waiting for the all-clear from Senna, he recommends that we ascend the next flight of stairs, still looking for traps and clues on his way

 
 Spoiler: OOC 
Investigation  (1d20+5)[ 18 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 2/2 4th 
 1/2 Wildshape 

Caelyn, ears alert for any sign of the Fist coming to investigate or Ragefast coming to blast them to pieces, assists Leaf in looking for trip wires or floor panels. She might not be trained in their disarming yet, but her eyes were among the sharpest in her skilled family.   
 
  
 
 Spoiler: OOC 
Help action for Leaf.
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 2/4 2nd: 2/3 3rd: 1/3 4th: 1/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13, Concentration Detect Magic 

Senna instead checks the ritual circle and all around magic in the room with her magical divinations.  I know perfectly well not to disturb a  magic circle , thank you!  she complains about the imp's obvious warning.  We have to beat the mage at his own game. It is easy to point at a broken window and go 'the intruders did this' but I assume it is exceedingly difficult to point at a manipulated magical matrix and tell the Fist that it has been moved. 

She checks the megafauna as well as the circle.  Now are you a summoning trap or a teleportation circle. Are these in stasis or actually stuffed? 
 
 Spoiler 
Arcana  (1d20+4)[ 22 ] 
Nature  (2d20)[ 4 ][ 5 ](9)  for each creature
 

 
 
  
Amnestic
Sam's investigation of the writing desk finds it scattered with papers in entire disorder. Some are spells half-finished, others are never-sent letters that veer off into rambling - sometimes poetry, while others are just a collection of tomes on arcane theory and the interactions of typical Weave-magic with that of the Feywild. Inkpots have been knocked over and since dried, leaving ugly splotches across the pieces that inadvertently mopped up the spilled liquid, obscuring whatever was written there. The drawers on the desk don't seem to have been used for some time, and when opened reveal a stark distinction from the chaos of the desk itself. Inside are writing implements and other supplies, all neatly arranged and stored with meticulous precision. There are, however, no pearls.

Senna's glance at the animals - which both slam their face (snake) and limbs (octopus) into the glass when she gets close - tells her that they're extremely friendly, and the hissing is probably just the snake's way of saying hello. The magic circle you can judge as relating to energy transfer. It seems to be draining power from the crystal, to feed...something. Possibly the entire building, possibly a specific spell, but it's draining an immensely powerful arcane crystal for some purpose(s).

While there doesn't seem to be much in the way of traps on the floor itself, the stairs up to the next level seem to have a mechanical aspect to them. Tiny holes at the bottom of each step, and gears at the sides, indicate that there's  something  going on with them, but there isn't any visible trigger, at least not at this level.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 32/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form, Invisible 
 Ragefast's Keep 

Performing a small series of gestures, Sam conjures a spectral hand. He has it stick its fingers into the holes in the stairs and fiddle around. If that has no effect, he moves near the bottom of the stairs to get a better view up them and sends the mage hand ahead to investigate any switches or levers he can see.
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 2/4 2nd: 2/3 3rd: 1/3 4th: 1/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13, Concentration Detect Magic 

Senna recoils at the animals jumping 'for joy' at her sight, because not only did she not expect LIVE animals, but also not such attentiveness.  Something must've broken out, but I hope it is not an ambush predator. We do so poorly ill-prepared.  she moans about all while investigating the magic crystal.  Okay, this powers something. It may continue my path as being the unlawful part of this group, but at least taking it into custody until we have dealt fully with our gracious host seems like a good idea. Just to even the playing field should it come to a violent argument.  Senna says as she goes to pick up the crystal.

 
 Spoiler 
Gonna pick it up unless someone disagrees heavily, ie stops her.
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

After describing the holes he sees on the stairs, Leaf is happy to let Sam's Magic hand go up the stairs to trigger whatever trap this certainly must be.

  "If you see any gas or smell any odor, be ready to run. If the hand doesn't find anything, perhaps I could summon Aergid and we could send her up the stairs first. Unless you want to go first, Grepha."  

He looks up the stairs to see if he can figure out anything more about the trap, or notice any tripwires, although he suspects Ragefest would use a magical trigger.

 
 Spoiler: OOC 
Investigation to determine how trap works  (1d20+5)[ 18 ] 
Perception to notice a trigger  (1d20+7)[ 13 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 32/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form, Invisible 
 Ragefast's Keep 
 "Are you trying to get yourself and everyone else killed?"  Grepha snaps acidically at Senna when she goes to grab the giant lightning-shooting crystal from its place, bare-handed.  "If you want to take it, wait until the rest of us are safely outside of the blast radius. And for your scribe's sake, don't use your damn hands." 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: Branded
 
Reviewing the room, Grok tries to figure out where they are in relation to where they started, hoping to get some idea of the size of the building, and possible locations of other rooms.

 
 Spoiler: OOC 

This feels like a stonecunning check might be reasonable?  Or something?
 (1d20)[ 20 ]  (+5 if stonecunning works, -1 if int based, +0 if wis based)
 

 
 
  
Amnestic
From Leif's position at the bottom of the stairs it's difficult to see any overt triggers, but you think you can see the glimmer of a magic glyph a decent way up the stairs. The only thing Sam receives for his claw-based investigation is a slightly slick and a little sticky finger. It doesn't burn though, so that's probably a bonus. Grok's assessment of the stonework is that this room is too large for where it is in the building, but there also doesn't seem to be any secret doors or exits beyond the windows, the stairs you came up, and the stairs you could yet climb.
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 1/3 3rd, 2/2 4th 
 1/2 Wildshape 

With Leaf's direction, Caelyn will tilt her head towards the stairs, follow their path, and identify the rune.  "I'll try to dismiss that rune, if you all wish."  Aiming down her staff, she implores nature to naturalize the weave, suppressing or dispelling what may be a trap.  "We should hurry. Time is against us, and we have no idea how much more of this place we'll have to search." 
 
 
  
 
 Spoiler: OOC 
Subtracted one 3rd level slot. If a roll is required-  (1d20+5)[ 7 ]  to dispell. If anyone has a reason not to, I will wait till the group decides to dispell the rune.
 
Amnestic
When the glyph vanishes, it appears to trigger the trap. Thankfully, not particularly lethally. It starts with the holes squirting out a copious amount of a slick, oily liquid that adheres to the stairs just enough to not slip down...and then the stairs tilt, turning from their individual steps into a single, angled 'slide'. Had you triggered it halfway up, there's a solid chance one or all of you would've been sent careening back to the bottom in a massive pile of bruises (especially if the heavily armored Grok ended up on top).

As it is, what you now face is more of an inconvenience than an actual threat to your life or health, but...it's still inconvenient.

 
 Spoiler: OOC 

Climbing the stairs (assuming you can't fly) requires a DC12 Acrobatics check. Failure means you slide to the bottom. This doesn't do damage, but it is annoying, and will require repeats as well as costing you a minute of time for each attempt until you succeed.

Also I'm gonna say the stairwell is too narrow for Sam to carry anyone up it without dragging your feet, there's not enough room for two.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 32/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form, Invisible 
 Ragefast's Keep 

It's a far less insidious trap than Sam was expecting. Kind of humorous, actually. If he were in a better mood, he might have given it a laugh. Better moods are a rarity these days. Instead, he makes an attempt at 'climbing' the stairs, using his hidden wings to give himself a bit of assistance. Grepha is ascending ahead of him, scouting any dangers that might strike at the top of the stair.
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Not wanting to get any of the slick, oily liquid on his paws, fur or clothes, Leaf climbs up the wall on the side of the stairway. Once at the top, he first makes sure there is no immediate danger, and then throws down one end of a rope while he tries to find a place to tie off the other end.

  "This should help you all get up here too."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: Branded
 
While Leaf avoids the problem, and starts to set up a rope, Grok simply tries to bull through, trying to use his glaive as a pole to help maintain his balance.

Sadly, it turns out that proper dwarven boots, while great for providing traction on slick alehouse floors, deep in the mines, and while wading through the blood of their enemies, are not quite up to the task of sustaining traction on a slippery staircase.

With a great clatter, Grok ends up crumpled on the floor, swearing bloody murder on the designer of the staircase, and, with a certain level of bloody minded persistence, tries again, this time driving his fingers into the walls with all the force he could bring to bear.

This time, he makes it.
 
 Spoiler: OOC 

Got a 3, and then a 13.
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 1/3 3rd, 2/2 4th 
 1/2 Wildshape 

Caelyn moves to go up after Sam, leaning heavy on the railing, getting a run up, and using her momentum to slide up the slide rather than down it. It's a shaky attempt, and nearly ends in her falling back down the slide, but she makes it to the top, nearly pitching head first into whatever is to be found on the next floor.
 
 
  
Amnestic
Senna joins Grok in flailing her way to the bottom of the 'stairs', covering herself in the sticky goop in the process, but her second attempt is thankfully a bit more productive and she eventually makes it to the top as well, unpleasantly covered in slop. The stairs lead into a small hallways that shouldn't exist in the building's architecture. It stretches ahead of you, and then breaks around the corner, eventually leading to...a dead end. On a plaque by the side of the dead end is a small plaque that reads   To reveal the door, total must be Left 5, Right 10  .

It may be that this refers to the paintings that lined the wall on your way past, each of which had a small orb set into its frame at the bottom, glowing with a numeral.

 
 Spoiler: OOC 

Left side paintings, and their numbers:-
A pastoral picture that shows eight flying snakes among grass and flowers (1)
Four goblins stalking a dungeon, each wielding wicked sharp daggers and fiery torches (1)
A pair of armours guarding a gate (2)
A single unicorn prancing in a forest (5)
A black-furred dog whose maw bellows flames, standing in a ruined city (3)
A pair of Ettercaps lurking among a web-covered cave (4)
A brown furred bear and a white furred bear snuggling at the riverside (3)
A massive wolf standing in defense of four comparatively smaller wolves (2)

Right side paintings, and their numbers:-
A pair of what looks like vampires, each resting inside a coffin (10)
A single Owlbear, dead and bloody. (9)
A pair of Manticores resting in their lair atop a tower (6)
A pair of wererats, stalking city streets (4)
A massive black ooze, lurking at the bottom of a sewer drain, and the man trapped inside it (5)
Two giant goats, grazing peacefully (1)
A trio of wyrmlings - black, white, and blue - swirling around a pool of pure gold (7)
A treasure chest brimming with gold, guarded by a large tiger in a torchlit room (3)
A giant boar, and four comparatively smaller boars, all charging down a busy city street (5)
A radiant angel, stood bathed in heavenly light (10).
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56  
 Spells: 1st: 2/4 2nd: 2/3 3rd: 1/3 4th: 1/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13, Concentration Detect Magic 
 Maybe I am wrong but I assume it is just a mere child's puzzle. So it is either just the numbers or numbers plus creatures. Either way, it would be his style to mock our intellect rather than stopping us with a difficult puzzle. Please stand back. 

Senna tries to put the four goblins (1) into the right, assuming the total of five is met. Same she does with the three wyrmlings (7) on the right.
 
 
  
Amnestic
When Senna touches the two orbs, they illuminate with a quiet yellow light, but otherwise nothing else seems to happen, and no door appears.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 32/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form, Invisible 
 Ragefast's Keep 

When the initial guess proves overthought, Sam moves to the right side and activates the tiger painting. Then, he turns and activates the flying snakes and the black-furred dog on the opposite side, bringing the totals to 5 on the left and 10 on the right.
 
 
  
Amnestic
As Sam presses each orb in turn they light up with the same yellow, right up until he presses the last one. There's a light, almost positive chime, and the lights switch from yellow to green. A beat passes, but the door doesn't appear. Instead, the paintings morph and shift, and then discharge their occupants in a watercolour form that looks surreal next to reality. Their unusual appearance makes them no less dangerous though, as they move to attack.

 
 Spoiler: Map 

 

Normally I err on the side of giving players priority on initiative ties but that'd split things up just a little bit too much, so I went with something a little bit more grouped.
Grepha's up.

 Initiative:- 
Grepha: (1d20+5)[23]

BlaWyr: (1d20)[20]
BluWyrm: (1d20)[18]

Leaf: (1d20)[18]
Caeyln: (1d20)[18]
Grok: (1d20)[8]

WhiWyrm: (1d20)[8]

Senna: (1d20)[7]
Sam: (1d20+5)[6]

Gob: (1d20)[2]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 32/62 | AC: 16 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form 
 Ragefast's Keep 

The positive chime lulls Sam into a false sense of security. He starts to lower his guard, just before the paintings erupt into swirls of color and form foes all around them. Grepha, however, was poised for action.  "Try not to cluster too closely in front of the wyrmlings,"  she instructs, something that probably needs little more explanation.

Her invisible shape turns around down the hall rounding the corner to face the goblins. She hopes their weapons are less magical than a dragon's breath - something her fiendish flesh can handle. Reappearing in a flurry of shadows, she reaches past the goblin frontline to drag their rear guard forward and slam them into their fellows' backs.

 
 Spoiler: Actions 
Grepha moves 4 S.
Eldritch Blast at the lower right goblin.
 (1d20+4)[ 5 ]  to hit
 (1d20+4)[ 7 ]  Advantage from invis
 (1d10)[ 3 ]  force damage on a hit, and  (1d4)[ 1 ]  bump damage from being dragged forwards into the other one's back
 

 
 
  
Amnestic
Despite invisibility the wily watercolour goblins see the beam of magic coming and duck away from it before it can strike them, laughing a distorted laugh at the efforts.

Almost in response to Grepha's advice, two of the wyrmlings soar into action, blasting a twin combination of acid and lightning. Leaf, as the closest, appears the primary target but Caelyn, Grok and Senna each receive a small dose in turn, however the warning seems to have done its job, since everyone evades the majority (or all) of what they're targeted with.

 
 Spoiler: Map 

 

Grepha unfortunately misses.

The black wyrmling belches acid over Grok+Leaf, who both make their dex saves, and so only take  9  acid damage.
The blue wyrmling blasts lightning over Leaf, Caelyn, and Senna, dealing who likewise all make their dexsaves again, so they take  7  lightning damage each.

Leaf, Caelyn, and Grok are up.


 Initiative:- 
Grepha: (1d20+5)[23]

BlaWyr: (1d20)[20]
BluWyrm: (1d20)[18]

Leaf: (1d20)[18]
Caeyln: (1d20)[18]
Grok: (1d20)[8]

WhiWyrm: (1d20)[8]

Senna: (1d20)[7]
Sam: (1d20+5)[6]

Gob: (1d20)[2]
 
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (55)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf first ducks down letting the black dragon's breath miss overhead, and then jumps in the air so the lightning goes right underneath him. He then stands still, takes aim, and shoots at the blue wyrmling.

  "Let's finish this quickly."  
 
 Spoiler: OOC 
Evasion to not take damage on the dex saves.
BA Steady Aim
Attack with EA  (1d20+11)[ 14 ] ,  (1d20+11)[ 26 ] ,  (1d20+11)[ 21 ] 
Piercing  (1d6+8)[ 12 ] , cold  (1d6)[ 2 ] , SA  (4d6)[ 13 ]  =  27 
 If crit, add Piercing  (1d6)[ 4 ] , cold  (1d6)[ 1 ] , SA  (4d6)[ 19 ]  
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 77/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: Branded
 
With the abrupt change in the surroundings, Grok curses under his breath, his glaive stabbing at the approaching wrymling almost as an afterthought, crippling the leg.  " Damn wizards!  Now I know Ragefast is evil.  For only in evil lairs does following directions result in being attacked! "

Not missing a beat, he capitalizes on the wrymling's vulnerability, not hesitating for a moment as he is sprayed with acid, his glaive lancing out with all the force the experienced dwarf could muster.
 
 Spoiler: OOC 

Reaction:
 (1d20+9)[ 10 ]  Attack
 (1d10+6)[ 11 ]  Damage

Action:  Attack twice!
 (1d20+9)[ 18 ]  Attack 1
 (1d10+6)[ 13 ]  Damage

 (1d20+9)[ 20 ]  Attack 2
 (1d10+6)[ 12 ]  Damage
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP:  56/59  157/157 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 1/3 3rd, 1/2 4th 
 1/2 Wildshape 

With enemies coming to the rear of them and more in front, Caelyn wastes no time.  "Grok, hold off the dragons. I'll deal with the goblins!"  dashing south to the corner, she peers around at the oncoming illustrations and whispers a spell under her breath. Muscle began to layer on her body, her clothes absorbed into her skin, and fur sprouted all over. Waiting for the goblins to come down the hallway was a giant ape, comically using the corner of the hallway for cover.
 
 
  
 
 Spoiler: OOC 
Move south so the goblins can't see her. Polymorph into a giant ape. Prepare to go beast mode on some people.
 
Amnestic
A combination of strikes from Grok and Leaf cut through the living painting. It bleeds not crimson, but a rainbow of colours, and falls at their feet, vanishing in a small explosion of colour that leaves nothing but a paintsplot on the ground in its wake. The white wyrmling fills in for its fallen comrade, unleashing the third of their breath weapons against the pair, setting teeth on edge with frigid air, before darting away around the corner.

 
 Spoiler: Map 

 

Grok and Leaf managed to deal  exactly  52 damage, which kills the blue wyrmling.
Caelyn morphs into a squeezing ape.

The White wyrmling blasts Grok and Leaf with cold. They both make their  constitution  saves, and take  9  cold damage as a result.

Senna and Sam are up.

 Initiative:- 
Grepha: (1d20+5)[23]

BlaWyr: (1d20)[20]
BluWyrm: (1d20)[18]

Leaf: (1d20)[18]
Caeyln: (1d20)[18]
Grok: (1d20)[8]

WhiWyrm: (1d20)[8]

Senna: (1d20)[7]
Sam: (1d20+5)[6]

Gob: (1d20)[2]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 32/62 | AC: 16 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form 
 Ragefast's Keep 

Faced with a giant ape between himself and the goblins, Sam hesitates to try squeezing past. Instead, he takes a few wing-assisted leaps towards the other fight, leaning around the corner to pelt one of the painted dragonlings with a pair of energy bolts. To observers, it just looks like the Fist soldier leaping ridiculously, but there's no hiding the magic at play.

 
 Spoiler: Actions 
Sam moves 1 N of Leaf
Lean out of cover and EB the black wyrm in the hallway
 (1d20+6)[ 9 ]  to hit blast 1
 (1d10)[ 2 ]  force damage on a hit, and  (1d4)[ 2 ]  bump damage from shoving into the wall
 (1d20+6)[ 21 ]  to hit blast 2
 (1d10)[ 2 ]  force damage on a hit, and  (1d4)[ 2 ]  bump damage from shoving into the wall
 

 
 
  
Amnestic
One of Sam's beams strikes the dragon, but when Senna attempts to hinder its will with necrotic magic, the painting proves the stronger.

To the south, the goblins all make a mad charge towards the gorilla that is Caelyn, tossing their lit torches as they go. Three of them connect to scorch fur, while the fourth falls short. No sooner do the flaming weapons hit the ground do they vanish, reappearing in the goblin's waiting hands. It's a painting, after all, it can't change  too  much.

 
 Spoiler: Map 

 

One miss and one hit from Sam.
Senna moves forward and casts Toll the Dead on the same target, but it rolls a 20 on its save so...nevermind.

The four goblins rush forward and toss their torches at the ape. Three hit, for
 5  bludgeoning and  3  fire
 6  bludgeoning and  3  fire
 4  bludgeoning and  3  fire.
Don't forget Concentration saves.
The other misses.

Grepha's up.

 Initiative:- 
Grepha: (1d20+5)[23]

BlaWyr: (1d20)[20]
BluWyrm: (1d20)[18]

Leaf: (1d20)[18]
Caeyln: (1d20)[18]
Grok: (1d20)[8]

WhiWyrm: (1d20)[8]

Senna: (1d20)[7]
Sam: (1d20+5)[6]

Gob: (1d20)[2]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 32/62 | AC: 16 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form 
 Ragefast's Keep 

Seeing as Caelyn has been so kind as to provide an alternative meat sponge for the enemy blades - and torches - Grepha releases another shadowy bolt towards the advancing goblins and then flaps her way into cover.

 
 Spoiler: Actions 
 (1d20+4)[ 5 ]  EB on the same back bottom gob
 (1d10)[ 6 ]  force damage on hit and  (1d4)[ 4 ]  bump damage into the front gob
Then move 2 N into cover.
 

 
 
  
Amnestic
Grepha's beam is evaded by the strange paint-goblins for the moment, though they're unable to stop her retreating into cover in turn.

The black wyrmling, bereft of its blue brethren, sweeps in just close enough to blast Sam and Grok with acid before darting away again. They're both prepared for it, but the wash of sizzling liquid still stings.


 
 Spoiler: Map 

 

Grepha unfortunately misses.

The wyrm's breath weapon recharges. Sam and Grok make their dex saves, taking  11  acid damage each.

Leaf, Caelyn, and Grok are up.

 Initiative:- 
Grepha: (1d20+5)[23]

BlaWyr: (1d20)[20]
 BluWyrm: (1d20)[18] 

Leaf: (1d20)[18]
Caelyn: (1d20)[18]
Grok: (1d20)[8]

WhiWyrm: (1d20)[8]

Senna: (1d20)[7]
Sam: (1d20+5)[6]

Gob: (1d20)[2]
 
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (46)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 2/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf sneaks around the corner, down the hall, and just around the next corner, shooting at the white wyrmling before retreating a bit.

  "Come on everyone!"  
 
 Spoiler: OOC 
Feline Agility to double speed.
Move 2 north and 5 east, shoot, then retreat 3 west.
BA Hide  (1d20+11)[ 20 ] ,  (1d20+11)[ 20 ]  (disadvantage to see him)
Attack with EA  (1d20+11)[ 24 ] ,  (1d20+11)[ 18 ] ,  (1d20+11)[ 12 ] 
Piercing  (1d6+8)[ 14 ] ,  Acid  (1d6)[ 3 ] , SA  (4d6)[ 15 ]  =  32 

Use Entangle strike from bow, DC14 Str save or Entangled  (1d20)[ 4 ] 
 If crit, add piercing  (1d6)[ 1 ] , Acid  (1d6)[ 1 ] , SA  (4d6)[ 14 ]  
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 57/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: Branded
 
Once again using his armor to protect himself from the worst of the acid, Grok finds himself faced with the greatest enemy of all dwarves:  Enemies more than 35 feet away, Grok instead chants a brief prayer to Dumathoin, to show him a secret passage to allow him to reach his magical foes, before he rapidly traverses the route, seemingly vanishing from one location, and appearing before the pair of painted dragons, the tip of his dwarf-crafted glaive leading the way.
 
 Spoiler: OOC 

Move 2 north, Misty Step 2 north, 5 east.  Move into the corridor, and stab Mr. White a few times.  If Mr. White is dead, move a bit more, and stab Mr. Black instead.
 (1d20+9)[ 24 ]  Attack 1
 (1d10+6)[ 16 ]  Damage 1

 (1d20+9)[ 16 ]  Attack 2
 (1d10+6)[ 14 ]  Damage 2
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP:  56/59  133/157 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 1/3 3rd, 1/2 4th 
 1/2 Wildshape 

Barely able to fit in this constrained hallway, Caelyn hooted and smacked at the thrown torches, ignoring their bite and surging forward. She attempts to smash the goblins with her bulk and her massive fists, roaring in primate challenge at her foes.
 
 
  
 
 Spoiler: OOC 
 Advance 20 ft at half 40 ft move speed. Dual fist attack, concentrating on the northern goblin.  (1d20+9)[ 14 ]  to hit for  (3d10+6)[ 19 ] .  (1d20+9)[ 20 ]  to hit for  (3d10+6)[ 12 ] 
 
Amnestic
Grok and Leaf combine glaive and arrow to slice and pierce through the white-painted wyrmling, causing it to collapse into a similar splotch of paint on the wooden flooring, and though his follow up strike is close, the black dragonling manages to narrowly avoid Grok's swipe. Caelyn's hulking ape form clambers through the tight corridor, but the goblins still find themselves mostly easy targets for the hulking gorilla. A swung arm sees one reduced into nothing, its flickering torch dimming in a single moment, leaving three remaining.

 
 Spoiler: Map 

 

Leaf and Grok cut down the white wyrmling together, though Grok's second attack misses the black minidragon (barely)
Squeezing disadvantage stops Caelyn's first hit from landing, but the second connects regardless, and smushes one goblin.

With the white one dead, there's no enemy turn to take place.

Sam's up.

 Initiative:- 
Grepha: (1d20+5)[23]

BlaWyr: (1d20)[20]
 BluWyrm: (1d20)[18] 

Leaf: (1d20)[18]
Caelyn: (1d20)[18]
Grok: (1d20)[8]

 WhiWyrm: (1d20)[8] 

Senna: (1d20)[7]
Sam: (1d20+5)[6]

Gob: (1d20)[2]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 21/62 | AC: 16 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form 
 Ragefast's Keep 

Springing out into the hall, Sam conjures a circle of flames beneath the last wyrmling, then kicks off the ground and springs back the way be came, heading back to help Caelyn clean up the goblins - if she needs it by then.

 
 Spoiler: Actions 
Move 2 S of Grok
Cast Create Bonfire under the black dragon
 (1d20)[ 14 ]  Dex save vs DC 14 or take  (2d8)[ 9 ]  fire damage and the bonfire persists under it
Bonus action tumble to move back where he was.

Also updated hit points from the acid breath
 

 
 
  
Amnestic
The black wyrmling proves slightly too agile to be caught by Sam's flames, while Senna choose to play the role of support in blessing Sam, Grepha, and Caelyn. The goblins finalise their advance on the great ape, stabbing it with torch and dagger, or just tossing their torch again, in the case of the one at the rear. The hunched gorilla proves an easy target for the flames, even if its resilience means its overall health is only partially affected.

 
 Spoiler: Map 

 

Unfortunately the dragon makes its save vs. CB.
Senna casts Bless on Sam, Grepha, and Caelyn.

The goblins attack, managing to hit with all five (three torches, two TWF daggers) attacks due to squeezing advantage Caelyn takes:-
 3  bludgeoning and  3  fire
 6  bludgeoning and  3  fire
 6  bludgeoning and  3  fire
 2  piercing
 2  piercing

Hopefully Bless will help out with some of those concentration checks &gt;_&gt;

Grepha (BLESSED) is up.

 Initiative:- 
Grepha: (1d20+5)[23]

BlaWyr: (1d20)[20]
 BluWyrm: (1d20)[18] 

Leaf: (1d20)[18]
Caelyn: (1d20)[18]
Grok: (1d20)[8]

 WhiWyrm: (1d20)[8] 

Senna: (1d20)[7]
Sam: (1d20+5)[6]

Gob: (1d20)[2]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 21/62 | AC: 16 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form 
 Ragefast's Keep 

Flapping her wings and peering over Caelyn's shoulder, Grepha glares down at one of the goblins and launches another spell, frustration building in her heavier wingflaps.

 
 Spoiler: Actions 
Grepha moves, casts EB on the back gob behind the last front gob, then moves back to her spot.
 (1d20+4)[ 23 ]  to hit
 (1d10)[ 10 ]  force damage + (1d4)[ 1 ]  bump damage
 

 
 
  
Amnestic
Grepha's beam curves past the massive gorilla, past a goblin, and pierces the furthest target in the head, blasting out its painted brains and causing it to collapse just as the rest had. For a moment the black wyrmling seems to have run dry of its acid breath and closes to Grok, delivering a critical bite on the dwarf with its oddly coloured maw.

 
 Spoiler: Map 

 

Grepha kills a gobbo with a beam.

The black wyrms breath...does not recharge. It closes to melee with Grok and  Crits  him for  10  piercing and  8  acid damage.

Leaf, Caelyn, Grok, and Sam are up.

Depending on how stuff dies I may need to interrupt turns however. &gt;_&gt; We'll see what dies.

 Initiative:- 
Grepha: (1d20+5)[23]

BlaWyr: (1d20)[20]
 BluWyrm: (1d20)[18] 

Leaf: (1d20)[18]
Caelyn: (1d20)[18]
Grok: (1d20)[8]

 WhiWyrm: (1d20)[8] 

Senna: (1d20)[7]
Sam: (1d20+5)[6]

Gob: (1d20)[2]
 
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (46)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 2/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf rolls into the the corner, shooting another arrow at the black wyrmling, before it gets a chance to spot him.

 
 Spoiler: OOC 

Hide  (1d20+11)[ 21 ] ,  (1d20+11)[ 31 ]  (they have disadvantage to see him due to his cloak)
Move east into the corner, shooting as he goes
Attack with Elven Accuracy:  (1d20+10)[ 22 ] ,  (1d20+10)[ 21 ] ,  (1d20+10)[ 21 ] 
Damage:  (1d6+7)[ 10 ] 
Sneak attack:  (4d6)[ 15 ] 
 If crit, add Damage:  (1d6+7)[ 12 ] , Sneak attack:  (4d6)[ 19 ]  
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 39/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: Branded
 
As the wyrm dodges around his readied glaive, Grok swears, then grunts in pain as it bites deeply into his left thigh, blood splattering from the injury in a red torrent.  Despite the blood and pain, Grok swings his glaive up, and down with violent force, trying to force the painting to release his thigh.
 
 Spoiler: OOC 

Well... crits hurt.
 (1d20+9)[ 26 ]  Attack 1
 (1d10+6)[ 12 ]  Damage 1

 (1d20+9)[ 13 ]  Attack 2
 (1d10+6)[ 8 ]  Damage 2

Move:  If it dies, 25 feet towards the goblins.
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP:  56/59  105/157 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 1/3 3rd, 1/2 4th 
 1/2 Wildshape 

As a giant ape, Caelyn focuses on bashing the small illustrated goblins to paint and gibbets with her massive fists. The hallway is confining, but she is a creature built for violence.
 
 
  
 
 Spoiler: OOC 
 Two attacks. First one-  (1d20+9)[ 25 ]  or  (1d20+9)[ 21 ] , whichever is worse. Add  (1d4)[ 3 ]  from bless. Damage-  (3d10)[ 16 ]  +6 bludgeoning.  (1d20+9)[ 17 ]  or  (1d20+9)[ 19 ] , whichever is worse. Add  (1d4)[ 1 ]  from bless. Damage-  (3d10)[ 17 ]  +6 bludgeoning.
 
Amnestic
Leaf's shot brutally wounds the wyrmling, before Grok's blade finishes it off. Outside of their vision, and in the midst of Senna and Grepha, the tiger painting leaps to life, bringing its treasure chest with it. The painted animal immediately leaps at Grepha, but the nimble imp evades the strike.

The gorilla that is Caelyn slams its arms instead the pair of remaining goblins, squishing them to a painty paste, but in return, the flying snakes emerge from their own painting, flitting and hissing at Grok and Leaf.

 
 Spoiler: Map 

 

Leaf injures the wyrmling.
Caelyn finishes off the goblins with two big hits. This spawns the flying snakes from their painting.

Grok finishes off the wyrmling, his second attack misses the flying snakes - I chose to stop your movement 'cos it would provoke half a dozen OAs...but you can still go for it, if you want.
The wyrmling death spawns the tiger from its painting, along with a treasure chest.

The tiger attacks Grepha, and misses (5+5=10).

Sam is up, now with a whole new set of enemies.

 Initiative:- 
Grepha: (1d20+5)[23]

 BlaWyr: (1d20)[20] 
 BluWyrm: (1d20)[18] 

Leaf: (1d20)[18]
Caelyn: (1d20)[18]
Grok: (1d20)[8]

 WhiWyrm: (1d20)[8] 
 Tiger  7 (from discord)

Senna: (1d20)[7]
Sam: (1d20+5)[6]

 Gob: (1d20)[2]
 
 Flying Snakes  2 (from discord)
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 21/62 | AC: 16 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form 
 Ragefast's Keep 

Sam's rush down the hall comes to a skidding halt as more paintings come alive. Faced with a split second decision, he kicks back and heaves a breath in, then lets a rippling ray of force expel through the mass of painted snakes. Leaping back towards the tiger, he falters a little, feeling nervous at Caelyn being trapped behind it from the rest of them.  "So. You ever slain a tiger, Grok?"  he asks the dwarf with forced levity.  "Can't be tougher than a wererat, right?" 
 
 Spoiler: Actions 
Sam moves 2 N.
Using a force breath attack on the stack of 8 flying snakes.  (3d6)[ 11 ]  force damage, their saves vs DC 13 for half:
 (1d20)[ 2 ] 
 (1d20)[ 7 ] 
 (1d20)[ 2 ] 
 (1d20)[ 4 ] 
 (1d20)[ 11 ] 
 (1d20)[ 4 ] 
 (1d20)[ 11 ] 
 (1d20)[ 15 ] 

Bonus action to tumble back to his original position if any adjacent snakes survive, otherwise a normal move and bonus action to give Bardic Inspiration to Grok.
 

 
 
  
Amnestic
Senna incants some radiant flame against the painted tiger, to no avail, as it deftly avoids it. Sam is more lucky though, as his breath of force blows away the flying snakes in a complete dispersal of their energies before they could mount a single attack. Replacing them - and from what seems the final chosen painting - is the hellhound, its maw dripping with flames.

 
 Spoiler: Map 

 

Senna sacred flames the tiger; save made (17+Mods)
Despite some making their saves vs. Sam's breath (+4 Dex mod) they all died anyway, since they have 5 health each.

I also fixed Grok's positioning to where it should have been to avoid snakebites.

Grepha's up.

 Initiative:- 
Grepha: (1d20+5)[23]

 Hellhound  20 (from discord)
 BlaWyr: (1d20)[20] 
 BluWyrm: (1d20)[18] 

Leaf: (1d20)[18]
Caelyn: (1d20)[18]
Grok: (1d20)[8]

 WhiWyrm: (1d20)[8] 
 Tiger  7 (from discord)

Senna: (1d20)[7]
Sam: (1d20+5)[6]

 Gob: (1d20)[2]
Flying Snakes 2 (from discord) 
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 21/62 | AC: 16 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form, Invisible 
 Ragefast's Keep 

Shifting invisible, Grepha backpedals through the air away from the sudden magical tiger, not confident in her ability to tangle with it.

 
 Spoiler: Actions 
Grepha turns Invisible to avoid AoO (unless it can see invis in which case she provokes) and moves to the other side of Caelyn.
 

 
 
  
Amnestic
Grepha's retreat causes the painted tiger to sniff the air in search of the errant imp, but it does not swipe the air to catch her.

The hound is not so slow off the mark, leaping at Sam and taking a chunk from his leg, almost searing shut the wound in the process.

 
 Spoiler: Map 

 


The hound bites Sam for  4  piercing and  6  fire damage

Leaf, Caelyn, Grok are up.

 Initiative:- 
Grepha: (1d20+5)[23]

 Hellhound  20 (from discord)

Leaf: (1d20)[18]
Caelyn: (1d20)[18]
Grok: (1d20)[8]

 Tiger  7 (from discord)

Senna: (1d20)[7]
Sam: (1d20+5)[6]
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 39/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: Branded
 
In his frost kissed, acid pitted armor Grok comes clanking from around the corner, the tip of his glaive leveled squarely at the hellhound painting as he charges it, putting all of his weight and momentum behind the strike.
 
 Spoiler: OOC 

Move:  He moves to be directly adjacent to the hellhound, attacking along the way.
 (1d20+9)[ 24 ]  Attack 1
 (1d10+6)[ 9 ]  Damage 1

 (1d20+9)[ 21 ]  Attack 2
 (1d10+6)[ 13 ]  Damage 2
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (46)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 2/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf wonders when all of these creatures are going to stop coming. He is also concerned that we may have killed some creatures that we will need in order to open the door.

When the hellhound attacks Sam, Leaf realizes he has a perfect shot. He stays right where he is, takes aim, and shoots an arrow, aiming for the beasts heart.

 
 Spoiler: OOC 
BA Steady Aim
Attack with Elven Accuracy:  (1d20+11)[ 13 ] ,  (1d20+11)[ 22 ] ,  (1d20+11)[ 17 ] 
Damage:  (1d6+8)[ 13 ] 
Acid damage  (1d6)[ 2 ] 
Sneak attack:  (4d6)[ 11 ]  =  26 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP:  56/59  105/157 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 1/3 3rd, 1/2 4th 
 1/2 Wildshape 

Barely able to fit in this hallway, Caelyn grunted and took dull note that smaller might sometimes be better. She attempts to voice this, but it comes out in a series of rumbling grunts before she slides back towards the rest of her group, ready to tangle with the tiger.
 
 
  
 
 Spoiler: OOC 
Move 20 ft back and get in range of the tiger. Either smack it or throw some lumber at the nearest enemy-  (1d20+9)[ 21 ]  or  (1d20+9)[ 11 ]  to hit, for  (3d10)[ 18 ] +6 fist or  (7d6)[ 24 ] +6 log damage. If punch, punch again-  (1d20+9)[ 19 ]  (disadvantage 25) for  (3d10)[ 12 ] +6 damage.
 
Amnestic
Grok and Leaf's combined strikes bring the painted hellhound to a swift and brutal end, preventing it from doing any more damage. Caelyn's first fist is dodged by the tiger, though the second lands, and it moves away to face Senna instead - doing so opens its back to the giant ape, which crushes it with its follow up strike. You're left with only the treasure chest on the field of battle, but that soon reveals itself to also be a dastardly trick, as a pseudopod tendril extends from the suddenly popped chest lid that sticks the entire creature to Caelyn's ape form. You are now beset by a mimic in paint form.

 
 Spoiler: Map 

 

Leaf and Grok kill off the hellhound.
Caelyn hits with one punch, misses with the other.
The tiger moves away from Caelyn, provoking an OA. It hits, killing the tiger.
The treasure chest reveals itself as a Mimic! Oh no! It hits Caelyn and adheres to her, dealing  10  bludgeoning damage in the process.

Senna sacred fires it for 8.
Everyone's up, since we're now down to just the mimic remaining.

 Initiative:- 
Grepha: (1d20+5)[23]

Leaf: (1d20)[18]
Caelyn: (1d20)[18]
Grok: (1d20)[8]

 Tiger  7 (from discord)

Senna: (1d20)[7]
Sam: (1d20+5)[6]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 14/62 | AC: 16 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form 
 Ragefast's Keep 

The flames do little more than give Sam a painful burn, leaving scarcely a singe mark on his body - while his illusory disguise looks unflappably unaffected. Despite that appearance, however, he is beginning to feel the weight of his mounting wounds. With a motion of his hand and an utterance of Infernal, he conjures flames beneath the twice-false aberration.

Flying in over Caelyn's shoulder, Grepha divebombs the mimic, reappearing in the process.

 
 Spoiler: Actions 
 Sam 
Create Bonfire under Mimic
 (1d20)[ 1 ]  DC 14 Dex or take  (2d8)[ 9 ]  fire damage

 Grepha 
Move 2 West, 2 NW.
Peck the mimic.
 (1d20+5)[ 9 ]  to hit
 (1d20+5)[ 19 ]  Invis Advantage
 (1d4+3)[ 7 ]  damage on a hit, + (3d6)[ 15 ]  poison with  (1d20)[ 9 ]  DC 11 Con for half
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (46)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 2/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf quietly moves down the hall towards the new commotion wondering what evil creature Ragefest has unleashed on us this time. As he peaks around the corner, he sees the animated picture. He doesn't know what it is, but tries his favorite solution to see if it helps - he shoots an arrow at the canvas.

 
 Spoiler: OOC 
BA Hide  (1d20+11)[ 18 ] ,  (1d20+11)[ 12 ]  (they have disadvantage to see him due to his cloak)
Attack with Elven Accuracy:  (1d20+10)[ 17 ] ,  (1d20+10)[ 20 ] ,  (1d20+10)[ 28 ] 
Damage:  (1d6+8)[ 11 ] 
Sneak attack:  (4d6)[ 17 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 39/86  PP: 10 PIv: 9 PIs: 10
HD: 8/8d10, Conditions: Branded
 
Faced with his greatest foe:  Enemies beyond his reach, Grok does the only thing he can do, and advances towards the mimic, ready to spear it to protect others.

 
 Spoiler: ooc 

Double move to be adjacent to the mimic in hopes of triggering sentinel when it attacks or moves.

 (1d20+9)[ 10 ]  Reaction attack
 (1d10+6)[ 10 ]  Damage
 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 56/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 1/3 3rd, 1/2 4th 
 1/2 Wildshape 

Caelyn's ape fist came down and smashed at the mimic twice, trying to bash it to jelly.
 
 
  
 
 Spoiler: OOC 
Squish
 
Amnestic
Your combined strikes from all sides peck and cut and pierce and smash the painted mimic until it dissipates, like all of its comrades, into a puddle. The final light dims beneath the painting, and you hear another light musical chime as, at the far end of the corridor, the wall shifts and a door appears.

 
 Spoiler: OOC 

Owing to the variety of enemies fought and their numbers this was a  Deadly  fight, therefore worth  15xp 

Gonna give a few minutes for healing etc., but I presume you will then...try the door.

Remember we're on the new Short Rest system taken from BG3. It's a button you can hit as an individual rather than a party 2/day whenever not in combat to regain half your HP and any SR resources.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 16 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Flaming Fist Form | Raven Form, Invisibility 
 Ragefast's Keep 

Drawing a healing potion from his pack, Sam downs it. The taste is less than pleasant, very medicinal with hints of alcohol and bitter roots. With a grimace, he tucks the bottle away for later. No littering.  "We should-"  he clears his throat and gets back into his Fist voice,  "We should be ready when we open the next door. Security seems to be getting tighter. Whatever it is this paranoid wizard is protecting must be soon." 

Grepha once again vanishes from view.

 
 Spoiler: Actions 
 Sam 
Using a SR.
Then using a Healing Potion  (2d4+2)[ 6 ] 
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 1/2, Conditions: Branded
 
Battered and bloody from the fight, Grok starts to tighten some of the straps of his armor to better force his injuries closed before applying a small amount of divine power to finish sealing the wounds.  Seeing Sam's efforts to do the same, he also reaches out to the kobold with similar healing.  Afterwards, he looks over the group.  " Anyone else seriously hurt? "

After finishing healing, he heads to the door, and attempts to open it.
 
 Spoiler: OOC 

Using Channel Divinity to restore a spell slot.
Using a short rest for 43 hp.
Then using 4 points from Lay on Hands.
Healing Sam 11(I believe that is how much he needs).
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (46)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 2/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf sits down on the floor while the others patch up their wounds. His are minor. Nothing that a quick breather can't fix.

Once that's done, he goes towards the door, looking for any mundane traps.

  "Does anyone see any magical traps."  
 
 Spoiler: OOC 
Uses 2HD for the short rest
 (2d8+2)[ 12 ] 
Investigation  (1d20+5)[ 13 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
Amnestic
If there are any magical traps, you can't see or detect them, and placing a hand on the door doesn't trigger anything. Grok turns the handle and pushes, opening the wooden door with an ever so slight creak.

It opens into a short hall that immediately widens into a semi-circular room. On the far, flat wall is a roaring fireplace, blocked only by an enormous comfortable looking chair with its back to you. The entire room seems stretched and angled oddly, as if it's not quite a real location, but the creature, crouched and chained among some scattered cushions in the corner to your left is unmistakeably the target of Ragefast's twisted affections: 'His' Abela. A nymph of no doubt impeccable beauty once, her time here seems to have drained her. Her skin has a sallow colouring, her hair in places dry and brittle, in others oily and clumped. Around the neck of the fey creature clad in finest silks that hang off her awkwardly is a necklace of pearls.

 
 Spoiler: OOC 

Everyone must succeed on a DC10 Constitution save or be Blinded, permanently, until they receive a Lesser Restoration spell. Abela's beauty is diminished, but nevertheless striking - and potentially blinding!
Grok's aura is in effect for the party, but Bless isn't.

Senna passed (8+9=17)
 

 "So, the barbarians are at the gate, slavering to claim their prize and steal a woman, as they always do. Did you enjoy destroying my home? Traipsing your clumsy feet over it like the thieves you are?"  Ragefast's drawl emerges from the chair, though he neither stands nor turns to let you look upon him. Only a single gesturing hand is visible, its motions flush with disdain and fatigue.
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (46)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 2/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf momentarily loses his breath as he looks upon the beautiful nymph. He sees past the scraggly hair, and gaunt physique and sees only the creature's true beauty.  How could someone do this to such a creature? Why would anyone try to tame her? 

He cannot let this be. He had not been sure if we should involve ourselves in this matter, but now that he has seen Abela, he knows we are doing the right thing.

  "We are not here to steal her. We are here to free her."  

He raises his bow to try to kill Ragefest.

 
 Spoiler: OOC 
Con Save  (1d20+1)[ 16 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 1/2, Conditions: Branded
 
Looking at the nymph, Grok frowns.  That was clearly not a healthy woman.  However, before he could speak, Leaf raises his bow.  Grok gives Leaf a harsh look, and pushes the bow aside.  " No, that was never the goal Leaf.  What we wanted was to ensure that she was safe, and desired to be here.  But she looks like she is starving, or else there is something draining her somehow, which raises questions in my mind as to her safety.  Also, we were asked to retrieve the pearls that Sudil commissioned.  Ragefast, would you have an explanation?  Or you, Abela? "  His voice is low, clearly not happy, but just as clearly willing to talk.  His eyes glance between Ragefast and Abela, bouncing between them as he addresses them in turn.
 
 Spoiler: OOC 

(19 CON rolled in channel.)
 (1d20+7)[ 20 ]  Persuasion?
I really should leave the talking up to Sam, but Grok isn't going to stand idly by here, so...
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 16 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisibility, Blinded 
 Ragefast's Keep 

Entering the room, Sam is immediately dazzled by the appearance of the nymph. Not blinded, but still struck briefly quiet. Even marred by captivity, her beauty still threatens to rend sight from eyes and entrance the mind.

It causes a little bit of sympathy to wriggle its way in.   If she is so beautiful to look on as she is now, what madness might her visage have struck in this wizard?   He had heard tales, of course, of fey wiles driving men to insanity over their mad love. But he always thought they were exaggeration. Maybe Sudil was correct to believe Ragefast was enchanted by the nymph - whether intentionally or not. What was that spell that could cure afflicted madness, again...?

Letting his illusory disguise fall away, Sam stretches out a wing to block Leaf's angle for a shot.  "In some of these mechanisms, I see glimpses of something you may have been before,"  he says, softly.  "That set of stairs that turns into a slide was pretty funny, watching Grok slip and stumble around. But I've also seen tools of murder stocked and stored, as if you'd planned to kill anyone who so much as spoke her name,"  he glances at the unwell nymph.  "You're so... tired. Tired and spring-loaded to lash out at the world. Sudil is worried about you, Ragefast. There must be some way to help you both." 

Grepha, for her part, sits blindly and invisible on Leaf's shoulder. If anyone could see her expression, and indeed read the expressions of a corvid, she would appear quite irritated with her situation.

 
 Spoiler: Actions 
 Sam 
Help to Grok's Persuasion.
 

 
 
  
Amnestic
 "Abela and I are meant to be together. She is as beautiful as the day I first laid eyes upon her and laid with her in turn. You would do well to keep poisonous words besmirching beauty to yourself, lest you lose your tongue." 
Abela raises her head to look at you with widened eyes that seem larger still against her sunken cheeks. Curiosity, and perhaps a glimmer of hope. She turns her attentions to the still hidden Ragefast.
 "Destined for each other or no, you can see I am not long for this world." 
 "Speak not such folly my love,"  Ragefast replies, his tone a stark contrast to how he talks to you, almost as if he is a whole other person entirely. Indeed for a moment he seems to almost forget you are there.  "You are no wilted flower. You bloom as surely as any other. You said yourself we were to be together forever." 
 "In my glade amidst the stars and moon, where beauty could reign and we could be free, but I cannot be with thee here, this is not my home." 
Straining, Ragefast's voice seems almost stuck in his throat.  "But it is  my  home. What else can there be without you here, with me?" 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 1/2, Conditions: Branded
 
Grok frowns.  " Why not let her be in her home, rather than here?  If it is her presence that defines a home, perhaps a move might be in order?  One which will put far fewer annoying dwarves, pesky wizards, and aggravating clerics at your door?  And would no doubt make your lady love very happy?  If a home with her is what you seek, why not make it her home, as well as yours? "

 
 Spoiler: OOC 

 (1d20+8)[ 22 ]  (21)  Persuasion  Help rolled in chat and got lower
OOC I have a strange suspicion that Ragefast is charmed, but I don't think Grok knows the man well enough to roll insight here.
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 16 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisibility, Blinded 
 Ragefast's Keep 

Sam could be hard pressed to say who is to blame in this strange pair. What is clear to him in Abela's words is that she does not deny the wizard's, and Ragefast can hardly be declared a villain while under the mad love of a fey's charms.  "He's right, you know. So long as you're here, she'll never truly feel at home. And the people out there will not leave you alone. Be it 'busybodies' like us, or taxmen come calling. Is it so unusual for a wizard to set their tower in the wild, far from the distractions of the city?" 
 
 Spoiler: Actions 
 Sam 
Another Help to Grok's Persuasion.
 

 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (46)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 2/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf lowers his bow and stows it as the others reprimand him for being too quick to defend the nymph. He wants to cry out and yell at Ragefest, exposing his cruelty and hypocrisy to make him him weep with shame, but he knows that will not work.

Instead, he decides to do something else. He moves quietly over to Abela, hoping his elven cloak will disguise his movements enough to free her. He lifts her face,

  "Tell us, Abela, do you love this wizard? Do you want to be with him?"  

Wielding only a single, small pick from his thieves tools, he tries to subtly unlock her chains.

 
 Spoiler: OOC 
Sleight of Hand to hide action  (1d20+16)[ 35 ] , advantage  (1d20+16)[ 36 ] 
Thieves tools to pick lock  (1d20+13)[ 31 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 16 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisibility, Blinded 
 Ragefast's Keep 

As Leaf tries to step forward, Sam reaches out and shakes his head with a hushed chastisement,  "Don't. We're trying to  avoid  a fight, approaching them is a bad idea."  The wizard would no doubt flip his lid if any of them got too near to Abela.

 
 Spoiler: Action 
Attempting to stop Leaf from approaching Abela.
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 56/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 1/3 3rd, 1/2 4th 
 1/2 Wildshape 

Caelyn steps forward from the back of the group and stamps her staff against the floor lightly to draw attention.  "I will not pretend to be as powerful a druid as your wizardly skills afford, sir, but I can tell you that fey creatures are not just wild animals to be kept in a cage or a stable. They require the energies of their primal self, their connection to their true being, to live. To keep her here would be like keeping a fish in a bowl without changing the water. Eventually it will cause her to die. If you truly love her there are other options, such as building a new tower or creating a teleportation device, but slowly killing her isn't the kind of love you wish to share, is it?" 
 
 
  
 
 Spoiler: OOC 
More help actions on further social rolls if needed.
 
Amnestic
 "Leave the city?"  Ragefast mumbles as if in a daze, falling silent, as if joined in comprehension and bafflement in equal measure.
Leaf's question has the nymph look to you, to Ragefast, and then back again.  "I did, and could again. The sun's chase of the moon is not neverending, but they cannot be locked as one." 
 "You do not blame me then? Even now?" 
Abela shakes her head, her damaged hair still somehow wafting with an intoxicating scent of raspberries.  "I know what my kind can do to the hearts of man, and I chose to stay, until I could not choose at all. The folly is mine as much as yours." 
 "Abela..."  He stands suddenly, as if renewed, as if possessing the strength of ten thousand men, and you catch a glimmer of a man who a nymph  could  have fallen for, caught in the flickering firelight before the truth of the moment returns. He gestures, and the shackles fall from, clattering to the wooden floor.  "I will send you back, and...and once I am done settling my affairs I will find you again."  The nymph looks at him with wonder, thanks, and then looks away, a surprisingly demure flush in her cheeks.

He finally turns to the party, his body drained but his eyes gleaming with purpose.  "You invaded my home under false pretenses and ransacked it to your own ends, yet only through your words did I see my true path forward. Should I curse you or thank you? By all rights I could have you thrown into the Chionthar or worse for what you've done here tonight, but I have no taste for it or drive to see it done. So tell me, barbarians and wisemen both, what would you do now, in my position?" 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 16 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Invisibility, Blinded 
 Ragefast's Keep 

Feeling a small wash of relief as the two finally breach through Ragefast's cloudy mind and come to an understanding. Their love was not such a fable after all, and Sudil was the wiser.  "The first time was just a busybody excuse to investigate the rumors for my druid sister, I admit,"  Sam says, offering Ragefast a shrug.  "But this time I  really was  tasked by Sudil to retrieve the pearls. And specifically asked to make certain you are okay. It just happens that our previous meeting made your fey-touched thoughts a little, eh, homicidal." 
 "I have no interest in looting this place, only returning to Sudil with her pearls. And I would gently encourage my companions to return anything they've been grabbing,"  he looks aside disapprovingly at Leaf and Senna.  "But that killing scroll. It troubles my soul. Truly, no one should have it. Would you permit me to destroy it?" 
 
 
  
Amnestic
Any other day, Ragefast looks like he might have argued, but you look upon a man defeated, distracted, and with a mind awash by settling debts and services rather than in the present.  "And why not? It does no more harm than a fireball or conjured lightning, but do as you wish. Truthfully I'd forgotten I even had it." 
The pearls are something you can't help but note Ragefast seems to be ignoring the presence of, having not mentioned or responded to them once since you reached his sanctuary. Indeed even now, he seems apprehensive to give up the gift he offered he beloved.
Pressing him on it proves unnecessary however, as Abela - unshackled - frees herself of the necklace and hands it over willingly. A small price to pay for freedom.
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (46)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 2/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf doesn't think he's pocketed anything from the house, but he's never quite sure. Sometimes when he empties his pockets and pouches at night he finds things that he doesn't even remember taking. Things he saw and thought were interesting, but that he didn't mean to pick up.

He barely pays attention to the conversation with Ragefest, never taking his eyes off Abela. He is very concerned about her well-being and her future.

  "Abela, would you like an escort back to your tree? We could make sure you arrive there safely."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 16 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Blinded 
 Ragefast's Keep 

At Ragefast's assertion about fire and lightning, Sam rubs his arm.  "It's more,"  Sam pauses, trying to figure out how to say what he means without saying what he means.  "Metaphysical." 

Thankfully, Abela is more cooperative about the pearls - Sam had scarcely registered that the necklace might be the very same pearls.  "Oh! Thanks." 

As the others settle things amiable, Grepha comments in her usual tone of vague dissatisfaction,  "Lovely that we could all have a happy ending. Is there any chance these marks on our foreheads will go away, or be removed?"  Invisibility falls away around the raven's smokey body.
 
 
  
Amnestic
 "I will see Abela back to her glade, I have adequate teleportation magics to see her from the city without issue."  He huffs a little.  "If you desperately wish to come along, I can accomodate it, but it's all or none. Intent on leaving it or not, for the moment this is still my home, and I won't leave you in it unattended." 

When the question of the brand's removal comes up, he looks like he intends to do nothing, but a glance from Abela has him sighs with concession.  "Part of me believes you should bear them with the shame you are rightfully due, but very well."  He snaps his fingers, and the brands flash to life, surging a psychic wave through your minds, threatening to stop you in your tracks.

 
 Spoiler: OOC 

Each party member must succeed on a DC19 Wisdom save or be Stunned for 1 round. At this point that's more flavour than anything else, but yeah, watch out for that.
 


Whether you manage to maintain your composure or not, the brands fade as their magic is expended, and their task is done.
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (46)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 2/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf looks to Abela to see if she is ok with Ragefest's proposal. He thinks we shouldn't leave the wizard alone with her and that he might just chain her up again, but he defers that decision to her. Anyway, before he gets a chance to do anything, he feels the brand on his forehead burn away and then everything goes black for a second.

He shakes his head and looks around, unsure of how much time has passed, seeing several of the others have similar reactions to his.

 
 Spoiler: OOC 
Wisdom  (1d20+1)[ 18 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 56/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 1/3 3rd, 1/2 4th 
 1/2 Wildshape 

Caelyn stumbled for a moment, blinking and rubbing at her forehead as the magic of the mark dissipated. Once her head had cleared, she continued to wince and turned to address Abela and Ragefast.  "There are worse devotions in one's life than love, but devotion can become toxic and rabid if it damages yourselves or the people around you. I hope you can reach a greater balance together and enjoy each other in harmony."   Then she turned to her allies.  "Our task seems to be done. I have some stalls I'd like to make inquiries at before the day is done." 
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 1/2, Conditions:
 
Grok grunts as the surge of energy roars through his brain, conveying a kick like good dwarven spirits, but without the fun.  Shaking his head to clear it, he speaks up after Caelyn.  " Time to go, I think. "  He looks about, to see if there were any better exits.


 
 
  
Amnestic
Abela seems unconcerned - perhaps even happy - with Ragefast's proposal. Certainly, there is no trust lost from her now that he has, it seems, seen the light and promised her return to nature. The wizard tugs a rapidly-grown grimoire from one of his robe sleeves and mutters a few words, and the world vanishes from you, before swiftly reappearing outside his house, on his porch.
 "And don't come back."  You hear the wizard's Tressym familiar remark, before the door slams shut. Peering up at the home to its highest point, you see a flash of magic...and then nothing, because of course there wouldn't be. All you have now is to trust that Ragefast will do as he said.

Unless you have Senna expend a Sending spell to contact Abela. Having access to instantaneous communication across potentially thousands of miles does have its perks.

 
 Spoiler: OOC 

"Defeating" Ragefast by diplomacy instead of combat still satisfies as defeating him, and as he would have been a Deadly encounter that earns you a cool 15 experience points, plus a bonus 5 for rescuing Abela without her dying in the crossfire.

What now?
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form, Blinded 
 Ragefast's Keep 
 "I should report back to Sudil,"  Sam gently declines joining them. There's much too much to do in the Gate to go off with some wild wizard. Giving Grok a nod, he smiles at the dwarf.  "It's good we did things right-"  the sudden wave of the sigils being dismissed causes him to stagger, and he shakes his head clear.

 "Thank you kindly,"  Grepha states.  "I agree. I am tired."  The shadowy smoke disappears from around the bird. She could use some rest and  restoration .

 After Leaving 
 "Just to clarify, I have been blinded by the fey visage,"  the imp announces once they are back out on the lawn. The sight had certainly been glorious enough to sear her eyes, but it seems the only emotion it evoked was irritation.  "If Senna has any spare restoration, I would appreciate it. Wherever she is." 
 "Maybe our new friend could help too,"  Sam suggests, tucking away the pearls.  "I'm going to go report in to her. Does anyone else want to come-"  he stops and holds up a finger towards Leaf.  "But no kleptomania, alright?" 
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: (46)/(55) 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 2/3 Dawn
Conditions: slimy doom -1 CON  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf laughs at Sam's admonition. Leaf wasn't the one who took anything from Ragefest's house, but he acknowledges the reputation.

  "I can keep my hands to myself. But if there is anything you want while we're there, just point it out to me and I'll see what I can do."  

He's ready to go with Sam if the Dragonborn will trust him.

 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 1/2, Conditions: Branded
 
Grok nods at Sam's proposed next action.  " Best to not risk temptation, and to complete our task without getting sticky fingers.  I'm glad you agree. "  He looks down at the rather pitted and stained face of his magnificent armor.  " I, however, need to see a smith about some repairs. "
 
 Spoiler: OOC 

Fluff, since, well, I think we're out of actionable tasks currently?
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Raven Form 

Raising his head with a small measure of draconic pride, Sam declares,  "There is no shame in confiscating dangerous materials from the wicked. But taking from good people is unkind, and can wound your soul."  Though nothing was  said  about his actions, he still seems to feel the need to defend them.

As Senna's spell washes the blindness from Grepha's eyes, she stretches her wings and hops back onto Sam's shoulder pad.  "Whether this noble is 'good people' remains to be seen,"  she voices skeptically.  "She is shrewd and experienced. And that makes for a useful friend, but one that should be kept at arm's length until you are an equal. Lest you be viewed as a pawn."  Sam clears his throat, and Grepha rolls her eyes.  "... Thank you, Senna." 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 56/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 1/3 3rd, 1/2 4th 
 1/2 Wildshape 

Caelyn rubbed at a sore muscle that she swore was leftover from her ape form. " You're right, Sam. We should clean up as much of this affair as we can tonight. If people want to press on to do MORE combat and killing and investigation this evening I am prepared to, but judging by the hour I'd much prefer to find a safe inn and strike out with the daytime. I may also be bias, as the idea of more sewer water running into my boots is repulsive to me right now." 
 
 
  
Amnestic
With night still clinging around you on Ragefast's chilly porch, you opt to find an inn to rest and recuperate, hoping that a good night's sleep will help alleviate some of the aching goopiness that still resides in Leaf and Senna's joints.

 
 Spoiler: OOC 

Long rest received, update sheets accordingly.
 


What you awaken to still in the early hours of morning when the city is still equally waking itself is not quite what you expected though. Your rooms in the inn, private though they are, are all subjected to the synchronised knocking, followed by equally synchronised voices calling out in loud, authoritative tones.
  "Flaming Fist. By order of the city, open the door."  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/ 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions:   
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Sleeping soundly in his armor (he'd learned that lesson the hard way), Leaf awakens with a startle at the knock on the door and the Flaming Fist yelling at him. He takes a moment to put on his belt and pack, slinging his bow on his back. Once he is ready, he opens the door, with empty hands and a smile on his face.

  "Good morning gentlemen. How can I help you?"  

He looks around to see if the others have risen as well, and does a quick assessment of the potential threat here.

 
 Spoiler: OOC 
I read this as we all had our own rooms. If we were sharing rooms, he'd wait until the others are ready.
CON save  (1d20+6)[ 24 ]  (includes Grok's aura)

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Branded
 
Woken early in the morning by the unwelcome light of the sun, Grok starts the time consuming process that all dwarves enjoy, putting on his armor.  Inconveniently, he's about halfway done when a loud knock slams into the door, and a piercing bellow of sound emits through it.  He looks down at his carefully arranged armor plates, and back at the door, before bellowing back.  " Mind if I finish gettin' dressed first?  What's this about? "

 
 
  
Amnestic
 
 Spoiler: Sam, the Night Before 

The return to Suldil's estate in the city takes a bit of time in the cold city streets, forcing you to wrap your cloak tighter against the chill. The same old butler greets you and invites you inside, though thankfully you're not asked to meet Suldil out in the open this time, and are instead lead to a small meeting room.
The half-elf arrives a few minutes later, clearly somewhat surprised at your return so quickly and though she's no longer dressed for spellcasting practice, she still carries the air of power about her. Her greeting is nevertheless as polite as expected, offering you a drink or a pastry at your leisure, as expected of a noble host.
Once the requirements of etiquette are dealt with, she settles back in her chair.
 "So then, how did it go?" 
 

 The Party, Present Day 

Leif's open door reveals a figure that is clearly the Flaming Fist, decked out in full plate, though there are more adornments and pomp to their armour than the rank-and-file receive. Indeed, they appear to be elite, offering a far more deadly air than those you saw patrolling the streets, or even those in the barracks.
 "Your presence is  requested  downstairs. Immediately. Make yourself ready." 
They do not move from their position at the door, seemingly intent a vigilant watch.

To Grok, they issue the same words, albeit through his door, where he cannot see how elite they are, merely hear them.
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 56/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 1/3 3rd, 1/2 4th 
 1/2 Wildshape 

Caelyn, having become aware from her trance some hours before, is already armed, armored, and ready to leave. She nods to these elite Fists, gauging them as not to be trifled with.  "Requested? How polite. I am ready to go downstairs, but who will we be meeting with? Is it to be a surprise?"
  
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Spider Form, Invisible 
 The Night Before 

Following the butler into the manor this time, Sam looks around with mild interest at the decor. He'd not been any too many manors, besides the Silvershield Estate. Candlekeep had its own sort of grandiosity, but it was a  keep  and a library at its foremost, not a mansion. Taking a seat in the meeting room, he can't help but feel out of place, hands folded in his lap and wings against his back, afraid to knock something over. Grepha remains peched on his shoulder, looking around with more intent to gauge the woman's choice of furnishings and art.

 "Thank you,"  Sam smiles when offered a pastry, accepting one happily. His mood has visibly improved since their last meeting, as he breaks off a piece to share with Grepha.  "Sorry to come by so late! It went well, actually. Well, as well as can be expected. More than expected,"  he rambles a bit, taking the pearl necklace from his bag and setting it on the tea table.  "You were right about Ragefast, he was pretty soundly enchanted by the nymph. What I didn't expect is, she was pretty taken with him too. With her help, we were able to convince him to build a new tower somewhere that won't slowly kill her." 
 "Or she's luring him out to kill him, who knows with fey,"  his familiar comments cynically.  "I could not see how genuine she seemed, on account of the  fey ,"  she adds, with a dribble of venom.

 "You're just being pessimistic. I hope things go well for them,"  taking a sip of his drink, Sam smiles.  "Anyways, they were both fine and happy when we left, and we got the pearls for your dragon friend. I'd call that a double-win." 
 The Morning 

Lying with half his face stuffed into his pillow, Sam grumbles when the door is banged on, then flails and falls out of bed when the authoritative shout comes afterwards. He rolls towards his bag and instinctively begins to panic, thinking something is going wrong. He's not in his armor, not that it offers much better protection than his scales, when he pulls the pack on and peeks out of the door through the lock chain.

 "Uuuh, be right out,"  he answers the elite Fist officers' command, stepping back inside to get dressed. For her part, Grepha has already shifted into a less noticeable form and vanished, hidden. They emerge and make their way groggily downstairs soon after.
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Branded
 
Grok snorts, before responding.  " Good to see you have some respect for Magmaforge! "  With that, he continues putting on his formal clothing, collects his glaive, and heads out, to descend the stairs.

 
 
  
Amnestic
 
 Spoiler: Sam, the Night Before 

 "A happy ending for the both of them, though I suppose this means I'll need to source a new purveyor of esoteric items."  She doesn't sound overly distraught, though there's the slight sigh of an inconvenience that would need to be addressed another day. For the moment though she takes up the pearls, scrutinising them and apparently finding them acceptable. She hands them off to the butler, who seems equally taken with them before he retreats and leaves the room.

 "I promised a magical cloak from my stores as a reward, and I keep my word."  From a seemingly extradimensional pocket she retrieves a striking cloak woven of purples that gradiate down into pinks, a striking, eye-catching, and yet regardless of fashion sense somehow attractive piece of outerwear.  "A merchant to the south used its magics for less-than-appropriate means. He's now paying for his crimes in a way that benefits society in a way he did not. I just hope that the cloak will serve you better than it did him." 
 
 Spoiler: Cloak 

 Algernon's Cloak 
 Wondrous Item (Cloak), Rare (Requires attunement) 
Algernon was a merchant of significant repute, but much of his power came from his cloak. When attuned to it, your charisma score is increased by +2, to a maximum of 20. In addition you may cast Charm Monster with a DC16 without somatic or material components. You may do so once, with this power refreshing at dawn.
 

 

 The Party, Present Day 
 "Not for us to discuss."  The guard replies shortly to Caelyn's question. Eventually, once dressed, you're all coralled down into the main room of the tavern, which you find decidedly emptied out both of customers and staff. The only ones here are your own party, a total of seven Flaming Fist elites, and three others. One you recognise immediately - Scar, seen out from behind his desk for the first time since you met him.

The second is a halfling woman of middling age, dressed in robes and clutching a staff tipped by a clearly magical gemstone. The third an equally aged human male, clad neck-to-toe in full plate emblazoned with the Flaming Fist sigil. Carefully cut short hair and keen features mark him as a man of riches - likely nobility - while his tanned skin blemished only by pale cuts and scars tell the tale of a battle-tested warrior, albeit one perhaps whose best fighting days have succumbed to time.

He looks you over quietly, then glances at Scar.  "These are them?"  His voice carries just a tinge of a familiar, yet unusual accent.
  "They are."   Scar replies. The unnamed man holds for a beat, and the nods to Scar, who steps forward and addresses you with a curt, authoritative voice.   "You are in the presence of Duke Eltan Silvershield, Leader of the Flaming Fist, and a member of the Lord's Alliance. Conduct yourselves accordingly."  
Duke Eltan continues, without giving you chance to properly process just who is in front of you.  "My time is precious, so I will be brief. Scar has told me you have the capacity to get things done and your concerns about the Iron Throne. I believe they have merit, but lack the ability to move without hard evidence. I want you to infiltrate their Headquarters in the city and find evidence of their wrongdoing directly." 
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/ 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions:   
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf does his best not to offend the Duke. He's seen enough to get the customs almost right, but always doubts himself around royalty, at least male royalty. He's pretty comfortable sneaking into a princess' bedroom. After the required bows and nods, he asks his questions.

  "Thank you, sir. We've wanted to do this, but didn't want to upset the Flaming Fist, so it's great to see we're all on the same page. I have a couple questions."

"First, when you say infiltrate, do you mean sneak in at night and steal documents or do you mean for us to pretend to work for them and see what we can get them to tell us? The latter will be much more difficult and will take much longer."

"Second, we witnessed them take two powerful artifacts into their headquarters - The Elixir of Time and Vulkoor's Headdress. Those could be trouble for us with our limited equipment. If there is anything the Fist might be able to loan us that would help our chances, we would be grateful, sir. Or even just a credit at Sorcerous Sundries."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Spider Form, Invisible 
 The Night Before 

Trying on the new cloak, Sam takes off his wolfish, heavier one for now. The Mistake is pleasantly warm for winter, but it clashes with the fancier purple attire.  "What'd he do?"  Sam wonders. He's seen recently just how cutthroat this capitalism business can get.

Grepha has known for much longer, and remains idly uninterested in the topic. Not to say she isn't listening.

 The Morning 

Though he's still waking up, Sam belatedly bows a few seconds after hearing the Duke's name.  "It's an honor, lord - Duke,"  he says sleepily, uncertain whether to use the formal title or not. Rubbing his eyes, he suppresses a yawn through his teeth. Thinking back on their party's past, recent experiences, Sam glances at Grok and then back at Duke Eltan. Was he Skie's father? Sam remembers him being less rugged.  "How quiet is infiltrate?"  he asks.
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions:
 
Properly dressed, Grok is still a little annoyed by the abrupt ambush of the Flaming Fists, but even he recognizes Duke Eltan, one of the leaders of Baldur's Gate, and he remains respectfully silent through his explanation.  And Leaf and Sam's responses.  " Duke Eltan, I am confident that we can assault the headquarters, but infiltration is a higher challenge.  Their building is designed to prevent such an approach.  Would you be able to provide knowledge of another entrance?  Or is something that will inevitably turn into an assault acceptable, so long as evidence is found? "


 
 
  
Amnestic
 
 Spoiler: Sam, the Night Before 

 "Preyed on the young and naive, especially women."  Suldil's answer suggests she has no desire to go into more detail.  "It's not an unusual tale, it won't be the last of such sorts, but it's never a pleasant one. I'd take Tiamat cultists over such things, at least their cruelty serves a higher purpose, even if it's a grossly misguided one." 
 

 The Party, Present Day 
 "The Flaming Fist will disavow you and the Iron Throne has made it quite clear they want none of our enforcers on their property, regardless of the situation. As long as you don't bring the building down, anything you do in there is between you and them, however you go about it. Try not to leave a trail of corpses, if you can."  Duke Eltan says, ignoring any surprised expressions you offer at such leeway.  "The building sees visitors at most hours come to do business and trade. If you disguise yourself it wouldn't be impossible to pretend to be some merchants from Cormyr or Neverwinter or the like come to talk business, though how you fare after getting in the front door is your own business. We are aware that many of the current leaders of the Iron Throne are absent on business, meaning that security should be lighter than normal. Outside of the front door and roof access we are aware of no other entrances you can use." 
 "We are offering no material support. Scar tells me you have the ability to get things done, so I expect you to prove it. This conversation never took place, unless you succeed, at which point you will be rewarded on completion of the mission - whether that's in gold, magic, or favours - as you choose." 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Spider Form, Invisible 
 The Night Before 

With a cringing expression, Sam feels a bit dirty wearing the cloak now - but its power is undeniable, he can feel it even without yet finishing a full attunement. So long as it's being used to better ends, maybe he could... absolve the cloak of whatever ill-omened aura it carries.

 "The wealthy and powerful have greater means to indulge their vices, and some are darker than others,"  Grepha comments on the merchant's nature. After an idle examination of Suldil as if it could bring to light any such vices, she adds to Sam,  "Your vice is risk. You are a gambler. Dangerous enough on its own, but I do not foresee being tempted to misuse the cloak to those ends." 
 "I guess,"  he responds noncommittally. His personal vices aren't what he fears, so much as his inherited ones.  "Anyways, I should let you get back to your evening,"  putting on a friendly smile again, Sam stands and bows.  "If you need help with anything, or find out anything about the Throne and the Crisis, just send for me. Or capital-S Send? I'm learning that's a really useful spell!" 
 The Morning 

The whole deal is pretty shady. But it's mostly just being offered a reward to do what they were eventually going to do anyways...

 "I don't really see a reason not to agree,"  Sam tells the party.  "Knowing security is lighter right now is good to know, we don't want to blow the chance." 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th 
 2/2 Wildshape 
 "I'm all for it. We were planning on thwarting them anyway, and now we can do it with a little less worry about making a mess... though of course we will act with as much discretion as possible."  Caelyn side eyed the noble who offered them this deal, hoping their reputation for chaos (and their thorough sacking of a mage's house just the day before) hadn't made a bad impression.
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Branded
 
Grok nods.  " A chance to find evidence to prove who is behind the Iron Crisis, and a multitude of other sins?  How could we say no? "

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56 (?)  
 Spells: 1st: 4/4 2nd: 4/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13 (?) 

Senna frowns as she comes down the stairs. She had gotten rest, and was glad Ragefast was defeated by words not magic. She hears her siblings, friends and the commander out.  Death follows our every step, I am afraid. What is your stance if we find evidence but have to defend ourselves in order to get it, or when we exfiltrate?  she says without a flinch, sounding like an experienced spy rather than a young priest.  Will you deny allegiance with us then? Throw us out for political gain? Arrest us with the Iron Throne, claiming the victory for the Flaming Fist?

I don't want to expect the worst from you, and I believe we have a common enemy here, Duke. But what outs can you offer us? You are the government officials of this city, and you rely on us to bring down a merchantile league, which means they are either more influential than you, the council is unable to act, or they simply have more power in YOUR dukedom. You took a lot of risk coming here yourself, to honor us, and we value your honesty. You care about this issue a lot.

I would really appreciate more info on the Iron Throne. Names of their higher echelons, business partners, whatever they venture in. It is not enough to disguise ourselves, we need a convincing identity. Truth be told, we would probably just need a few options to disguise Leaf and Sam. Us others are unremarkable enough to craft our own backstories. But if we can link ourselves to a powerful outside consortium, even better. But I only know of the Zhentarim, and I doubt that would be a friendly exchange. 
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/ 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions:   
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf is disappointed at the lack of assistance, but understands their need for deniability.

  "I think as long as the Flaming Fist isn't going to come after us on this, we'd like to help you. I appreciate you trusting us to do this."  

Of course there is a chance we are being set up, but it isn't going to help to argue with the Duke. He likes the plans that have been presented so far, but thinks he'd be better at not being seen than at any type of deception.

  "Perhaps Grepha and I could sneak in through a window. Then you only need to disguise Sam."  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
Amnestic
 
 Spoiler: Sam, the Night Before 

 "I will certainly keep you and your group in mind, should I need anything else. I wish you good fortune."  A quiet bell summons the butler back, who politely escorts you out, and just like that - for now - your dealings come to an end.
 

 The Party, Present Day 
 "Do you require a signed document saying you can kill people? You won't get it."  Duke Eltan dismisses Senna's question with a wave.  "I had thought my implications clear enough. If you need to kill to defend yourselves to complete the mission, so be it. Express restraint as you can, but that's it. Once it's done, you will be rewarded, as I said, in a way you wish. Prove yourselves useful, you will be treated accordingly. I do not discard useful people. If you want to claim credit, I could see you raised to nobility for your service to the city. If you want to keep your involvement quiet, the Fist will claim credit instead. I am not relying on you, I am using you, as I use every tool available to me to defend my city from people who would do us harm, whoever they may be. If you fail, I will use someone else. You earned my attention because Scar said you were capable, and I trust his judgement. That is all." 

He delivers the words sternly, but passively. There is no insult intended, merely ensuring you understand the reality of your position in his eyes - tools. Useful ones, for now, and perhaps in the future as well, but he is a man entrusted to keep the peace for a city on the brink of war, and the realities of his job has worn down whatever pleasantries he once possessed to the blunt edge.

 "Their upper leadership - Rieltar and Brunos - are out of the city, as I said. They trade in everything, but their focus is weapons. I would have expected you to know this already."  He offers no more elaboration.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Spider Form, Invisible 
 The Morning 

Already quietly in thought, Sam has a hand resting on his chin as he tries to come up with plans to get inside. The little tidbit about raising to nobility catches his attention, his tail swiveling back and forth. That could be the key to getting control of the keep for the Glintrunners... if they are indeed still well. He may need to get Senna to Send to Miggs and check in.

 "I  do  have an idea for an identity to get us in,"  he says, holding up a finger to Leaf and Senna.  "We're gonna need a makeup artist. Do any of you know a good makeup artist in the city, like theater makeup?"  he asks, looking around at the Duke and his Elites.
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Branded
 
In the wake of the Duke's response to Senna's question, Grok speaks again, his voice calm, and rumbling.  " I think that is the information we required to consider this task.  We will undertake it, but it will take discussion to plan an approach that isn't going to result in a major commotion.  Unless there is something else you wish to ask of us, it might be best for us to leave and create that plan. "  His point made, Grok falls silent.  Wasting the Duke's time by discussing a plan the Duke would have no involvement in and would likely prefer to not know in front of him would not improve their reward.  Their only real option was to do this, for the alternative was to leave the city, and that was not acceptable.  That would mean those responsible for the attack on his clan would be free to complete their plan, whatever it was, and that could not be allowed.  A debt was owed, and he would collect it.


 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56 (?)  
 Spells: 1st: 4/4 2nd: 4/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13 (?) 
 I would take insult in your words, but so far no one outside our home town has seen us as anything other than hindrances or tools, so your words are par for the course, Duke.  Senna takes a small bow.  More than nobility and riches, we need allies. If you can promise backing, I would gladly forfeit my part of the rewards to get some recognition. But let's not be hasty and discuss payment before the deed. Your words are understood loud and clear. 

She takes another bow, this time deeper. As she rises, she adresses Sam with a grin.  Remember Garrick? He told us he would be in the Gate with his troupe. He might be just the person with an eye for this. 
 
 
  
Amnestic
Duke Eltan briefly glances to Scar and his halfling companion, both of which give slight shakes of the head.  "We don't have much call to deal with makeup in the Flaming Fist. Any theatre in the city will likely know someone though, I'd suggest you start there." 
 "When you're done, report to the Flaming Fist compound. I will hear your results personally."  With that, he rises, and without another word he and the others filter out of the door, marching with defiant purpose, and leaving you alone to plan your next steps.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Spider Form, Invisible 
 The Morning 
 "That's a great idea,"  cutting a tired pump of his fist short by covering his mouth during a yawn, Sam gives Senna a thumbs up. It would be nice to see a friendly face again, and see how Gerrick is doing.

After the Duke shuffles out, Sam outlines his plan.  "So, I think I can disguise myself as that vampire guy from the mines. Then all we have to do is disguise the rest of you as my undead servants. I can claim I survived and escaped, and get us in the front door with a promise of a full report."  He holds up a few fingers as he goes along the pieces of the plan.  "You guys can be like... masked and cloaked up, or turn into animals for disguises. We could get some corpse-smelling uh... perfume? If that exists? And if they ask for proof of identity under the masks, we can have those ones made up into zombie stage makeup." 
 "Well, it's ridiculous, but it is a bit more reasonable than trying to barge in or pretend to be business associates with no records thereof,"  Grepha admits.
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/ 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions:   
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf considers the option presented by Sam and thinks it's a good one. But acting is just not his specialty.

  "I think that plan could work. Although, I'd rather sneak around than be a part of the deception. Do you think it would be better if I start as a zombie and then slink away or if I just just sneak in a second story window?"  
 
 Spoiler: OOC 

 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Branded
 
Grok nods respectfully as Duke Eltan departs, but listens intently to Sam's proposal.  " That seems like a plan.  But will whomever is manning the desk know this vampire?  Do you know his name?  So far, our foes have gone to a great deal of effort to conceal their efforts from the general public, so perhaps such a disguise is not the best idea?  It would be very abnormal. " 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th 
 2/2 Wildshape 

Caelyn waits for the Duke to depart before saying much more. She understood the nature of this relationship. While she doubted their abilities to do this task without bodies dropping (their enemies almost ALWAYS insisted on fighting to the death it seemed), she hoped they could keep a low profile to work within this man's wishes. Not because she gave much of a damn about preserving the lives of the Iron Throne criminals so they could march to a Duke's gallows instead of dying by their hands, but because as much as she hated it, politics were at work, and either politics would be a wave to carry them all towards their goals, or the wave would drown them all. It would prove intelligent to swim well.

When they began to plan in earnest, she became more talkative.  "As always, my sibling's imaginations spring a plan that just might work, if we dedicate ourselves to it. Gerrick's expertise may be just the thing to get us in the door, and from there we can conduct a thorough and subtle investigation. Or, more likely, something will go horribly wrong and we'll end up either running or fighting for our lives. While I have an obvious preference, we should prepare for both eventualities. I can be a wolf or a bat or whatever other creature a vampire would enslave to it's will. I'll do my best to prepare helpful magics if the disguises don't last, such as shadowcraft spells for stealth." 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 --- | Spider Form, Invisible 

When asked to name the vampire, Sam flounders for a moment, trying to recall the rather unusual name - just on the tip of his tongue.  "He was called dduuh, Duh, Dave- Davie? D-" 
 "Daveorn,"  Grepha interrupts.  "Worry not, I will be in the boy's ear to remind him of crucial details like these. Figuratively speaking,"  she adds, given her current size very well could crawl partway inside someone's ear.  "As for you Leaf, I would recommend using Samuel's old cloak to take the form of a wolf until we are inside. You are the most recognizable among us, after all. And the Throne are wealthy enough to have perimeter alarms or magical defenses you cannot slip past alone." 
 
 
  
Amnestic
With your plan arranged, you begin trawling the city for theatres in the hopes of tracking down Garrick. Third time appears to be the charm, as the first two are utter busts - well, they're full of enthusiastic performers, of course, but none that are already inclined to help a bunch of wandering vagrants put on zombification makeup at the drop of a hat, and so you're forced to keep searching.

The Moonlit Serenade is neither well known nor particularly prestigious. It sits on the eastern side of the city, and at best is seen as a place for young up-and-comers to make a name for themselves before being picked up. More often than not, it's where big dreamers go to be washed clean of foolishness and sent back to a mundane life with the stage only as a lingering memory of brief joy and pain numbed by time.

Garrick has yet to be stripped of his dreams, if his easy and friendly smile is anything to go by. It's been close to four months since you'd last seen him, and while he looks  slightly  less naive, it'd be a stretch to say the man with boyish charm and disarming eyes has even a hint of worldweariness to him. For better or worse, the city has yet to slither its cynical tendrils beneath his skin. Sure enough he's more than willing to donate his time - and that of his comrades-in-costume - to helping the Senna (and by extension, the party). As a bonus, they don't ask any questions, though they do demand a small payment to cover their time and materials. At a mere five gold, it's near a pittance for you.

Doing so takes hours - good makeup always does - but you have nothing  but  time to spend since you need to wait for nightfall either way, but eventually night falls, your preparations are completed, and you head back across the city, trying your best to either blend or simply not attract attention from anyone who might see a vampire wandering the streets with its undead companions and express concern over the casual undead 'invasion' taking place.

The Iron Throne building is as you left it, tall, imposing, with lights brightening up most of the windows, and a pair of guards out front, both of which look distinctly more on guard as you make your approach, clutching at their spears with a mix of confusion and apprehension.
 "Identify yourself,"  one says, stuttering a little.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise | Spider Form, Invisible 

Accompanied by an entourage of strange, masked and cloaked figures (and two rather mangy-looking wolves), the likewise cloaked figure of Daveorn treads up the hill to the Throne compound. As they draw near, he pulls back his hood enough to make his imposing, pale visage known.  "Steady yourself, you look like a frightened child,"  he commands in Daveorn's venomous tongue, doing his best to imitate the man's voice. Grepha talks him through it using their telepathic link, helping him to be assertive and act like he belongs.  "I am an associate. Daveorn. I must deliver a report to your management as soon as possible, and it  must be in person ,"  he emphasizes the last four words, looking back towards the street.  "Lines of communication are compromised, I am already  unacceptably  late, and we are drawing more attention than I like." 
 
 Spoiler: Rolls 
Performance to act like Daveorn, in case they know him:  (1d20+7)[ 10 ] 
Persuasion:  (1d20+10)[ 19 ] 
Grepha Help:  (1d20+10)[ 22 ] 
 

 
 
  
Amnestic
The guards exchange glances, a silent conversation playing out only in their looks. Whatever the reasoning behind their decision, one of them knocks twice on the door and it swings open, allowing you entrance.

The entrance hall occupies the entirety of the floor, made up of polished patterned blue marble. Chairs and tables at which to conduct meetings are scattered around in small groupings, and you feel the eyes of a dozen statues carved from white stone linger on you. A pair of staircarses in opposite corners lead up, while one in the corner to your right leads down.

A few people are milling around here, still conducting business at this late hour, and what glances you receive are filled with revulsion and fear. No one approaches you. A pair of guards in supple leather with clubs at their hips and crossbows at their back stand at each of the stairs up.
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Branded
 
Grok shuffles through the door, following Sam, moving as though his limbs were stiff.
 
 
  
Bobthewizard
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/ 63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions:   
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf stays in the back, his hood up, trying not to draw attention to himself. While the make-up makes him look like a zombie, he still looks like a tabaxi zombie, which might still draw attention. Better to not be noticed at all.

Once we get inside, he looks around for the best place and time to sneak off.

 
 Spoiler: OOC 
Stealth  (1d20+11)[ 31 ] , advantage  (1d20+11)[ 13 ] 
 
 Spoiler: notes 
Commander Scar, Flaming Fist
Dabron Sashenstar, Merchant's League
Ragefest, wizard
Abela, nymph
Ramazith, wizard that Ragefest doesn't trust.
Aldeth Sashenstar, Dabron's brother
Halbazzar Drin, owner of Sorcerous Sundries
Vivian/Ninian, sister to the others
Lieutenant Angelo Dosan, jerk Flaming Fist
 Bounties 
 

 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th 
 1/2 Wildshape 

As someone with an intrinsic interest in shapeshifting, transmuting, and change, Caelyn watches fascinated as layers of paint, rubber, and make up change her companions into a dire vampire or a shuffling undead. There is a fascination and a hint of delight as the artistic transformation takes place over time, and when Garrick and his companions are finished she gives a small clap of applause.  "Good job! All of you look positively dreadful!"  She steps forward and looks Sam close in the face, a look of muted awe.  "I wish my camoflauge was so convincing!" 

Once they have privacy, she transforms into a wolf, and almost immediately her senses are assaulted with new smells, new instincts, new anxieties, and a aggressive hunger that drew her eyes and nose towards the walking, blabbering, foul smelling humanoids around her. Gripping her control with an iron, experienced grip, Caelyn follows her "master" into the guildhall, doing her best to act enthralled and loyal as can be. Once inside, she set about snuffling, sniffing, and smelling anything interesting she could find without leaving her master's side. 
 
  
 
 Spoiler: OOC 
Rolling perception to see if wulf nose smells anything exotic, dangerous, or interesting.  (1d20+8)[ 27 ] , and  (1d20+8)[ 25 ]  if staying at master's side gives disadvantage.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise | Spider Form, Invisible 
 The Theatre 

Sam laughs at Caelyn's comment.  "Of course it is, it's from my magic hat,"  he taps the side of his head.  "I'm pretty sure not even the theatre crews could make me look human." 
 The Investigation 

Striding towards the guards at a business-like pace, hands folded, Sam-as-Daveorn addresses one of them in a low tone,  "I am here to report a supply issue,"  he states with dry understatement.  "Is management in?" 
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/56 (?)  
 Spells: 1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 13 (?) 
 Moonlight Serenade: 
Deeply doubtful the plan would work, it was at least offering Senna to see Garrick again. He had grown as a person no doubt, and she had too. And Garrick was not smart or wise, but he could tell them at least if their plan was bad. Meeting in the Moonlight Serenade was just as dreamy as she expected however. Garrick was still a man of dreams and words, of beauty in rhyme and song. Seeing him, she hugged him, social graces be damned. Garrick's coworkers SHOULD gossip. If their lives were not able to align properly, she was still enjoying a bit of closeness. She felt that death and loss followed her, but at least in the presence of Garrick, that was untrue.  How did the past few months treat you, Garrick?  she asks with in much better mood. Her face turns serious for a moment.  And before you ask, it is best I tell you nothing of our ventures. You are safer than way. Anyhow, my new friends and me need your expertise in masking ourselves as realistic undead. Can you do that? Just don't overdo it on the smell. With the right necromancy spells and a bit of medical knowledge you can make undead that barely smell. At least with the retainers meant for polite company.  Senna was not completely sure but she did not want to smell like a horrible butcher's shop.


 

 Iron Throne: 
A block away from the Iron Throne tower, Senna invokes the Metatext to aid her disguise. Her tabard glows ever so faintly, as she is suddenly less noticable. Her movement are just unnatural enough to count as an undead.  Pretty sure any competent acolyte or apprentice worth their salt could detect our disguises due to our collective magical artifacts. But should I try to mask any illusion magic happening anyway?  Senna says slowly to both try out her act and not let her rubber mask morph too much.

 
 Spoiler 
Using Channel Divinity to gain proficiency in Deception. Offering to cast Nystul's Magic Aura up to three times to mask Caelyn's and Leaf's transmutation as well as Sam's illusion magic.
 

 
 
  
Amnestic
 
 Spoiler: Senna and Garrick 


Garrick sighs charmingly.  "Ah Senna, my dear, your appearance is like the fresh dew atop a flower gilded by the dawning sun, to disguise you as a vile undead is to paint a field of green with blackest of oils."  The flattery is laid on thick and fast, almost as if he is overcompensating - or lost in his characters.  "You ask me for both aid and silence both. You think I would fear or shirk danger? Banish such thoughts from your mind. My time on the stage has driven me to the brink of madness and pulled back again. I have plumbed the depths of the human soul, been laid bare as none others could, and entertained devils both figurative and literal. Pray tell my darling, what worries you so? Whom must I see put to rights and vanquished?" 
 

 The Iron Throne 

Leif's attempts to evade sight only grant him slightly strained joints - the guard's eyes are set on the party in full and on their charge in guarding the way up. There is no opportunity to slip past. Your disguises may have gotten you in the front door, but they are also attracting significant attention. Caelyn's nose finds the stench of wine, sweat, and the incense used to conceal it, but nothing particularly out of the ordinary.

The guard glances at the rest of the party.  "You don't have an appointment,"  he says, apparently having decided that at a glance - though a vampire and his undead entourage would probably have been the sort of thing they'd plan for in advance.  "Just who are you here to see, exactly?" 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise | Spider Form, Invisible 
 The Investigation 
  Use as much of the truth as possible,   Grepha advises telepathically.   The fewer pauses for making up details the more confident you will seem.  

Lowering his head and voice both, Sam answers while the eerie visage of his illusion glares at the guard.  "I am to report to Rieltar,"  he sweeps his arm in the direction of the wood.  "My role was to oversee one of his undertakings. Enemies of the Throne have engendered an alliance with forces from the Feywild, and through their machinations I was trapped in that realm for a time."  Bringing his arm back down, he resumes a more dignified posture.  "The developments must be reported to him, and I can trust only my own tongue with fey trickery hounding my steps." 
 
 Spoiler: Rolls 
Sam Deception:  (1d20+5)[ 17 ] 
Grepha Help:  (1d20+5)[ 6 ] 
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 64/64   
 Spells: 1st: 4/4 2nd: 2/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom) 
 
 Spoiler: Moonlight Serenade: 
 Aren't you ever the charmer. Poetic as always. But I have grown weary of sonnets and artistry. This is survival. You mustn't know, dear. Our enemies don't know you are our friend. And I want to keep it that way. I could however share tales of past foes defeated to inspire your heart.  Senna pauses, grinning from one ear to another.

 If you are to share some of your last months. Did you interact with fiends from the lower planes?  she interrogates, eager to share at least their fight with the hag and the Shadow Druids, but skipping out on any details regarding the Iron Throne and any mines. Her tale feels like an accurate brief war report at first but seeing Garrick inspires her to embellish latter parts, playing up the cruelty of the hag and the wondrousness of the portal to the feywild.
 


 

 Iron Throne: 
As agreed, Senna masks only the illusion magic of the hand with that of a mundane one keeping any and all magic on the "vampire warlock" intact. While inside, Senna starts getting a bit nervous, concentrating on keeping her breathing down and not reacting to the movement of the guards. It was odd that Davaeorn had no vampire spawn with him, but she would be able to play the role of a silent guardian much better than that of a somewhat suave vampire fledgling. Especially in her armor and with her shield. She put her hood up and hid her divine tabard to elongate her greyish skin color in save shadows. Her only arm was her father's dagger, which was unusual for a guarding undead soldier, but she was in somewhat "polite" circumstances. Then again the dwarf brought a glaive.  Stop overthinking, Sen.   she thinks to herself.
 
 
  
Amnestic
 
 Spoiler: Senna and Garrick 


The young strapping bard with a surprising amount of musculature starting to come through from hours on the stage balks, just a little, at the idea of sending someone so delicate facing danger.  "Some devils came to town on  business ,"  he confirms, almost reminiscent.   "They had us performing as entertainment. As far as audiences go, I've had worse. And they tipped well..."  He fishes a coin from his pocket revealing one made of wrought black iron.   "They said this one was lucky and to hold onto it, and...well, sure enough, here you are. It seems to be doing something right!"  His smile is bashful, yet simultaneously eager.

 
 Spoiler: Arcana DC13 
Garrick holds a soul coin, made of infernal iron. Every soul coin bears the soul of another creature locked inside in torment. Destroying it by conventional means destroys the soul within; the use of a Remove Curse spell could free the soul, allowing it to travel to its 'proper' resting place.
 

 

 The Iron Throne 
 "Rieltar's not in the city,"  the guard replies shortly. The explanation for your haste, at least, prompts no further questions about why you didn't know that. He glances past you, at the rest of the room, noting that you're still gathering stares.  "Could be I'd let you up to see the people who  are  in, but I'd need a bit of incentive, just to cover any undue risk you're putting me under for letting you in without an appointment." 

The request for a bribe is as transparent as it could be, complete with an outstretched hand.  "200 each for me and my fellows should see us taken care of. A...man of your means has that sort of funding on hand, I'm sure." 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise | Spider Form, Invisible 
 The Investigation 
 "A... man of my years knows what makes the world go round,"  Sam responds in a dry tone, taking the bag of many coins from one his 'undead' servants. He steps aside to use a decorative end table as a surface to count out twenty platinum coins into two smaller pouches, then he deposits the coins in the hands of the stair guards.
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Branded
 
Shuffling along in his bloodstained, acid scarred armor, Grok continues to say nothing, just standing perfectly still, like a zombie would. 
 
  
Amnestic
 "Pleasure,"  the guard is all fake smiles, clearly very pleased with his little dealing.  "Ground floor is as you see it, first floor is balconies, third floor is dining, fourth floor is the bar and offices, fifth floor is where the bigwigs carry out their business. Fine evening to you, move along now, your pets are disrupting business." 
 
 Spoiler: OOC 

-400gp for the bribe.
 


You ascend up the first set of stairs and arrive at an empty landing, which indeed is a set of balconies bordered by chairs and reclining sofas, all of which look down upon the ground floor. No doubt this area is used for entertainment, when it's actually in use. Tonight is not one such night.

Ascending once more you come to a room laid out with long dining tables surrounded by chairs, segment by a wall at the far end, from which you can smell the scents of food cooking away - roasted meats and spiced stews. A few people are milling around here - merchants sat at tables haggling over something or other, servants delivering meals, and one man who looks both irritated and well past his patience limit. The moment he spots the party he beelines towards you, his fine exotic clothes of Eastern styles belied by his otherwise relatively local appearance.
 "You. Clearly not one of the rabble. Tell me where I can find Rieltar. It's crucial I speak to him, and I've been given the run around for far too long. His damn child Sarevok seems to believe he's in charge here." 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 64/64   
 Spells: 1st: 4/4 2nd: 2/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom) 
 
 Spoiler: Moonlight Serenade: 
Senna shakes her head and investigates the coin closely.  You are a sentimental fool and I love you for it...  The priest immediately blushes at the implication.   You.....me.....I didn't mean.  Her face is a brighter red than any devil's skin. There was something strange about a cheap metal coin of fiendish origin. But just watching Garrick move was almost hypnotizing. It was ages since she spoke with a proper normal humanoid, that was not related to her or trying to kill her. And this human filled out his pants and shirt quite nicely. His face was pleasing, and his smarts were no threat to Senna, though she envied his charm. Still somewhat awkward, she finally says:  If this thing is done, maybe Grepha could take a look at your coin. A single piece made from a workable non-precious metal is an odd payment. I fear it might be a way to spy on you, Garrick. Please keep it away from you. Devils rarely gift anything without an ulterior motive. 
 


 

 Iron Throne: 
Senna has had to deal with abrasive people in the last few months, but nothing got her quite as worked up as an arrogant ignoramus, that got what he wanted. She had to recite at least a few lines of the Metatext mentally to steady her performance. Meanwhile Grok was a natural at being a ghoul. Steady walk, eyes forward, she could only guess the dwarf was a learned soldier, or at least very disciplined.
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise | Spider Form, Invisible 
 The Investigation 

Returning the fake smile, with some rather pronounced pearly whites, 'Daveorn' moves up the stairs to the upper floors. As they pass the banquet hall, he is interrupted by the strange man. A merchant of some sort, presumably. Too clueless to be one of Rieltar's conspirators surely, Sam thinks to himself.

  There is an opportunity here. Get him somewhere private, he may have useful information...  
 "Hm, of course,"  sweeping an arm for dramatic effect, Sam gestures to the stairs leading higher, as Grepha walks him through a plan in his mind.  "He has been too busy to handle common affairs, but to leave someone of your obvious station unattended is woefully negligent,"  he peppers on, taking the lead.  "Come with me.  I was about to find an available office to attend a magical conference with him, myself. You may join me, sir...?"  he leaves a gap for a name.

 
 Spoiler: Rolls 
 (1d20+10)[ 11 ]  Persuasion
 (1d20+10)[ 27 ]  Grepha Help
 

 
 
  
Amnestic
 Senna and Garrick 
 
 Spoiler 
  "Yet, I held it, and it brought you back to me!"  Garrick remarks, clearly not in a hurry to be rid of the devil's trinkets. Yet, a thought does strike him.  "Still...if this is as lucky as it seems, maybe you would be better served by it than I. I need no luck to perform on this stage of ours, but if you insist on thrusting yourself into danger then...Nay, I do not merely offer this, I insist, Senna. You must take this coin of mine, lest a terrible fate await you!" 
 

 The Iron Throne 
 "Finally,  someone  with the good sense to understand my importance!"  The man remarks.  "My name is Nortuary. I have been sent from Selgaunt by the Iron Throne headquarters to inspect and get some answers as just exactly what Rieltar is using this branch for. You may address me as 'Sir' only."  He sniffs, apparently having no issues with ordering a vampire as such.  "Lets get on with it then. The sooner we're done here the sooner I can report back as to just how much of a mess has been made." 

You ascend up another floor, Nortuary in tow, to the bar, just in time to see a larger lady being escorted up the final flight of stairs by another guard, and the words  "-way, Emissary Tar."  before they disappear from sight and sound. It's emptier than the dining room was, but there's still a singled grizzled bartender, thick armed and keen eyed, cleaning an eternally dirty glass, stood behind the bar.

Beyond a wall is where the offices are most likely located, but before you can get there you're interrupted by a Xvart turning the corner. The small blue creature glances between the party, recognition in his eyes when he lay sight on Daveorn. The small humanoid crosses the distance between you in a moment, getting in close that his raised voice doesn't quite reach the bar.  "Where in the Nine Hells have you been!? It's been months! The Sendings went nowhere!" 

While Daveorn may be familiar with this individual, you are quite sure you have neither seen nor heard of them before.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise | Spider Form, Invisible 
 The Investigation 
  This is good. The explanation for this aligns with the story you've already given, no need to tangle it with new fabrications.  
 "Feywild,"  'Daveorn' informs the xvart he apparently knows, in a venomous tone.  "Not the Nine Hells. Adventurers with fey allies decided to interfere with my business,"  he remains vague on said business, in the presence of the inspector, who he assumes this Throne branch is keeping in the dark intentionally.  "I was trapped there for only a day, and yet when I returned it had been months. Fey nonsense. No attempts to communicate made it through.  More  fey nonsense, I assume." 

Moving a hand towards the inspector, he informs the tiny blue gnome,  "I'm dealing with something right now. I will report shortly, and in private." 
 
 Spoiler: Rolls 
 (1d20+7)[ 22 ]  Performance again, since he has to impersonate Daveorn to someone who actually knows him.
 (1d20+5)[ 18 ]  Deception
 (1d20+5)[ 24 ]  Grepha Help
 

 
 
  
Amnestic
The Xvart looks between Sam and Nortuary for a moment.  "Of course, I'll leave you to it."  He stands aside, allowing the party to head past further in. All the office doors are ajar, leaving you with the choice of any as good as each other. In a moment, you're inside, with the Iron Throne inspector, who is now impatiently awaiting your next step.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise | Spider Form, Invisible 
 The Investigation 

Striding into the office with Nortuary, Sam posts Leaf outside the door as a guard, then closes the door.

  A simple illusion should do the trick. See if you can get him to talk about his business, indirectly.  

Pulling aside a chair, Sam offers it to Nortuary, walking around the desk to take a seat at it himself, pulling himself forward to fold his hands in his lap.  "As you overheard, communication has been difficult with fey interference,"  he explains to the inspector. He draws out a stone - one of Caelyn's enchanted wine rocks.  "This stone functions much like a Sending spell. If you squeeze it and speak a message into it, Rieltar will receive the message. Then, he may reply. The words will appear before you, briefly, as if written in the air. The limit is twenty five words. Perhaps if you send a message, rather than I, the fey will not pick up on it." 

Reaching across the table, he hands Nortuary the stone.  "Inform him first: Daveorn has returned, is in the process of reporting, and has lent Sir Nortuary the inspector this stone. He will not respond if he does not know whose stone it is. Then, conduct your business as you have need." 
 
 Spoiler: Rolls 
 (1d20+5)[ 23 ]  Deception if needed, to bull**** about the stone's magic
 (1d20+5)[ 22 ]  Grepha Help

Planning to summon the response to Nortuary from 'Rieltar' with Minor Illusion, hiding somatic components under the desk
 

 
 
  
Amnestic
Nortuary looks at the stone, turning it in his hand, before walking to a window, opening it, and tossing it out into the darkness.  "Feywild interference wouldn't require you to come all the way to this building. If you needed to speak to Rieltar, you could have used this before, and you chose not to."  His eyes narrow as he turns back to you.  "More than that, you wouldn't need to bring an entourage like this to the building for a 'magical conference'. Explain yourself. Now." 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise | Spider Form, Invisible 
 The Investigation 
 " Sir  Nortuary,"  Sam invokes with quiet contempt, standing as his 'vampiric' claws drag a few small furrows into the surface of the desk.  "If you had no interest in making use of my property, you should have returned it, should you have wished this civil discussion to remain  civil ." 

Facing the man, Sam motions towards the window.  "You see, that was the quiet option, to get you to go away none the wiser. It would have been so much easier that way. Rieltar does not  want  to speak with you, if he wanted you to know anything, he  would have informed you . You still have a chance to walk way, Sir Nortuary. Return overseas, as if all is well. If you do not, our associates will find you, and you will never be found again." 

Part bluff, part truth. The man would be better off walking away from all this.

 
 Spoiler: Rolls 
 (1d20+5)[ 7 ]  Intimidate to get Nortuary to leave
 (1d20+5)[ 6 ]  Help if any of my 'undead servants' wants to assist in some menacing
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 64/64   
 Spells: 1st: 4/4 2nd: 2/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom) 
 
 Spoiler: Moonlight Serenade: 
 Well, if you insist; thank you.  Senna eventually caves. It WAS a gift, and Garrick was well-meaning, but kind of seems to sober up whatever she was seeing in him back in Beregost. Granted, she was and still is a bit blue-eyed when it came to men. But Garrick's emotional and intellectual distance from real life was no longer cute. His romanticism was artistically pleasing, but Senna was grounded in the grim reality so much deeper than before.  My own power grounds itself in beliefs of ideals and a grand text that has all eventual outcomes written down, but we determine our own fates, Garrick. Don't you forget that. It was not luck, that brought you to where you are. It was skill. After all, we are not seeking your help out because you are so darn lucky.

Even Deneir, the Divine Scribe, is not that powerful to take away that agency. We scribe our adventures together. Not the storyteller themselves. But we are not here to bore you with teachings on the matter of gods. Also don't go overboard on the costuming. Remember we need a fast way to dispose of these costumes as well. 
 


 

 Iron Throne: 
Senna steps forth and tries to intimidate the merchant by snarling. Instead her bright voice lets out an almost cheery hum as the "undead guard" steps up to the merchant.
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th 
 2/2 Wildshape 

In her wolf form, Caelyn's muzzle transforms into a snarl, baring teeth and growling fiercely. She didn't like how this was going, and soon it would be kill or be killed at this rate. Fortunately, she was prepared to defend herself and her family.
 
 
  
Amnestic
The inspector looks unconvinced, and unimpressed.  "You don't know anything about Rieltar, do you? Months away, or so you said. Lies stacked upon lies always topple eventually."  He snorts.  "I have the backing of the Iron Throne - the  true  Iron Throne. You kill me and you'll be wiped off the face of Toril like scum off a blade, forgotten just as quickly. GUARDS! INTRUDERS!"  His yell comes swiftly, and in response you hear more than one pair of boots rapidly approaching - far,  far  closer than you would have expected given how the floor looked before you entered the private room.

 
 Spoiler: OOC 

From the sounds outside you've got one round of actions to take in this cramped room before the guards show up for any prebuffing or unshapeshifting whatever else you may want to do with the time.
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Protected from Good and Evil, Concentrating
 
Grok sighs in relief as the deception clearly failed, but it did at least get them through the door and up a floor.  With evil before him, evil behind him, and a potential hint as to where those iron destroying scum came from in front of him, he wasn't going to take any chances.

Not missing a beat, the butt of his glaive licks out, beating the inspector about the head, trying to remove conscious thought from the foul creature before him, and replace it with dreams of getting beaten about the head.  Beating administered, he heads towards the door of the private room, taking up station about ten feet from the door, ready to skewer whomever comes in first with the blade.

Despite his usual war cry shouting in combat, this time, he remains silent, hoping for just one more moment of confusion, even as he calls upon Moradin's protection as he faced the evil of this place.
 
 Spoiler: OOC 

Action:  Two non-lethal attacks on Mr. Nortuary.
 (1d20+9)[ 20 ]  Attack 1
 (1d10+6)[ 15 ]  Damage 1

 (1d20+9)[ 13 ]  Attack 2
 (1d10+6)[ 10 ]  Damage 2

Move:  Position himself to PaM/Sentinel the entrance to the room, hopefully buying a little more time by stalling the guards.

Bonus:  Cast Protection from Good and Evil, which will hopefully be helpful in the coming fight against the foul creatures no doubt rushing towards them.

Reaction:  PaM/Sentinel Attack?  And use Relentless Avenger to move enough to block the door, to prevent them from coming in en-mass, so long as he can continue to stand.
 (1d20+9)[ 25 ]  Attack 1
 (1d10+6)[ 15 ]  Damage 1
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 64/64   
 Spells: 1st: 4/4 2nd: 2/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom) 
 Why don't you kill us yourself then. You can do it.  Senna's eyes glow with an ominous red color. Her dagger glows brightly, as her fiendish magic envelops the hapless Ser.  Stab the false necromancer.  she says as she throws him her dagger.

 
 Spoiler 
 
 Spoiler: Roll 
 (1d20)[ 10 ] 
 
 Wisdom save vs DC 13 Bloodlust power, or become "enraged" like a barbarian rage.
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise | Spider Form 
 The Investigation 

Doing his best to remain calm and in character, Sam bids his companions dismissively,  "Subdue him, and try not to make a mess of the office. I will clear matters with the guards."  Though Senna's strange actions and spell give him pause and worry that her speaking might be overheard and give them away, Sam hurls a psychic stun at Nortuary as he steps out the door. Remaining tense, he prepares himself to talk down whatever guards might be rushing to their location.

Leaping from her place as he leaves, Grepha bites at the sensitive places on Nortuary's toes, hoping to subdue him.

 
 Spoiler: Rolls 
 Sam 
Bonus: cast Mind Thrust on Nortuary,  (3d6)[ 13 ]  psychic damage.  (1d20)[ 20 ]  DC 14 Int save for half, on fail he can only take one action, bonus or reaction for a round.

Move out of the office with Leaf and close the door behind him.

Readying action to... look non-threatening to the guards?
 (1d20+10)[ 25 ]  Persuasion

 Grepha 
Move off Sam's shoulder and into melee with Norty.
Non-lethal sting attack. Opting not to inject venom since it is more on the lethal side, and she doesn't know yet how much this guy can take.
 (1d20+5)[ 11 ]  sting attack
 (1d20+5)[ 13 ]  Invis Advantage
 (1d4+3)[ 6 ]  damage on hit
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions:   
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Standing dully outside the door, Leaf represses his predatory instincts to draw steel and leap into action, as the false vampire steps outside and motions him to remain calm.
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th 
 1/2 Wildshape 

Caelyn shifts back to her elven form quickly, fur and muscle giving way to lean limbs and almond eyes. She invokes the name of her summon, bringing Bokono to existence in a burst of flame meant not to harm anyone, but to bring another combatant into the possible fight.
 
 
  
 
 Spoiler: OOC 
BA- Change Back. Action- summon Bokono in an empty square that won't burn anyone.
 
Amnestic
Though the unarmoured inspector finds himself easy pray for Grok's glaive, he manages to stay standing, and his mental defences prove adequate to throw off the worst of Sam and Senna's spellslinging, even if only barely in the case of Senna's spells. No sooner does Sam leave the room, the doors on the far side swing open, revealing a number of guards - three you can clearly see - approaching, accompanied by the xvart from earlier. The deception may have played to the guards, but to this nameless xvart, he seems to have known the vampire better than to be fooled by your words, and gathered a force as quickly as he could.

It is this which prompts him to action, conjuring a spectral phoenix that (possibly) strikes fear into the heart of the party, and flings a ball of flame at Sam diffuses pointlessly against his thick scales. At your back, Nortuary incants a spell of his own, summoning spirits to flit around and protect him...and to attack those would do him harm.

 
 Spoiler: Map 

 

Two hits from Grok, Mind Thrust resisted, and Senna's enrage is  barely  resisted (10+3=13).

Nortuary uses his 'free' turn to heal himself for  4 . He then goes first in Initiative, and casts Spirit Guardians on himself. Grepha takes  (3d8)[ 12 ]  radiant, half as much on a successful DC13 Wis save.

The xvart goes next and summons a spectral phoenix visage. Any hostile creature starting its turn within 30ft of it (which is all the party, save Grepha currently) needs to make a DC14 Wis save or be Frightened of the xvart for 1 minute. Repeating save, immune to it for 24 hours after success. No saves needed yet since the party's not up, I'm just jotting it down now.
They then use their bonus action to fling a flameball at Sam, but it misses.

Grepha is up.

 Initiative: 
N: (1d20)[15]
X: (1d20)[15]

Grepha: (1d20+5)[13]

G: (1d20+5)[12]

Senna: (1d20)[11]
Sam: (1d20+5)[8]
Leaf: ((1d20)[3]

S:(1d20)[3]

Caelyn: (1d20)[1]
Grok: (1d20)[1]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 20/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise | Spider Form 

The jig, as they say, is up.

While the events play out outside, Grepha pushes through the searing light and bites the bastard's foot with a vengeance, still sparing him the venom - but not a touch of arcane flame.

 
 Spoiler: Rolls 
 Sam 
Not turn

 Grepha 
Save failed on Spirit Guardians damage
Green-Flame Bite attack on Nortuary, for NL damage
 (1d20+5)[ 21 ]  to hit
 (1d4+3)[ 5 ]  damage + (1d8)[ 6 ]  fire damage
Sparing him the venom to avoid killing him.
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Conditions:   
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  
 
 Spoiler: Actions 
Not turn
 
Amnestic
Grepha's tail ignites with flame as she approaches Nortuary but the xvart's swift spellcast slithers through the air, meeting fire with fire. The impact melds the magic together and throws the imp off balance, forcing it back and saving the inspector from a nasty stinger. The guards begin to move in, whips and swords in hand. One slips by, aiming its whip at the Leaf-zombie and cracking one whip on the tabaxi's shoulder, before turning their combined attentions to Bokono. Keen-edged steel and hefty leather tear at the elemental, but stops just short of ending its existence.

 
 Spoiler: Map 

 

Grepha's GFB is  Counterspelled  by the Xvart, causing the attack to fail. On the plus side, he blew a counterspell on a cantrip, and can't use its reaction again for the rest of the round.

The three guards move in and attack Leaf (hit once,  5 ), and Bokono (crit once,  16  and hit twice for  8  and  7 ) with their whips. They also attempt to pull Leaf prone, but he makes the DC14 Ath/Acr check. Bokono would have failed but he's immune to the prone condition. Two of them also use their bonus actions to attack with their shortswords, dealing  3  and  6  to Bokono, leaving it on 5/45HP if my maths is correct.

Senna, Sam, and Leaf are up. Senna starting her turn within Spirit Guardians provokes a DC13 wis save to halve [roll0] Radiant. Sam, Senna, and Leaf also need to make the DC14 Wis save or be Frightened of the Xvart, and therefore unable to move forwards.


 Initiative: 
N: (1d20)[15]
X: (1d20)[15]

Grepha: (1d20+5)[13]

G: (1d20+5)[12]

Senna: (1d20)[11]
Sam: (1d20+5)[8]
Leaf: ((1d20)[3]

S:(1d20)[3]

Caelyn: (1d20)[1]
Grok: (1d20)[1]
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 64/64   
 Spells: 1st: 4/4 2nd: 2/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom), concentrating on Mental Prison 

The ditzy zombified cleric draws her newest bell as her willpower deflects some of the protectors of Waukeen. She glances a the flaming phoenix and scoffs.  Stand down or your soul will know endless torment in Gehenna.  she says, not even sure if the souls of her victims are taken by Bhaal or their respective deities anymore. Regardless, her magic bell echoes with power, and Nortuary sees himself suddenly caught in a steely cage, with spikes pointing inwards, sunken into the depths of a firey pit, burning with dark flames.

She steps out of his divine radius.  We cannot let ourselves get cornered in a room without escape! 
 
 Spoiler 
 Saved vs Spiritual Guardians with 13, halved damage, yet to be rerolled.
Saved vs Phoenix with a 17.

Moving to the northwestern edge of the southern room after casting Mental Prison (Int DC 16) for  23  psychic damage on Nortuary and if he fails the save he is imprisoned (with no sight radius) on his square. Moving means he takes another 10d10 psychic damage from the illusory spiked cage and fiendish fire.
 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 20/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Frightened: Xvart (save at start of turn) | Spider Form 

Frozen in place by the apparition, Sam tries to keep his focus, sending whispers of doubt into the mind of the nearest guard - and hopefully provoking him to turn his back to Grok's blade and Bokono's flames.

 
 Spoiler: Rolls 
 Sam 
Dissonant Whispers on the guard near him and Leaf.
 (3d6)[ 10 ]  psychic damage
 (1d20)[ 6 ]  DC 14 Wis save for half, on a fail target uses reaction to flee, which should provoke from Grok and Bokono

 Grepha 
Not turn
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 58/63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 8 cold
Conditions: Frightened: Xvart (save at start of turn)  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Shaken by the appearance of the fear-radiating bird, Leaf flinches away from the whip-crack. His ears peel back and he pulls an arrow, firing in a panic. The tip of the arrow glows an icy, pale blue.

 
 Spoiler: Actions 
Shortbow attack on the nearest thug using a cold arrow. If that one ran away from Sam's spell, target the other nearest one next to Bokono.
If Steady Aim is an option for rogues in this game, bonus action for that to cancel out Frightened Disadvantage.
 [roll]1d20+11[roll]  to hit,  17  in Discord
 (1d20+11)[ 21 ]  if Steady Aim is not an option
 [roll]1d6+8[roll]   10  damage (rolled in discord) on a hit and  (1d6)[ 6 ]  cold damage
If Steady Aim is an option, and Adv and Disadv cancelling out counts as having neither, Bokono is an adjacent ally, so  (4d6)[ 10 ]  Sneak Attack damage if needed.
 
Amnestic
With a peeling bell, Nortuary finds himself locked in a hellish prison entirely of his own making (and magic). Despite the horrors he is locked within, the inspector's mind proves strong enough to maintain his spell. Sam's foe is less resilient, falling victim and fleeing away back from whence he came. Leaf's arrow strikes true just as one of the soldiers closes, slashing at him with a shortsword. The dart follow up at Grok plinks pointlessly against his armour, and the entire battlefield almost stops to ask why he even bothered.

The other approaching soldier slashes twice at Bokono, but despite the elemental's weakened form, and the buoyed morale of his close ally, the swordsman isn't able to finish the job.

 
 Spoiler: Map 

 

Senna took  15  (then halved by save, to  7 ) radiant damage from SG, in case it wasn't updated. Nortuary fails save vs. Mental Prison, but succeeds on Concentration, so SG stays up. He's  extremely  close to falling over.

Save failed vs. Dissonant Whispers from Sam, but Grok had already spent his reaction, so the enemy can move away un-OA'd.
Leif hits, for 26 total.

The soldiers move in. One closes to Leaf, hitting once with a shortsword for  9 , missing with their other attack, and also missing with their bonus action dart attack on Grok.
The other attacks Bokono, but despite 13 AC and pack tactics, his two shortsword attacks narrowly miss (by 1, on both attacks), leaving the elemental alive...for now!

Caelyn takes  15  radiant from Spirit Guardians at the start of her turn, DC13 wis for half.
Caelyn and Grok also need to make the DC14 Wis save or be Frightened of the Xvart, and therefore unable to move forwards.


 Initiative: 
N: (1d20)[15]
X: (1d20)[15]

Grepha: (1d20+5)[13]

G: (1d20+5)[12]

Senna: (1d20)[11]
Sam: (1d20+5)[8]
Leaf: ((1d20)[3]

S:(1d20)[3]

Caelyn: (1d20)[1]
Grok: (1d20)[1]
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Conditions: Protected from Good and Evil, Concentrating, Frightened of Xvart
 
Feeling a strange thing within himself, and finding himself almost unwilling to move towards the small blue creature in the distrannce, Grok glances towards Nortuary, the slight tremble in his hands concealed by his gauntlets.  With Nortuary potentially handled, and an enemy directly in front of him failing to stab him, Grok shifts his grip on his glaive, shortening it, and thrusting it with vicious force towards the soldier right in front of him.  If the soldier goes down, he tries to take a step forwards, but finds himself incapable of doing so, unable to bring his quailing heart to get any closer to that horrifying blue thing.
 
 Spoiler: OOC 

Using Brace(From the Weapon Skills)
Attacking twice
 (1d20+9)[ 24 ] (28 disadvantage rolled in channel) Attack 1
 (1d10+6)[ 8 ]  OR  (1d10+6)[ 14 ]  Damage 1

 (1d20+9)[ 25 ] (27 disadvantage rolled in channel) Attack 2
 (1d10+6)[ 10 ]  OR  (1d10+6)[ 12 ]  Damage 2

Reaction attack?(Between Sentinel, PaM, and Sam, I imagine Grok will get an AoO off this round)

 (1d20+9)[ 22 ] (Nat 1 disadvantage rolled in channel) Attack
 (1d10+6)[ 15 ]  Damage
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 44/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th 
 1/2 Wildshape 

Caelyn, still feeling some leftover instincts from her canine form, growled as she watched the guards savage her elemental companion. Turning to Nortuary, she grit her teeth through the holy damage of his spell and advanced on him, Summoning power into her staff, she attempted to sweep the caster's legs in an attempt to down him without killing him.
 
 
  
 
 Spoiler: OOC 
[ (1d20+8)[ 18 ]  to hit for  (1d8+6)[ 11 ] 
 
Amnestic
Grok's glaive whips out at the nearest enemy, cutting deep despite the fear, and bloodying the over-eager soldier who ran into the fray. They're still standing, but it's quite clear they're outmatched immediately.

Caelyn slips out of sight of the xvart, letting the fear steadily inch away, but finds it replaced by a deep desire, a hot and cold hunger in the belly and just beneath the skin. She raises her staff, and the world goes black for what feels like only a moment. When her eyes open once more, Nortuary lies dead at her feet, his skull bashed into a bloody, brainslurried pulp. The young elf that had tried to take him alive finds quite the opposite. He is not merely dead, but beyond recovery for any magics you might have. And she did it. Blood talks louder than words, and right now it is not merely speaking, it is  singing . A giggle, mad and gleeful, bubbles from Caelyn's lips, unbidden but  comfortable , for only a moment before the feeling passes, and she is 'herself' again.

The xvart pushes forward, set on putting you down. It opens with a burst of arcane magic against Bokono, finally extinguishing his flame, before a second blast of flame sears Sam's scales.

 
 Spoiler: Map 

 

Grok hits twice, bloodying the soldier.
Caelyn kills Nortuary.

The xvart magic missiles Bokono, finishing it off, and bonus action fireblasts Sam for  5  fire damage before resistances.

Grepha is up.

 Initiative: 
N: (1d20)[15]
X: (1d20)[15]

Grepha: (1d20+5)[13]

G: (1d20+5)[12]

Senna: (1d20)[11]
Sam: (1d20+5)[8]
Leaf: ((1d20)[3]

S:(1d20)[3]

Caelyn: (1d20)[1]
Grok: (1d20)[1]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 60/62 | AC: 13 HP: 20/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Frightened: Xvart (save at start of turn) | Spider Form 

The flames scarcely mark Sam's scales, if they could be seen. The outward illusion of the vampire simply looks untouched.

Within the room, Grepha bears witness to Caelyn's episode. A spider's expression is difficult to read, if it could in fact be seen, but she speaks.  "Keep it together. One of them or not, he was dangerous in his own right,"  she tries to assuage Caelyn's no doubt deteriorating mental state.  "Eyes on the prize."  An infernal pep-talk is cold comfort, but she at least has the sense to try.

She feels the fear spell nagging at her as she advances into the next room and climbs to Grok's shoulder for a vantage, but discards it with a thought. Irritation still boils beneath the surface at the last fear spell to enfeeble her, and she reaches out with a trail of darkness to drag the xvart nearer to harm.

 
 Spoiler: Rolls 
 Sam 
Not Turn

 Grepha 
Move onto Grok's shoulder.
 (1d20+5)[ 14 ]  to hit Xvart with Eldritch Blast
 (1d10)[ 10 ]  force damage on a hit, and drag him 10 feet forward into the space of his phoenix apparition
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 49/63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 8 cold
Conditions: Frightened: Xvart (save at start of turn)  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf feels the sting of another blade.

 
 Spoiler: Actions 
Not Turn
 
Amnestic
Grepha's spell narrowly slips off the xvart's mage armour, though it is  very  narrow.

The guards, absent a Bokono to target, move in closer, whips cracking out against Sam, Leaf and Grok, delivering blows that cut beyond armour, and in the case of the formermost and lattermost, wrapping their ankles and dragging them to the floor in the process.  With Sam proned, his tripper follows up with a shortsword strike that slips between scales to draw blood.

 
 Spoiler: Map 

 

Grepha narrowly misses (14 vs. AC15).

The guards move back in and attack Sam (hit twice,  8  and  5 ), Grok ( crit  once,  12 , miss with the other) and Leaf (hit twice,  8  and  6 ). Grok and Sam additionally fail their ath/acr check if I'm not mistaken (Sam: 9+Mods vs DC14, Grok: 4+Mods vs DC14) and are pulled prone by the whips. Leaf passes theirs (11+mods=safe) One of them follow up attacks Sam with their shortsword, for  10 .

Senna, Sam, and Leaf are up. If you were Frightened before, and didn't remember to make your end-of-turn wis save, now might be a good time to make it from last time!

 Initiative: 
 N: (1d20)[15] 
X: (1d20)[15]

Grepha: (1d20+5)[13]

G: (1d20+5)[12]

Senna: (1d20)[11]
Sam: (1d20+5)[8]
Leaf: ((1d20)[3]

S:(1d20)[3]

Caelyn: (1d20)[1]
Grok: (1d20)[1]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 37/62 | AC: 13 HP: 20/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Sanctuary (Senna), True Strike (cast on Grok and Grepha), Bardic Inspiration (Grok) | Spider Form 

Kicking back up to his feet, Sam finally shakes off the fear that had crept into his stance.  "Strike now, push them back."  He lets magic slip into his words, bolstering Grok and Grepha in their attacks. Feeling Senna's protective ward take form, he holds back from attacking himself.

 
 Spoiler: Rolls 
 Sam 
Stand up with movement.
Bonus action Bardic Inspiration on Grok.
 Bonus action cast  True Strike on Grepha and Grok, giving Advantage on their next attacks.
 Cure Wounds to heal Leaf for  5  to avoid breaking the Sanctuary. 
 Grepha 
Not turn
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 35/63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 8 cold
Conditions: Frightened: Xvart (save at start of turn)  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Though the weapon wraps around his ankle, Leaf deftly slips loose before it can pull him from his feet. Still shaking, he takes a knee and fires point blank at the bloodied foe in front of him.

 
 Spoiler: Actions 
Bonus action to steady aim at the bloodied guard to negate melee Disadvantage
 (1d20+11)[ 28 ]  to hit
 (1d6+8)[ 12 ]  damage
 (4d6)[ 14 ]  sneak attack damage from adjacent allies, on a hit
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 56/64   
 Spells: 1st: 3/4 2nd: 2/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom) 

As the bell's spell wanes, Senna sees her sister caving the priest's head in.  Caelee, get a grip. We need to move!  The Deneirite advances, invoking two divine glyphs. One rune surrounds Sam, shielding him from any attack if he stays peacably. Another shortly surrounds Senna before exploding outwards in holy light.

 
 Spoiler 
Moving 1 southeast of Leaf.
Word of Radiance for 12 (saves 17, 7, 4 without mods)
Casting Sanctuary on Sam.
 

 
 
  
Amnestic
Point blank, the enemy might have normally been able to throw off Leaf's aim, but a steady hand delivers a bowshot through his helmet and skull, dropping him to the floor with a sickening splat. Senna moves to fill the gap, radiant light searing two of the whip-wielders, and gaining her the attention of the remaining soldier, who moves in to stab her - and does so with critical accuracy, at least at first. The pain moves her away from the second stab.

 
 Spoiler: Map 

 

Sam does his inspirationy things.
Leaf finishes off the injured soldier.
Two failed saves vs. Word of Radiance hurt the two nearest guards.

The remaining soldier attacks Senna twice,  critting  once for  12  with their shortsword, and missing with the other attack.

Caelyn and Grok are up.

 Initiative: 
 N: (1d20)[15] 
X: (1d20)[15]

Grepha: (1d20+5)[13]

G: (1d20+5)[12]

Senna: (1d20)[11]
Sam: (1d20+5)[8]
Leaf: ((1d20)[3]

S:(1d20)[3]

Caelyn: (1d20)[1]
Grok: (1d20)[1]
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 74/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions:
 
Hearing the meaty thwack from behind, Grok notices the rather lifeless corpse of Nortuary and the ecstatic look on Caelyn's face, and frowns, deeply.    Seems their refusal of their claimed father doesn't go so far as they claimed.  .
Still, this was a battle, not a drinking binge.  Now was no time to be distracted.  With the soldier in front of him brought down by Leaf's desparate melee shooting, Grok swiftly charges into the gap, putting his bulk in between the archer and the multitude of soldiers attacking, and lashing out with his glaive, the blade moving far more swiftly than anyone would have expected from looking at the dwarf.
 
 Spoiler: OOC 

Move:  Advance southeast one tile, to stand over the corpse of the dead soldier.
Attack:  Attack the most damaged looking enemy.
 (1d20+9)[ 13 ]  Attack 1
 (1d20+9)[ 18 ]  Attack 1 Advantage
 (1d10+6)[ 12 ]  Damage

 (1d20+9)[ 29 ]  Attack 2 CRIT:  Smite for 6 damage, so  24 damage  total
 (1d10+6)[ 8 ]  Damage

Reaction:
When they try to move, or attack one of his allies, demonstrate why that was a bad idea.
 (1d20+9)[ 29 ]  Attack Reaction CRIT:  Smite for 14 damage, so  56 damage  total
 (1d10+6)[ 12 ]  Damage

If any of the attacks miss, use the bardic inspiration, for   (1d6)[ 6 ]  bonus to attack(If the attack misses by 4 or less, anyway.)
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 44/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 2/2 4th 
 1/2 Wildshape 

When the blow landed and the blood and brain matter began to flow, and Caelyn felt herself lose control of her body as her lips curled into a smile, Caelyn started an inward scream that became an outward scream as soon as the twisted impulse to smile and giggle passed. Was this their fate? A future of forced bloodshed, of doing battle over and over again, unable to stop themselves from slaying each foe they came across? A future where hatred and murder were their only constant companions? Turning to Grok and reading the discomfort... and perhaps disgust on his features, Caelyn's scream ignited her.

Flames began to pour from her lips, eyes and ears, and a corona of heat and flame surrounded her like an aura. Remorse, pain, regret, and helplessness fueled her flames and made her voice rise to the heavens in a cry for relief from this terrible burden. And, despite the fact that there was no divine response, no pillar of golden light or divine messenger of some sort, her cry was smothered. Her flames receded to embers. The bloodlust was replaced by calm, cool assurance. Turning to face her family, her new friends, and her foes, her face is still as water, impartial as the night sky, and as sure as the constant stars that have guided mortals since this world was formed.

She could no control the now. She could not fight this bloodlust or resist it's call- her own force of personality did not measure up to that of a god. But... she remembered Melian lecturing her about the elvish gods. She remembered her speaking of the Lady of Dreams. She remembered the promise that god made her followers. That they could dream of a better tomorrow. Of a time free of strife. And that through hard work, dedication, and allowing oneself to rest that the future could be shaped, that dreams could come true. And Caelyn's dreams had been of peace ever since Seniyad had enhanced her staff and planted a seed of hope in her heart.

She could not resist the god of murder's power this day. But tomorrow was another day, and tomorrow, with effort, could hold peace. She was sure of it.

Stepping forward, Caelyn, graceful, calm, and sure, sent a cascade of fiery missiles rocketing across the room at the spellcaster Xvart. One followed the other in a rain of pain, but it was administered carefully. Surgically. These enemies had to die, but if she did not try to stay her hand, then her mind remained her own. The staff wreathed her in flames with the remaining energy of the spell, but it was tight. Controlled. In her possession. She ignored the others for now, their pep talks, their commands, their disgust. She knew what she was doing- fighting for her dreams.


 
 
  
 
 Spoiler: OOC 
Level 3 Scorching Ray, rerolling ones for damage now.  (1d20+8)[ 19 ](19)  for  (2d6)[ 4 ][ 6 ](10)  fire damage.   (1d20+8)[ 5 ](5)  for  (2d6)[ 3 ][ 3 ](6)  fire damage.   (1d20+8)[ 6 ](6)  for  (2d6)[ 3 ][ 6 ](9)  fire damage.   (1d20+8)[ 18 ](18)  for  (2d6)[ 6 ][ 2 ](8)  fire damage. Will roll in discord for any rerolls.

Caelyn starts giving off light for 30/30, and if anyone hits her in melee they take 1d4
 
Amnestic
Grok wades into the fray, slicing a brutal cut against the one that stands against Sam, barely leaving him standing. Caelyn and the xvart exchange a barrage of fire, Caelyn earning two hits to the xvart's singular ray.

 
 Spoiler: Map 

 

Two hits from Caelyn.
Grok severely wounds the far left guard - he's now on single digit HP. His reaction has yet to be activated, so that's still 'outstanding'.

The xvart retaliates with a scorching ray of its own at Caelyn, but only one ray hits, or  8  fire damage. His bonus action fire from the phoenix misses too.

Grepha's up.


 Initiative: 
 N: (1d20)[15] 
X: (1d20)[15]

Grepha: (1d20+5)[13]

G: (1d20+5)[12]

Senna: (1d20)[11]
Sam: (1d20+5)[8]
Leaf: ((1d20)[3]

S:(1d20)[3]

Caelyn: (1d20)[1]
Grok: (1d20)[1]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 37/62 | AC: 13 HP: 20/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Sanctuary (Senna), Bardic Inspiration (Grok) | Spider Form 

Sam remains surrounded by a blockade of guards, but his companions arrive in time to push them back. Grepha, still in the form of a spider, hops from Grok's shoulder and bites the foot of one of the whip-wielding thugs.

 
 Spoiler: Rolls 
 Sam 
Not turn

 Grepha 
Move to share Sam's space, bite the far left guard to finish him off, should the dice abide.
 (1d20+5)[ 17 ]  to hit
 (1d20+5)[ 9 ]  True Strike
 (1d4+3)[ 7 ]  damage, + (3d6)[ 10 ]  poison damage,  (1d20)[ 3 ]  DC 11 Con save to halve
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 35/63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 8 cold
Conditions: Frightened: Xvart (save at start of turn)  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf catches his breath, thankful to have allies between himself and their enemies.

 
 Spoiler: Actions 
Not turn
 
Amnestic
Grepha swoops in and viciously finishes off the whip-wielder, bringing the kill count to three of theirs to none of yours. The two remaining ones stand fast, whipping out at Sam (who evades both strikes) and Senna (who likewise blocks the painful leather). Grok's glaive whips out at the one that targeted Sam, and comes extremely close to beheading him in the process. He hangs on, by the narrowest of breaths.

 
 Spoiler: Map 

 

Grepha finishes off the leftmost guard.

The middle one attacks Sam and misses twice. He eats Grok's crit, setting him to 3HP after taking 56 damage.
The right one attacks Senna twice, and also misses. Not a great turn for them!

Senna, Sam, and Leaf are up.


 Initiative: 
 N: (1d20)[15] 
X: (1d20)[15]

Grepha: (1d20+5)[13]

G: (1d20+5)[12]

Senna: (1d20)[11]
Sam: (1d20+5)[8]
Leaf: ((1d20)[3]

S:(1d20)[3]

Caelyn: (1d20)[1]
Grok: (1d20)[1]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 37/62 | AC: 13 HP: 20/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Sanctuary (Senna), True Strike (Grok, Grepha), Bardic Inspiration (Grok, Caelyn) | Spider Form 

Weaving another bolstering spell upon his allies, Sam places a supportive hand on Caelyn's shoulder.  "We haven't lost the war yet,"  he quietly encourages. He places trust in Senna's spell to keep their blades and whips from him; and whether by luck or divine providence, they do not find him.

 
 Spoiler: Rolls 
 Sam 
True Strike on Grok and Grepha again.
Bardic Inspire on Caelyn as a bonus action.

 Grepha 
Not turn
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 35/63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 7 cold
Conditions:   
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

At last shaking off the fear, Leaf zips out of the cover of his allies to get a better angle, skidding to a crouch behind one of the long rows of desk cubicles. Popping out, he draws and fires an arrow tipped with blue light and icy mist.

 
 Spoiler: Actions 
Frightened cleared.
Bonus action Disengage. Move 2 SW, 3 S, taking partial cover behind the long desk.
Shoot far right soldier next to Senna.
 (1d20+11)[ 20 ]  to hit
 (1d6+8)[ 12 ]  damage, + (1d6)[ 4 ]  cold damage from a cold arrow, + (4d6)[ 15 ]  sneak attack damage from Senna adjacency
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 46/64   
 Spells: 1st: 3/4 2nd: 2/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom) 
 Stand down or be seared by holy flame!  Senna shouts as her holy symbol envelops her figure in bright light again.

 
 Spoiler 
Casting Word of Radiance for  (2d6+4)[ 9 ]  radiant damage
Con saves  (3d20)[ 17 ][ 3 ][ 6 ](26)  to negate.
 

 
 
  
Amnestic
Leaf's arrow and Senna's spell tear at the collective guards - though one manages to shrug off the radiant word. The arrow proves far more deadly, sticking into the soldier's side. Unfair though it may be, he runs not to strike at the tabaxi, but instead continues to slash and stab at Senna, his blades cutting deep with a pair of strikes that still pale in comparison to the injury he took.

 
 Spoiler: Map 

 

One passed save, two fails.
Leaf hits, knocking the soldier down to single digits.

He retaliates, hitting Senna twice for  10  and  12  piercing. Since both attacks hit, his Ruthless trait activates, and he deals an additional  5  on top of that. 27 total. On the plus side, he's also almost dead.

Caelyn and Grok are up.

 Initiative: 
 N: (1d20)[15] 
X: (1d20)[15]

Grepha: (1d20+5)[13]

G: (1d20+5)[12]

Senna: (1d20)[11]
Sam: (1d20+5)[8]
Leaf: ((1d20)[3]

S:(1d20)[3]

Caelyn: (1d20)[1]
Grok: (1d20)[1]
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 74/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions:
 
The divine energy fading from his bloodied glaive as he withdraws it from the soldier having disrupted the soldier's attempt to assault Senna, Grok almost smiles for a moment, pleased with how this battle was going despite the incident with Caelyn, but before he can set himself for another attack, one of the soldiers manages to land a vicious combination attack on the casting Senna, one which he returns, with interest as his Glaive flashes out across the gap between himself and the soldier, slashing for the now exposed neck.  Hoping to take advantage of the distracting nature of an abrupt spray of blood, he slams the butt of his extended polearm up, trying to drive the nose of the leftmost soldier into his brain as a part of the same motion.
 
 Spoiler: OOC 

 (1d20+9)[ 11 ] (21 with True Strike advantage) Attack on the Rightmost soldier
 (1d10+6)[ 8 ]  Damage

 (1d20+9)[ 15 ] (+5 from bardic inspiration if this would miss) Attack on the Leftmost soldier
 (1d10+6)[ 11 ]  Damage

Reaction:  Sentinel Attack?
 (1d20+9)[ 18 ]  Attack
 (1d10+6)[ 14 ]  Damage
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 44/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/2 4th 
 1/2 Wildshape 
 "Time to end this."  Caelyn strode forward, ignoring the blades and tipping her way out of a back swing by Grok, aligning herself so all three of the remaining guards are lined up before her. Raising her hands, she blows between templed fingers, sending a wash of flame over all three of them with enough spell power to roast most men, let alone those who were already battered and bleeding.
 
 
  
 
 Spoiler: OOC 
Upcast burning hands with a level 4 slot.  (6d6)[ 2 ][ 3 ][ 2 ][ 3 ][ 5 ][ 1 ](16)  damage, rerolling ones. +5 damage from the reroll in discord. Rolled 3d20 unmodified for saves and got 14, 10, 10.
 
Amnestic
Caelyn's flames burn away the two weakened enemies, leaving only one still stood in melee. Grok's glaive whips out at it, striking twice, but he's still standing, whip in hand, serving as an adequate distraction for the xvart. It unleashes another torrent of flames of its own, these ones at Grok and Senna. The beamblasts bite with scorching pain, and then it disappears behind a corner, tiny feet carrying it off away from you. If you're not mistaken, you hear the sound of a door opening - a clear sign of its retreat.


 
 Spoiler: Map 

 

Caelyn's fire kills the two low-health meleemen. Grok's glaive hits knock the last one standing down to single digits.

The xvart casts Scorching Ray (3rd) and takes advantage of its pack tactics to crit Grok twice and hit him once, dealing  14 ,  6 , and  12  fire damage in total. It missed with its other ray.
It also throws a fireblast with its bonus action at Senna, hitting for  8  fire.

It then disappears around a corner, out of line of sight. It sounds like it is retreating.

 Initiative: 
 N: (1d20)[15] 
X: (1d20)[15]

Grepha: (1d20+5)[13]

G: (1d20+5)[12]

Senna: (1d20)[11]
Sam: (1d20+5)[8]
Leaf: ((1d20)[3]

S:(1d20)[3]

Caelyn: (1d20)[1]
Grok: (1d20)[1]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 37/62 | AC: 13 HP: 20/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Sanctuary (Senna), Bardic Inspiration (Grok, Caelyn) | Spider Form 

The tiny spider lunges at the last guard, fangs bared.

 
 Spoiler: Rolls 
 Sam 
Not turn

 Grepha 
Bite on the last guard
 (1d20+5)[ 15 ]  to hit
 (1d20+5)[ 16 ]  True Strike
 (1d4+3)[ 6 ]  damage + (3d6)[ 11 ]  poison,  (1d20)[ 10 ]  vs DC 11 to resist
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 35/63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 7 cold
Conditions:   
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf poises himself for the chase, feline instincts clicking as their foe runs.

 
 Spoiler: Actions 
Not turn
 
Amnestic
Grepha's stab narrowly strikes the guard in the neck, and though the venom isn't as potent as she may have wanted, the accumulated injuries all add up to another corpse at your feet.

 
 Spoiler: Map 

 

Didn't update the map 'cos I'm lazy, Grepha's moved in and the guard's dead.

Everyone's up, except Grepha. Only the xvart remains. They're not quite out of 'encounter' distance, so the choice to chase them down or to stop and recover is up to you.

 Initiative: 
 N: (1d20)[15] 
X: (1d20)[15]

Grepha: (1d20+5)[13]

 G: (1d20+5)[12] 

Senna: (1d20)[11]
Sam: (1d20+5)[8]
Leaf: ((1d20)[3]

 S:(1d20)[3] 

Caelyn: (1d20)[1]
Grok: (1d20)[1]
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 57/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions:
 
Blackened and bloodied, Grok starts to head towards the door immediately as the final guard falls, knowing that vengeance was risked should the Xvart escape.
 
 Spoiler: OOC 

Move to the door leading to the next chamber.
Then some combination of either double move, Abjure Enemy, or misty step to prevent escape.  Double move &gt; Abjure Enemy &gt; Misty Step, in the list of preventable retreats.
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 37/62 | AC: 13 HP: 20/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Bardic Inspiration (Grok, Caelyn) | Spider Form 

Hurrying out into the hall, Sam sends a pulse of psionic power and two bolts of energy at the xvart - should he catch a line of sight.

 
 Spoiler: Rolls 
 Sam 
Move into the hallway.
Bonus action Mind Thrust if xvart is in range,  (1d20)[ 16 ]  DC 15 Wis vs  (3d6)[ 13 ]  psychic damage and one action/bonus/reaction on next turn.
If xvart is not in range, bonus action Tumble Dash to pursue.
Action for Eldritch Blast, sparing him the launches
 (1d20+7)[ 14 ]  to hit Blast 1
 (1d10)[ 1 ]  force damage on hit
 (1d20+7)[ 10 ]  to hit Blast 2
 (1d10)[ 7 ]  force damage on hit

 Grepha 
Not turn
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 35/63
PP: 18 PIv: 15 PIs: 14
HD: 8/8d8
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 6 cold
Conditions:   
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf is already on the run, drawing another arrow from his quiver.

 
 Spoiler: Actions 
Move into hallway, bonus action to Dash after the xvart if necessary to get into line of sight.
If he's visible from the doorway, bonus action to Hide  (1d20+11)[ 28 ]   (1d20+11)[ 30 ]  in the doorway before popping out for a sneak attack.
Shoot with a cold arrow if able to get in range.
 (1d20+11)[ 28 ]  to hit
 (1d6+8)[ 11 ]  damage, + (1d6)[ 4 ]  cold
If Hidden:
 (1d20+11)[ 14 ]  and  (1d20+11)[ 17 ]  Elven Accuracy
and  (4d6)[ 19 ]  sneak attack damage
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 44/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/2 4th 
 1/2 Wildshape 

Weapon still enhanced, Caelyn dashes slightly quicker than most to get within range of smacking the xvart.
 
 
  
 
 Spoiler: OOC 
Dash 70 ft to catch up with the blue fart. Hit it if it provokes an attack-  (1d20+8)[ 28 ]  to hit and  (1d8+6)[ 11 ] 
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 16/64   
 Spells: 1st: 3/4 2nd: 2/3 3rd: 3/3 4th: 2/2,  
 Turn Undead: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom), Longstrider on Grok (1h) 

Seeing as the others already rush headlong into another murder frenzy, Senna wonders if Bhaal's curse infects his other friends much more than them. She chimes another smaller bell and follows.

 
 Spoiler 
Casting Longstrider on the charging dwarf, following the others.
 

 
 
  
Amnestic
The party hurriedly gives chase, sprinting from the small office back into the hall, where they see the xvart rushing towards and open door. Sam's spells go wide in his haste, but Leaf lines up an attack for just as Grok and Caelyn reach him. The blue-skinned creature quickly incants another spell, surrounding himself in flames, and though they beat back Grok's glaive, Caelyn's club finds its mark, caving in the small creature's skull just as surely as she did Nortuary. The flames lick at her arms, but die down just as quickly.

The encounter ends with you standing victorious, if a little banged up, but you are in the heart of the Iron Throne. It's impossible for  someone  not to have heard what's going on...isn't it?

 
 Spoiler: OOC 

Senna moves forward.
Save made vs. Mind Thrust and EB's missed from Sam.
Leaf moves in and  attacks  readies an attack.

Grok double moves in. Leaf's attack triggers, dealing SA damage.
Caelyn double moves in.

The Xvart casts Fire Shield and moves away. Grok's OA misses, even with BI. Caelyn crits for  22 , finishing the Xvart off.

Combat over, with  another  kill for Caelyn. Oh me oh my. She does take  11  fire damage from Fire Shield in the process though.

That was a  Deadly  encounter, so  15  experience earned.

Time to decide if you're going to immediately move on or if you're going to spend time ransacking the offices first. Also if one of you wants to pop a Short Rest, now might be the time to do so.
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 57/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Longstriding
 
Pausing to listen at the hall for a moment for any response, Grok quickly looks back to the rapidly approaching party.  " We've got to be quick, before they get away.  Patch yerselves up, check that investigator for evidence, then we need to be going up.  The leader's always at either the top or the bottom. "
 
 Spoiler: OOC 

Some Lay on Hands usage is highly likely to occur in the near future, but that's going to depend on how widely spread our damage is, and who short rests.
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 64/64   
 Spells: 1st: 2/4 2nd: 3/3 3rd: 3/3 4th: 2/2,  
 Channel: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 1/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom), Longstrider on Grok (1h), Detect Magic (concentration 10 min), Proficiency in Investigation 

Senna takes a deep breather and tries to ignore her superficial wounds.  By the Divine Scribe, we may still be able to find some information.  she prays an orison to her deity, and starts looking for obvious paperwork. Maybe even some magic paperwork?

 
 Spoiler 
Short Resting for 50% HP plus two maximized dice from your Human variant (correct?) meaning 32 + 2*8 = 48 health regained, correct? Also using Harness Divine Power to get the slot back that I used on Magic Aura.

Also using Channel Divinity to get Investigation proficiency then resetting the uses with the short rest. Investigation  (1d20+4)[ 9 ] 

Also Detect Magic cast normally.
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 13 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Bardic Inspiration (Caelyn) | Spider Form 

Coming down from the perverse high of combat, Sam lowers his hands and steps back into the office, doing everything he can not to scream. Somehow, everything had gone wrong again.

 "At least we were not asked to promise quiet or subtlety,"  ever the optimist, Grepha crawls atop a desk. She takes note of Senna's examinations, and voices her own observations,  "I would have expected someone to overhear this. Do you detect if this place is ensorcelled with soundproofing? It would not be unusual for them."  She hops down from the desk and follows Sam as he walks past, rightfully concerned.

Sam stares down at Nortuary's mangled corpse. He was dead because Sam dragged him into the investigation with half-baked manipulations. Swallowing down something far less wholesome than the guilt or disgust he should feel for the act, he kneels down and searches the man for any documents or files of use.

Grepha makes certain to help look... for anything  else  of use.

 
 Spoiler: Actions 
 Sam 
Short Rest for recovery.
Search Nortuary's body.
 (1d20+5)[ 11 ]  Investigation
 (1d20+5)[ 24 ]  Grepha Help

 Grepha 
Short Rest for recovery.
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
1/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 6 cold
Conditions:   
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Twirling the next arrow he'd already drawn, Leaf puts it away. He follows Senna into the office.  "I have a cat's eye, but not so much of a reader. Just let me know what words you want me to look for." 
 
 Spoiler: Actions 
Short Rest for recovery.
Give Grepha Help on Investigation.
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 44/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/2 4th 
 1/2 Wildshape 

Caelyn's grip on her staff tightened to a white knuckle grip.  "The grip of Bhaal is too strong for my force of personality. I could not stay my hand, and resisting made me laugh like a bloody lunatic. I am sorry that I could not stay my hand, all of you. Until we find some cure or way to temper down the foulness of our blood, I am afraid I will not be able to hold back. At least, not without appearing a blood thirsty loon. I choose to try to stay stoic, though the fire in me burns hot in response to my will being subsumed. I'm... disturbed by the futility and mockery that comes when I resist."   Caelyn began searching through documents, attempting to help the more studious among them find something important.
 
 
  
 
 Spoiler: OOC 
Help action to advantage our highest bonus on the search.
 
Amnestic
You split up to cover as much ground as possible and find that those you defeated bearing perilously little. Nortuary is wearing a pair of magical gloves, but his mundane effects constitute mostly writing tools and a small notebook. A skim read of it finds it to be a work journal of sorts, chronicling mundane activities of the Iron Throne in cities abroad from Baldur's Gate. The more recent entries are mostly complaints about not being able to get any solid answers from anyone in the Gate, and being stymied at every turn, along with promises to see Rieltar and Sarevok expelled for his ill-treatment.

The guards are decked out in mundane gear, with a scattering of coin between them. The xvart, like Nortuary, doesn't seem to have kept any important notes on him - or perhaps he abandoned them before he began his attack, just in case. His headband, however, proves to likewise be magical. The rest of Senna's investigations find mundanity upon mundanity though. While the area is suffused with magic, probably from spells cast by others over time, there's nothing that strikes you as particularly notable, about either the paperwork nor about the construction itself.

 
 Spoiler: OOC 

You find a grand total of 35gp between the enemies you killed.

Nortuary had  Gloves of Heroism .
 Gloves of Heroism 
 Wondrous Item (gloves), Uncommon 
Whenever you Channel Divinity (whether Cleric or Paladin) you gain the effects of the Heroism spell for 1d4+1 rounds (no concentration required).

The xvart had a  Badly Warped Headband of Intellect 
 Badly Warped Headband of Intellect 
 Wondrous Item (Headband), Uncommon 

Originally a far more potent item, this item has seen wear with age and damage. When worn, it sets the wearer's Intelligence score to 15. If it is higher, this has no effect.
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 77/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions:
 
During the search, Grok also touches some of the more seriously wounded individuals, helping to get them more up to another, harder battle.  As he offers some healing to Caelyn, he also tries to offer her some advice.  " People do awful things, and murder?  That's hard.  So long as you regret what you did, that you work to do better, and make sure it matters?  That's all anyone can do. "

However, after the hunt is concluded, his face(If it weren't concealed by his zombie disguise helmet) would show a fierce scowl.  " Then we need to go up, and pray that they've not destroyed the evidence yet.  I'll not let these things escape so easily. "
He puts action to words, heading towards the stairs, intending to breach the top floor and blow the entire conspiracy wide open.

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 16 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Bardic Inspiration (Caelyn) | Spider Form, Mage Armor, Invisibility 

Sam takes Nortuary's notebook. Even if it does not have evidence of wrongdoing, it contains evidence of Rieltar and this Sarevok acting without the blessing of their parent company. Perhaps it would be of use to someone in the Gate's hierarchy...

One last glance at Nortuary's caved in head, and Sam looks away. He feels a deep existential fear at the idea of being captive, a puppet in his own body like Caelyn was forced to be. To kill on their own terms or be reduced to a giggling caricature, is that what began Vyvian's fall?  "We'll find a way,"  he affirms to her, then stands up and smooths out his demeanor, getting back in character. However blown half of their cover may be, the events here could still be placed on the shoulders of a dead vampire.

Grepha resumes her invisibility, after wreathing herself in protective shadows. She moves alongside the others as they follow Grok's vanguard.

 
 Spoiler: Actions 
 Sam 
Following 10 feet behind Grok.

 Grepha 
Following beside Sam.
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
1/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 6 cold
Conditions:   
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Staying low, Leaf carefully moves between cover spots as their party advances, arrow at the ready for a sneak attack.

 
 Spoiler: Actions 
Follow far enough back to remain in cover and Hide  (1d20+11)[ 21 ]   (1d20+11)[ 16 ]  while following Grok.
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 64/64   
 Spells: 1st: 2/4 2nd: 3/3 3rd: 2/3 4th: 2/2,  
 Channel: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 1/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom), Longstrider on Grok (1h), Detect Magic (concentration 10 min), Proficiency in Investigation 

As the dwarf approaches, the redhead shakes her head.  My injuries look worse than they are. The blade did not pierce my spleen, albeit barely. I will update the Duke though.  Senna pulls out a small metallic wire and rubs it between her fingers.

As she summons the magic, a fine string of blue ink starts appearing in front of Senna, writing a small letter.

   Sire, have been spotted.
Rieltar or Sarevok are to blame.
No evidence found.
Exfiltrate or advance?
We can contact again.
Signed, Priestess of Scribes   
 
 Spoiler 
Casting Sending targetting Duke Eltan.
 

 
 
  
Amnestic
 " Continue the mission. "  is all you get back from Duke Eltan.

As you rush through the halls back towards the stairs, you notice that those you had seen have made themselves scarce - clearly you  were  heard, and the majority of those who heard you decided to disappear before they got caught up in the fighting. As you clatter up the stairs at full speed, Grok comes face to face with two seasoned warriors standing ready for you, both clad in full plate. One wields a halberd that glows with magic, while the other wields a longsword and shield - even beneath his armour his muscles seem to be bursting out from beyond them, an unnatural strength held within. The centre of the room is dominated by an ornamental lion statue that could, if used properly, provide a modicum of cover. Four doors lead beyond this room, two directly opposite from you, one to your left that hangs open, to a hall beyond, and one to your right, that remains shut for now.

 
 Spoiler: Map 

 

In case it isn't clear on the map, there are four doors from the room you are in. One is open, on the right. There are two on the south wall, directly south of the enemy tokens, and one on the west wal, directly east of the enemy.

Caelyn and Leaf are both off the map down the stairs, 5ft and 10ft behind Sam. Climbing up the stairs requires either reaching the top (Grok's square) or climbing from Senna's square (which costs double movement to do). Sam and Senna are both below the lip of the the floor, and unable to see above it from their current position, though Senna could jump on the spot to do so.

The one on the left on the map has a halberd, the one on the right a sword+shield, both are in plate.

Sam, Grok, Grepha, and Caelyn are up.

Normally I give initiative ties to the party but giving it to the enemy let me split them into teams of 2 each, so this works out slightly better.

 Initiative:- 
Sam: (1d20+5)[25]
Grok: (1d20)[20]
Grepha: (1d20+5)[19]
Caelyn: (1d20)[18]

ER: (1d20+3)[17]
OC:(1d20)[16]

Leaf: (1d20)[16]

EW:(1d20)[11]
HFL:(1d20)[8]

Senna: (1d20)[8]

HR: (1d20)[6]
HFH:(1d20)[3]
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 77/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions:
 
Coming up out of the stairway like two hundred and fifty pounds of dwarven muscle, Grok doesn't hesitate to charge his fellow halberd wielder, bracing himself properly for maximal force behind his vicious thrusts as he tests the guard's defenses and his skill.  Like before, he keeps quiet, hoping that it might delay hostile responses.
 
 Spoiler: OOC 

Move five feet South.
Use Brace.
Attack Twice:
 (1d20+9)[ 28 ]  Attack 1
 (1d10+6)[ 13 ]  OR  (1d10+6)[ 13 ]  (Whichever is higher) Damage 1

 (1d20+9)[ 11 ]  Attack 2
 (1d10+6)[ 14 ]  OR  (1d10+6)[ 11 ]  (Whichever is higher) Damage 2
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 44/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/2 4th 
 1/2 Wildshape 

Caelee wants to rush forward, to encounter new enemies... to kill... but she assumes a defensive position and keeps her eyes out for incoming spell casters or threats that Grok might need help with.
 
 
  
 
 Spoiler: OOC 
Dodge. Not going to run out in front of the melee-ers just yet. I'll wait for more space to make itself available up there.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 16 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Bardic Inspiration (Caelyn) | Spider Form, Mage Armor, Sigil of Alacrity (under Grok) 

Spreading his wings, Sam uses them to jump up in the air as Grok advances. It's enough to grab the lip of the ledge and peer into the room above. To everyone else it probably just looks like vampire bull****. He looks at the bulging muscled man and sends a pulse of infernal magic to stun his mind, then commands   "Ignis,"   to ignite a swirling flame beneath the one engaged with Grok in polearm combat.

Upon his shoulder, Grepha lends a psychic distraction to the halberdier, and draws a red sigil in the air to hurl beneath Grok's feet.

 
 Spoiler: Actions 
 Sam 
Using Fly speed to flap up enough to get sight and drop a Mind Thrust on sword and board guy with a Warlock 3-slot as a bonus action.
 (1d20)[ 9 ]  DC 15 Wis save vs  (4d6)[ 11 ]  psychic damage and one move/action/bonus on his next turn
Then summon a Create Bonfire against the halberd guy within Grokking range.
 (1d20)[ 20 ]  DC 15 Dex vs  (2d8)[ 13 ]  fire damage, entering or ending turn in the space makes the save again

 Grepha 
Mind Thrust on halberdier.
 (1d20)[ 3 ]  DC 12 Int save vs  (1d6)[ 6 ]  psychic damage and - (1d4)[ 2 ]  on his next saving throw
And then bonus action Sigil of Alacrity under Grok.
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
1/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 6 cold
Conditions:   
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Lurking out of sight, Leaf awaits his chance to strike.

 
 Spoiler: Actions 
Not turn.
 
Amnestic
Slipping into sight, Sam and Grepha unleash a torrent of mental spells against the two fighters, both of which momentarily hold them in place, though not enough to stop him dodging the fire beneath his feet. Bracing himself, Grok unleashes one hit against the halberd-wielder, though the second strike is deflected.

The enemy make their move in return. From one door a shadow darts out, and Grok tastes pain and blood on his tongue. An elf, wearing studded leather and a thick dark cloak, darted in unseen and unheard, delivering a cutting blow to the dwarf. Another door swings open, revealing a green skinned orc decked out in half-plate, a shield, and wielding a whip - the latter of which he points directly at Grok, who finds his armour suddenly scorching hot. His spell delivered, he disappears once more out of sight.

 
 Spoiler: Map 

 

Saves are probably self explanatory - sword+board uses his Human Tenacity racial vs. Sam's Mind Thrust, but still fails the save. Success vs. Create Bonfire, Mind Sliver (not Thrust) from Grepha failed.
And a Sigil underneath Grok, but he'll need to stay in place to take advantage of it since it won't activate until 'round 3'.

Grok hits once, misses once.

Caelyn dodges.

Elf Rogue from the left (Hide Roll: 22) exits and approaches Grok. Since he was hidden, no OA for getting close. He attacks and hits for  23  including Sneak Attack damage.

Orc Cleric (A DC5 religion check tells you his holy symbol is that of Loviatar, the Maiden of Pain) opens the bottom-left door, casts Heat Metal on Grok, and then disappears out of sight again, though he's still in the southern room. Grok takes a further  9  fire damage. Since it was cast on his armour, there's no save to be made to drop the item, but for the record it would be a DC15.

Leaf's up.

Normally I give initiative ties to the party but giving it to the enemy let me split them into teams of 2 each, so this works out slightly better.

 Initiative:- 
Sam: (1d20+5)[25]
Grok: (1d20)[20]
Grepha: (1d20+5)[19]
Caelyn: (1d20)[18]

ER: (1d20+3)[17]
OC:(1d20)[16]

Leaf: (1d20)[16]

EW:(1d20)[11]
HFL:(1d20)[8]

Senna: (1d20)[8]

HR: (1d20)[6]
HFH:(1d20)[3]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 16 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Bardic Inspiration (Caelyn) | Spider Form, Mage Armor, Sigil of Alacrity (under Grok) 

Sam flinches at the devastating cut Grok receives, thankful for the dwarf's solid constitution. He recalls when  he  would have been felled by a single blow like that.

 
 Spoiler: Actions 
 Sam 
Not turn.

 Grepha 
Not turn.
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
1/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 6 cold
Conditions:   
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Weaving through the party with feline grace, Leaf places a deadly shot against the enemy assassin, then springs back down out of view.

 
 Spoiler: Actions 
Hidden with a 21 from earlier.
15 movement to move past Caelyn and into the now open space under Sam. 15 movement to move past Senna.
Shot with a cold arrow at the enemy Rogue.
 (1d20+11)[ 28 ]  to hit,  (1d20+11)[ 23 ]  and  (1d20+11)[ 12 ]  from Elven Accuracy if his ambush wasn't spotted
 (1d6+8)[ 10 ]  damage on hit, + (1d6)[ 4 ]  cold damage, + (4d6)[ 12 ]  sneak attack damage regardless of ambush from adjacent Grok
Then bonus action to Dash back down where he was.
 
Amnestic
Leaf's arrow strikes true, a roguish strike against a rogue in turn. The injury is severe, but not quite enough on its own to drop them. Shaking off the worst of Sam's spell, the longsword wielder closes in to Grok, his blade cutting deep into the dwarf's armour. From behind him another door opens, seemingly to...nothing at all. Quietened footsteps are all you receive as a herald of something worse. The invisible foe reveals themself with a trio of flamebursts that stream through the empty air. One Senna manages to deflect with her shield. Two strike true, and in their wake their caster is revealed as an elf, wearing no armour, though her dark clothes do have a shimmer of a mage's enchantment around them.

 
 Spoiler: Map 

 

Leaf's arrow hits and  Bloodies  the Rogue.

The Elf Wizard skirts Grok's glaive range and fires off a Scorching Ray (2nd) at Senna, hitting with 2 out of 3 bolts. The first hits for  14  (due to Spell Sneak Attack), the second hits for  3  fire.

Human Fighter (Longsword) uses his Move to get into melee with Grok (I think there's an OA here if he wants to take it, but it won't change the turn if it hits). He then expends his Action Surge to get an Action back and attacks twice, hitting with both (13+10, 17+10) for  10  and  14  damage.


 Initiative:- 
Sam: (1d20+5)[25]
Grok: (1d20)[20]
Grepha: (1d20+5)[19]
Caelyn: (1d20)[18]

ER: (1d20+3)[17]
OC:(1d20)[16]

Leaf: (1d20)[16]

EW:(1d20)[11]
HFL:(1d20)[8]

Senna: (1d20)[8]

HR: (1d20)[6]
HFH:(1d20)[3]
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 47/64   
 Spells: 1st: 2/4 2nd: 2/3 3rd: 2/3 4th: 2/2,  
 Channel: 2/2, Short Rests: 1/2 (+d8) Harness Divine Power 1/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom), Longstrider on Grok (1h), Detect Magic (concentration 10 min), Proficiency in Investigation 

Flames impact Senna's shoulder as she turns to face her assailants. She turns so the second one hits her armor and the third one is deflected by her shield. She sighs as she hurls four bolts of energy at the cleric. This was  so uncivilized , but countering magic was more easy done by dispatching and disrupting the enemy.

 
 Spoiler 
Magic Missile as second level spell vs the orc cleric  (1d4+1)[ 2 ]  x4
 

 
 
  
Amnestic
A quartet of bolts stream around the open doors - two to each side - to flank the orc cleric in hiding, striking the hidden spellcaster. Though their damage may have been minimal, the pinpricks were still sufficient to distract him and break the spell he had on Grok's armour. A sixth enemy appears from the eastern door - a small Hin, garbed in the same light armour as the elf. He slips in close enough to toss a magical boomerang dagger at Senna before ducking back away. The attack took the cleric by surprise, and cuts deep, before jolting back into the shortfolk's hand.

The human wielding his halberd steps aside from Sam's flames and unleashes a flurry of brutal slashes against Grok, who parries all but one of them, and even the one that hits is a mere glancing blow. It injures, but far lighter than he would have liked.

 
 Spoiler: Map 

 

Senna's Magic Missile hits for  8  on the Cleric, curving around the corners to do so. This breaks  Heat Metal  concentration, freeing Grok from its effects.

A Halfling Rogue appears from a corner and slips in, throwing a returning Throwing Dagger at Senna which hits for  15  total, before Cunning Action Dash retreating away ack into the hallway.

The Human Fighter - Halberd sidesteps the Create Bonfire and Action Surge attacks Grok. He hits once out of four attacks, and then rolls minimum damage, dealing a mere  6  slashing and  1  fire (which resistance would reduce to 0). He then Second Winds for 8 healing.

Sam, Grok, Grepha, and Caelyn are up. As a reminder, Grok needs to stay in his current square in order to benefit from the Sigil that will activate on him on Grepha's turn, so that he'll get to Haste on Round 3. Initiative betraying you a little this time.

Round 2 Health Update:
Elf Rogue: Bloodied.
Orc Cleric: Took 8 from Magic Missile, otherwise unharmed.
Elf Wizard: Unharmed.
Human Fighter - Longsword: Took a hit, still healthy.
Halfling Rogue: Unharmed.
Human Fighter - Halberd: Took some hits, but healed. Not unharmed though.

 Initiative:- 
Sam: (1d20+5)[25]
Grok: (1d20)[20]
Grepha: (1d20+5)[19]
Caelyn: (1d20)[18]

ER: (1d20+3)[17]
OC:(1d20)[16]

Leaf: (1d20)[16]

EW:(1d20)[11]
HFL:(1d20)[8]

Senna: (1d20)[8]

HR: (1d20)[6]
HFH:(1d20)[3]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 16 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Bardic Inspiration (Caelyn, Grok) | Spider Form, Mage Armor, Sigil of Alacrity (under Grok, activated) 
 "Do not allow them to stand in our way,"  Sam calls out encouragement in his best Daveorn voice. He weaves a swift spell of guidance on Grepha and Leaf to help pick off the numbers of their foes, and Grepha leaps from his shoulder to bite at the heels of the rogue at Grok's flanks.

 
 Spoiler: Actions 
 Sam 
Bonus action Bardic Inspiration on Grok.
True Strike on Leaf and Grepha.

 Grepha 
Move 1 S.
Green-Flame Bite Elf Rogue.
 (1d20+5)[ 15 ]  to hit
 (1d20+5)[ 20 ]  True Strike
 (1d4+3)[ 6 ]  damage on hit,  (1d20)[ 12 ]  Con save vs DC 11 to halve  (3d6)[ 13 ]  poison damage
On a hit,  (1d8+2)[ 5 ]  fire damage to Halberd Fighter from GFB
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
1/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 5 cold
Conditions: True Strike  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf draws another arrow in preparation to step out once more.

 
 Spoiler: Actions 
Not turn.
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 22(+2 when haste activates) HP: 20/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions:
 
Stabbed, impaled, roasted, stabbed some more, bashed, and generally clubbed to within an inch of his life, Grok holds his ground, like any good dwarf would.  " Moradin, grant me strength! "  Roaring a battlecry, he brings his glaive around, this time trying to impale the rogue, putting an end to his participation in the combat.
 
 Spoiler: OOC 

Bonus action:  Cast Shield of Faith(Again)
Action:  Attack the Elf Rogue(Who I think is the one just to the southwest of Grok).  If
 (1d20+9)[ 28 ]  Attack 1
 (1d10+6)[ 13 ]  Damage 1

 (1d20+9)[ 14 ] (19, after bardic inspiration used) Attack 2
 (1d10+6)[ 15 ]  Damage 2

Move:  Nope, standing strong.

Reaction, to those whom it may concern:
Lacerate:  A bonus 1d4 slashing bleed at the end of each turn
 (1d20+9)[ 21 ]  Attack 3
 (1d10+6)[ 14 ]  Damage 3
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 44/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 1/2 4th 
 1/2 Wildshape 

Seeing Grok take so much pain, Caelyn dashed up the stairs and took a spot behind him.  "Stand firm!"  She applies a hand to his shoulder, which singes his entire body as a mild pain gives way to soothing relief as his wounds knit.

 
 
  
 
 Spoiler: OOC 
Upcasting a 3rd level cure wounds on Grok-  (3d8+5)[ 21 ] . Keep going, tank.
 
Amnestic
Despite the rogue and halberdiers attempts to negate and evade the damage brought upon them, the trio of blows does drop them to the ground, for now at least. The cleric moves in to fill the gap, but his whip's strike is throw off by Grok's own glaive, whiffing entirely.

 
 Spoiler: Map 

 

The rogue Uncanny Dodges the first hit, and the Fighter-Halberd Interception styles the second reducing it by 10, leaving it on 6HP, which Grepha finishes off.
Caelyn heals.

The rogue succeeds their death save (1/3)
The Orc Cleric moves in, eats an OA from Grok, and whips him...but rolls a Nat 1, whiffing entirely.

Leaf's up.

 Initiative:- 
Sam: (1d20+5)[25]
Grok: (1d20)[20]
Grepha: (1d20+5)[19]
Caelyn: (1d20)[18]

ER: (1d20+3)[17]
OC:(1d20)[16]

Leaf: (1d20)[16]

EW:(1d20)[11]
HFL:(1d20)[8]

Senna: (1d20)[8]

HR: (1d20)[6]
HFH:(1d20)[3]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 62/62 | AC: 16 HP: 32/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Bardic Inspiration (Caelyn, Grok) | Spider Form, Mage Armor, Sigil of Alacrity (under Grok, activated) 

Grepha eyes the fallen rogue, and then turns her gaze to the approaching cleric. Putting two and two together, she prepares herself with killing intent.

 
 Spoiler: Actions 
 Sam 
Not turn

 Grepha 
Not turn
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
1/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 4 cold
Conditions: True Strike  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Stalking closer, Leaf pounces up and vaults over Sam's shoulders into the room from an unexpected angle, drawing his bow as he lands to fire at the wounded orc.

 
 Spoiler: Actions 
Bonus action to hide,  (1d20+11)[ 30 ]  Stealth  (1d20+11)[ 23 ]  Adv
Move under Sam, then use Climb speed to move through Sam's space and 1 S, to the space beside Grepha.
Shooting at the bloodied Orc Cleric.
 (1d20+11)[ 13 ]  to hit
 (1d20+11)[ 24 ]  and  (1d20+11)[ 23 ]  Elven Accuracy if Hide succeeds for another ambush
 (1d6+8)[ 9 ]  damage, + (1d6)[ 6 ]  cold arrow damage, + (4d6)[ 10 ]  Sneak Attack if Advantage is had
 
Amnestic
Leaf's arrow pierces through the cleric's armour, and it would have dropped and lesser man, but drawing on a well of strength the spellcaster remarkably remains standing. With the party grouped up, the wizard conjures a half-dozen balls of flame, two of which streak forwards and impact at the core of the party, searing them to greater or lesser degrees. The longsword wielder follows up - having seen Caelyn's healing magic work, and delivers two cutting sword slices against her.

 
 Spoiler: Map 

 

Leaf's arrow hits and would have dropped the Orc Cleric to 0, were it not for his racial, which drops him to 1 instead.

The wizard casts Melf's Minute Meteors and tosses two at the group of six. Grepha's immune.
First meteor has everyone but Grok succeed, taking  2  fire damage, while Grok fails and takes  5  (before resistances).
Second has Senna, Caelyn, and Leaf fail (even with Grok's aura), taking  6  fire damage. Sam and Grok take  3 .

The longsword fighter attacks Caelyn, and hits twice (narrowly) dealing  11  and  10  slashing damage.

Senna's up.

 Initiative:- 
Sam: (1d20+5)[25]
Grok: (1d20)[20]
Grepha: (1d20+5)[19]
Caelyn: (1d20)[18]

ER: (1d20+3)[17]
OC:(1d20)[16]

Leaf: (1d20)[16]

EW:(1d20)[11]
HFL:(1d20)[8]

Senna: (1d20)[8]

HR: (1d20)[6]
HFH:(1d20)[3]
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 39/64   
 Spells: 1st: 1/4 2nd: 2/3 3rd: 2/3 4th: 2/2,  
 Channel: 2/2, Short Rests: 1/2 (+d8) Harness Divine Power 1/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom), Longstrider on Grok (1h), Detect Magic (concentration 10 min), Proficiency in Investigation 
 What in Deneir's name are you even doing here, Scourge-****er? Did no one tell you not to **** with the people of Baldur's Gate?  Senna's hand starts crackling in a blue hue as she tries to touch the hostile warrior with arcane lightning, this time her expletives carrying her magic rather than fancy incantations.

 
 Spoiler 
 moving 1 west of Caelyn into melee range of the fighter
Healing Word on Caelee.  (1d4+5)[ 6 ] 
Shocking Grasp on Warrior for  (1d20)[ 13 ](13) +8 (adv due to metal) for  (2d8+5)[ 17 ]  lightning damage. Unable to react until the end of their turn meaning Caelyn can retreat.
 

 
 
  
Amnestic
Senna's electrical fist shocks the sword-wielder, but grim determination pushes him to keep fighting. From a distance, the halfling mutters a short spell, breathing life and consciousness back into his fallen roguish compatriot. The distraction set, the halfling's boomerang dagger flits out once more, catching Grepha on one side, while the halberdier attacks from the other, both dealing significant damage. His attack delivered, the halfling ducks out of sight, though from his footsteps he doesn't go far.

 
 Spoiler: Map 

 

Senna heals Caelyn and hits for 17, Bloodying the human fighter. His Stubborn Survivor racial activates going forwards, ensuring +2 to all saves for the next minute. I'll definitely remember that.

Halfling Rogue casts Healing Word on the downed Elf Rogue for  6 . He then tosses his magical boomerang Dagger at Grepha - now threatened by the conscious rogue - and sneak attack hits for  15 .
The Halberd fighter follows up with an attack on Grepha as well, hitting once, for maximum damage ( 15) ) also. It would do 1d4 fire damage, but she's immune to fire damage.

Sam, Grok, Grepha, and Caelyn are up.


 Initiative:- 
Sam: (1d20+5)[25]
Grok: (1d20)[20]
Grepha: (1d20+5)[19]
Caelyn: (1d20)[18]

ER: (1d20+3)[17]
OC:(1d20)[16]

Leaf: (1d20)[16]

EW:(1d20)[11]
HFL:(1d20)[8]

Senna: (1d20)[8]

HR: (1d20)[6]
HFH:(1d20)[3]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 60/62 | AC: 16 HP: 2/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Bardic Inspiration (Caelyn) | Spider Form, Mage Armor 

The flames strike Sam's scales, but roll right off like water over a duck. Grepha is less fortunate, a pair of magical blades hacking into her arachnid body until she is barely holding together.

Sam finds his heart beating rapidly as the foe's rogue starts to get back up. Letting her live would put everyone at risk, but the idea of putting her down for good feels unsettlingly right. She works for an evil organization. Does that make her deserving of death? Striking someone who happens to die is so different from an intentional coup de grace.

Ultimately, there is no time for careful deliberation. Sam strikes at her mind first to send her back to unconsciousness, then flicks his fingers to conjure a new swirling flame beneath her. Grepha, unfearing of the flames, dives in to finish the job with no such hesitation.

 
 Spoiler: Actions 
 Sam 
Bonus action Mind Thrust on Elf Rogue
 (1d20)[ 4 ]  DC 15 Int save to halve  (3d6)[ 13 ]  psychic damage. If it doesn't KO, she is limited to one action/bonus/move on her turn on a fail.
Action to Create a new Bonfire under Elf Rogue.
 (1d20)[ 20 ]  DC 15 Dex save to avoid  (2d8)[ 10 ]  fire damage, which she probably succeeds if she stays up, but also will burn her for a failed death save on her turn

 Grepha 
Green Flame Bite on Elf Rogue, whether up or not.
 (1d20+5)[ 9 ]  to hit
Elf Rogue should still be Prone, so Advantage  (1d20+5)[ 14 ] 
 (1d4+3)[ 4 ]  piercing damage and  (1d20)[ 11 ]  DC 11 Con for half vs  (3d6)[ 12 ]  poison, or some failed death saves
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 55/63
PP: 18 PIv: 15 PIs: 14
1/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 4 cold
Conditions: True Strike  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Fur is singed by the fire, and the smell of burning makeup hits the room.

 
 Spoiler: Actions 
Not turn
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 22 HP: 39/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Shield of Faith, Concentrating, Haste
 
In a moment of foul rage, Grok pulls out his Wand of Magic Missiles, and proceeds to unload it into both the cleric, and the rogue, ensuring that neither would be an immediate threat for the near future.  As the pulses of magical power dart out, he spits on the corpse of the rogue before shifting his hands to bring his glaive down on the halberdier, reminding him what was the superior long weapon.
 
 Spoiler: OOC 

Action:  Pull Wand of Magic Missiles, cast Magic Missile(Level 3), for 5 missiles.
4 missiles to the cleric(Kills him), 1 missile to the elven rogue(Bonfire will kill him at the start of his next turn)

Haste:  Strike the halberdier
 (1d20+9)[ 10 ]  Attack
 (1d10+6)[ 8 ]  Damage

Reaction:  Attack on the next opportunity
 (1d20+9)[ 25 ]  Attack
 (1d10+6)[ 7 ]  Damage
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 42/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 2/3 3rd, 1/2 4th 
 1/2 Wildshape 

Caelyn reaches out a palm at the nearest martially focused foe, particularly one in melee with her if they still stand.  "You will not oppose us!"  Her magic attempts to seize their muscles and hold them in place.
 
 
  
 
 Spoiler: OOC 
Can't see the map, but I think there was a fighter in melee with Caelee. She will attempt a hold person. If the enemy fails and she's safe from AoO she will flee downstairs to keep the fighter locked down. If not she will hold her ground.  (1d20)[ 16 ]  vs 16.
 
Amnestic
Sam's dual spells knock the rogue back into unconsciousness, while Grok's wand kills the cleric before they can heal themself. Surrounded by flames, the rogue quickly succumbs to their injuries, Grepha's swing missing the prone, unconscious form of their enemy. Caelyn's spell is shrugged off by the longsword wielder, but Senna's electricity still lingers, freeing her up to retreat down the stairs out of danger once more.

 
 Spoiler: Map 

 

Mind Thrust drops the rogue, who also fails their save vs. Create Bonfire 'cos they're unconscious.
Grok kills the cleric, and pings another death fail on the rogue.
Grepha misses.
Caelyn's spell is resisted, but Senna's Shocking Grasp lets her retreat freely, so she ducks off the map again.

The Elf Rogue does not dramatically roll a nat 20 on their death save, and instead fails it, killing them. With ER and OC dead, Leaf is up.


 Initiative:- 
Sam: (1d20+5)[25]
Grok: (1d20)[20]
Grepha: (1d20+5)[19]
Caelyn: (1d20)[18]

 ER: (1d20+3)[17]
OC:(1d20)[16] 

Leaf: (1d20)[16]

EW:(1d20)[11]
HFL:(1d20)[8]

Senna: (1d20)[8]

HR: (1d20)[6]
HFH:(1d20)[3]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 60/62 | AC: 16 HP: 2/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Bardic Inspiration (Caelyn) | Spider Form, Mage Armor 

The smell of burning flesh hits Sam's nostrils, and he reflexively releases the spell.

 
 Spoiler: Actions 
 Sam 
Drop Concentration on bonfire

 Grepha 
Not turn
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 55/63
PP: 18 PIv: 15 PIs: 14
1/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 3 cold
Conditions: True Strike  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Drawing another frost-tipped arrow, Leaf takes aim and fires at the shield-toting fighter past Grok. It is, admittedly, made easier by the dwarf's relative height.

 
 Spoiler: Actions 
Bonus action Steady Aim.
 (1d20+11)[ 29 ]  to hit,  (1d20+11)[ 28 ]   (1d20+11)[ 14 ]  Elven Acc Advantage
 (1d6+8)[ 12 ]  damage on hit, + (1d6)[ 3 ]  cold damage and  (4d6)[ 16 ]  Sneak Attack damage
 
Amnestic
Leaf's arrow drops his target to the ground as they begin to bleed out. The wizard wastes no time in targeting the 'grouped up' party once more. Another pair of meteorites burst between them, followed up by a dagger of ice that bursts in the air. The cold blade proves too much for Grepha's form, and she vanishes, while the others mostly manage to shrug off the fire and frost.

 
 Spoiler: Map 

 

Leif's arrow drops HFL to 0. He's now making death saves (and passes his first one).
EW unleashes another two meteor motes on Sam/Leaf/Grok. Three successful saves on the first ( 3  fire damage taken each), second has just Leaf succeed ( 5 ) fire while Grok+Sam failed ( 10  fire).
They then use their action to cast Ice Knife (2nd) on Grepha which hits for  9  piercing, which kills her. The detonation gets saved against for Grok/Leif/Sam though, so they only take  4  cold.

Senna is up.

 Initiative:- 
Sam: (1d20+5)[25]
Grok: (1d20)[20]
Grepha: (1d20+5)[19]
Caelyn: (1d20)[18]

 ER: (1d20+3)[17]
OC:(1d20)[16] 

Leaf: (1d20)[16]

EW:(1d20)[11]
HFL:(1d20)[8]

Senna: (1d20)[8]

HR: (1d20)[6]
HFH:(1d20)[3]
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 39/64   
 Spells: 1st: 1/4 2nd: 2/3 3rd: 2/3 4th: 2/2,  
 Channel: 2/2, Short Rests: 1/2 (+d8) Harness Divine Power 1/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom), Longstrider on Grok (1h), Detect Magic (concentration 10 min), Proficiency in Investigation 

Senna quickly closes in the distance and her lightning magic hopefully finds another target.

 
 Spoiler 
Roll 10 to hit on Shocking Grasp, eschew damage for it is likely a miss. Senna moves behind the mage, and will try another Grasp for the OA.
 

 
 
  
Amnestic
Senna surges forward, but her electrical grab is sidestepped. The rogue reappears from their corridor and tosses his blade again, but Senna barely stops it in time. Her back is open though, and the halberd wielder swings twice, cutting her with fiery slices. A quiet spell from the halfling rogue swaddles the polearm fighter, before they disappear again behind the corner.

 
 Spoiler: Map 

 

Senna misses with Shocking Grasp

The rogue ducks out and casts Shield of Faith on the Halberd wielder. He then attacks Senna, and misses barely, and ducks back.
The halberd fighter attacks Senna twice, hitting both times, for  9  slashing+ 1  fire, and then  6  slashing and  4  fire.

Sam, Grok, Caelyn, and Leaf are up.

 Initiative:- 
Sam: (1d20+5)[25]
Grok: (1d20)[20]
Grepha: (1d20+5)[19]
Caelyn: (1d20)[18]

 ER: (1d20+3)[17]
OC:(1d20)[16] 

Leaf: (1d20)[16]

EW:(1d20)[11]
HFL:(1d20)[8]

Senna: (1d20)[8]

HR: (1d20)[6]
HFH:(1d20)[3]
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 22 HP: 29/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Shield of Faith, Concentrating
 
Singed and burning, but with three targets down, Grok charges to the south, aiming to suppress the wizard and trying to support Senna.
 
 Spoiler: OOC 

Moving 2 tiles east, then two tiles south, which should have him staying within the halberd wielder's AoO range.

Attacking the wizard(I believe) twice.
 (1d20+9)[ 14 ] (24 if True Strike resolves first) Attack 1
 (1d10+6)[ 13 ]  Damage 1

 (1d20+9)[ 16 ]  Attack 2
 (1d10+6)[ 12 ]  Damage 2

Move one tile west(Putting him adjacent to the halberd wielder)

Reaction(If an enemy within his reach moves, an adjacent enemy attacks an ally, an enemy enters his reach)
 (1d20+9)[ 10 ]  Attack
 (1d10+6)[ 13 ]  Damage
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 50/62 | AC: 16 HP: Banished/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Bardic Inspiration (Caelyn), True Strike (Grok) | Banished 

A dagger of ice impales Grepha, and the tenuous bonds of her manifest form are scattered into spectral smoke. All the remains is a dazed and recovering presence hovering in the back of Sam's mind, as he pushes through the aftereffects of the spells washing past him.

Turning his mental spell assault on the halberdier, Sam weaves a dark blessing onto Grok and Leaf.

 
 Spoiler: Actions 
 Sam 
True Strike on Grok and Leaf.
Bonus action Mind Thrust with a Warlock slot on Halberdier.
 (1d20)[ 14 ]  DC 15 Wis save vs  (4d6)[ 16 ]  psychic damage and reduced to one action/bonus/move on his turn.
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 43/63
PP: 18 PIv: 15 PIs: 14
1/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 3 cold
Conditions: True Strike  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Slipping past the distracted halberdier, Leaf moves into the next room to flank the enemy wizard with an unexpected arrow.

 
 Spoiler: Actions 
Cunning Action Disengage.
Move 2 S, 1 W through the door.
Move 1 SW, 1 S. If that puts him beside the halfling rogue, he'll aim to move somewhere with wizard vision but no adjacent rogue, with Disengage still active as needed.
True Striked attack on the Wizard.
 (1d20+11)[ 30 ]  to hit,  (1d20+11)[ 17 ]  and  (1d20+11)[ 21 ]  Elven Accuracy
 (1d6+8)[ 13 ]  damage, + (4d6)[ 15 ]  Sneak Attack on hit
Normal arrow this time.
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 42/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 3/3 3rd, 0/2 4th 
 1/2 Wildshape 

Running up the stairs to get line of sight, Caelee seeks to end this fight and bulwark her allies against whatever comes next. Calling on her most powerful spell energy, she manifests a raging orb of fire, blasting it at the enemy caster and hoping that it incinerates him. Then four scalding hot water orbs bounce out, singing Grok, Senna, Leaf, and herself, but easing the pain of their wounds and healing them. Then she will slip back down the stairs to avoid return fire.
 
 
  
 
 Spoiler: OOC 
Hadouken the caster with a Fire invoke elements spell-  (1d20+8)[ 9 ]  for  (8d8)[ 1 ][ 7 ][ 2 ][ 2 ][ 2 ][ 6 ][ 2 ][ 1 ](23)  fire damage, rerolling ones in the discord.
Healing 4 party members with the Water invoke, rolling Grok, Senna, Leaf, then Caelee in that order-  (3d8)[ 15 ] ,  (3d8)[ 13 ] ,  (3d8)[ 13 ] ,  (3d8)[ 11 ] .
 
Amnestic
The spellcaster turns one of Grok's strikes away with a shield of magic, but the other - and Leaf's arrow - still strike, dealing significant damage to the elf. Panic more than skill has her drop from Caelyn's flames even as the waters heal the party. Sam's own mind-affecting spell is shrugged off by the halberd-wielder, though it still clearly did damage.

In response to the pain, the caster surrounds themselves in a fire that speeds their steps, and darts away, past Grok and Senna burning them only slightly. She ducks away into the eastern door, through which the halfling rogue was previously.

 
 Spoiler: Map 

 

Mind Thrust resisted, bloodies the halberd fighter still though,
The wizard shields one attack, but the first one from Grok hits.
Leaf's arrow also hits. The rogue wasn't on the left side, they were on the right.
Caelyn's nat 1 sadly misses, but the heal still works.

The wizard casts Ashardalon's Stride and heads out the east door, dropping a firebolt at Senna (Miss) in the process. Passing by Senna and Grok deals a whopping  1  fire damage.
The longsword fighter critfails their death save (2/4).

Senna is up.

 Initiative:- 
Sam: (1d20+5)[25]
Grok: (1d20)[20]
Grepha: (1d20+5)[19]
Caelyn: (1d20)[18]

 ER: (1d20+3)[17]
OC:(1d20)[16] 

Leaf: (1d20)[16]

EW:(1d20)[11]
HFL:(1d20)[8]

Senna: (1d20)[8]

HR: (1d20)[6]
HFH:(1d20)[3]
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 18/64   
 Spells: 1st: 1/4 2nd: 2/3 3rd: 1/3 4th: 2/2,  
 Channel: 2/2, Short Rests: 1/2 (+d8) Harness Divine Power 1/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom), Longstrider on Grok (1h), Detect Magic (concentration 10 min), Proficiency in Investigation 

First suffering devastating wounds only to be enveloped by Caelyn's elemental healing, Senna is hurled through a whirlwind of pain-related emotions.  Slow down that allegro to a moderato!  she shouts ripping the fiery enchantment from the mage's body.

 
 Spoiler 
Dispel Magic on the Ashda....Asharon's Call....the fiery speed thing.
 

 
 
  
Amnestic
As Senna turns away from the halberdier he lashes out at her back, cutting through her armour. She still manages to out to follow the wizard, and sees her down the end of the corridor to dispel her. In a flash, the magic fire at her heels and armour at her chest dissipate into the aether, but just as quickly Senna feels a second stab at her back from the halfling rogue.

With only two targets within his reach, the halberdier chooses to focus on the one that is slightly less armoured. Leif evades the first strike, but the second still cuts him for a fiery swipe.

 
 Spoiler: Map 

 

Senna's movement provokes an OA, which hits for  11  slashing and  4  fire

She moves into the Wizard's line of sight - they were a little too far away from escaping entirely - and dispels Ashardalon's Stride and their Mage Armour.
The halfling rogue steady aims and hits Senna with his returning dagger for  16  piercing. Assuming Senna's health in the latest post is accurate that drops her to 0 exactly.
The halberdier targets Leaf instead of the heavily armoured Grok, and hits once, for  9  slashing and  4  fire.

 Initiative:- 
Sam: (1d20+5)[25]
Grok: (1d20)[20]
Grepha: (1d20+5)[19]
Caelyn: (1d20)[18]

 ER: (1d20+3)[17]
OC:(1d20)[16] 

Leaf: (1d20)[16]

EW:(1d20)[11]
HFL:(1d20)[8]

Senna: (1d20)[8]

HR: (1d20)[6]
HFH:(1d20)[3]
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 43/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Shield of Faith, Concentrating
 
Distracted by the suddenly bright light of the wizard's spell, Grok finds himself unable to prevent the wizard from passing, nor could he protect Senna as she fled from the human warrior, nor could he prevent the rogue from revealing itself once more.
But he could move and try to help Senna recover.  Vengeance was near, but getting too caught up in it was what separated righteousness from darkness.
With that in mind, he abruptly moves away from the halberdier, moving to protect Senna, reaching town to touch her with his gauntleted dwarven hand, a slight glow discharging itself into Senna before he positions himself to protect Senna and lock down the Rogue.
 
 Spoiler: OOC 

Move 2 squares to the East.
Action:  Lay on Hands(19 points healed)
Move one square north.

Reaction:  Pretty much anything the rogue does other than attacking Grok will result in some minor stabbing.
 (1d20+9)[ 24 ]  Attack
 (1d10+6)[ 8 ]  Damage
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 50/62 | AC: 16 HP: Banished/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Bardic Inspiration (Caelyn) | Banished 

Launching up into the room, Sam rushes to Senna's aid - only for Grok to beat him there. Dashing past them and swinging around the door frame, he pursues the fleeing wizard. Running after the fleeing and frightened foe brings up a bubbling feeling of predatory thrill, and he can't tell if it's the dragon or the Bhaalspawn talking.

 
 Spoiler: Actions 
 Sam 
Move and bonus action Tumble Dash/Disengage, to the space 4 South from Senna.
Eldritch Blast the wizard.
 (1d20+7)[ 22 ]  to hit Blast 1
 (1d10)[ 10 ]  force damage, and I think it bonks her diagonally into a wall for  (1d4)[ 3 ]  bump damage
 (1d20+7)[ 18 ]  to hit Blast 2
 (1d10)[ 10 ]  force damage and  (1d4)[ 2 ]  bump damage, and possibly also knock her into the burning brazier if he hits with both and can angle it
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 30/63
PP: 18 PIv: 15 PIs: 14
1/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 2 cold
Conditions: True Strike  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Left with a nasty cut that sears itself shut, Leaf whips out a cold arrow and delivers a helping of revenge according to culinary guidelines.

 
 Spoiler: Actions 
Bonus Steady Aim.
Shoot Halberd Joe with a cold arrow.
 (1d20+11)[ 19 ]  to hit,  (1d20+11)[ 28 ]  and  (1d20+11)[ 19 ]  Elven Accuracy
 (1d6+8)[ 10 ]  damage, + (1d6)[ 4 ]  cold and + (4d6)[ 11 ]  Sneak Attack on hit
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 42/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 3/3 3rd, 0/2 4th 
 1/2 Wildshape 

Caelyn moves up the stairs, sends a cantrip of fire flying at the fighter, hoping to drop him in a burst of flame. The flames caused an aura of heat to surround her.
 
 
  
 
 Spoiler: OOC 
Firebolt-  (1d20+8)[ 16 ]  for  (2d10)[ 3 ][ 5 ](8) , rerolling ones. Caelee gets surrounded by a fire aura.
 
Amnestic
Sam's acrobatic tumbling takes him into the corridor with the wizard and rogue. One blast downs the elf, while the other knocks the halfling back, though they still soften the blow with acrobatic twisting. Back in the central room, Caelyn's fireblast gets parried by steel, though it opens his back to Leaf's arrow, dropping him to the ground. Only one foe remain standing, and it doesn't seem like your foes are stirring of their own accord...yet.

Senna, on the other hand, is returned to consciousness by Grok's healing hands.

 
 Spoiler: Map 

 

Sam kills the wizard and shifts another blast to the rogue, which gets Uncanny Dodged for half damage.
Grok heals Senna.
Caelyn misses the halberdier, but Leaf finishes them off.

Neither EW nor HFL nat 20 their death saves.

Senna's up.

 Initiative:- 
Sam: (1d20+5)[25]
Grok: (1d20)[20]
Grepha: (1d20+5)[19]
Caelyn: (1d20)[18]

 ER: (1d20+3)[17]
OC:(1d20)[16] 

Leaf: (1d20)[16]

EW:(1d20)[11]
HFL:(1d20)[8]

Senna: (1d20)[8]

HR: (1d20)[6]
HFH:(1d20)[3]
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 19/64   
 Spells: 1st: 1/4 2nd: 1/3 3rd: 1/3 4th: 2/2,  
 Channel: 2/2, Short Rests: 1/2 (+d8) Harness Divine Power 1/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom), Longstrider on Grok (1h), Proficiency in Investigation 

Senna stumbles forward but she does not notice her hitting the floor. Everything goes dark. A few moments later she feels a touch of iron, though warm then hot like a forge blasting at full heat.  Caelee?  she asks before she sees the dwarf passing by her to defend against the vile Throne assassin. She pushes her body up looking around.

 Thanks Grok.  HOLD THE SMALLFOLK!  We may want information!  she says, her middle words echoing with magic.

 
 Spoiler 
 (1d20)[ 7 ]  vd DC 16 wisdom or hold personned.
 

 
 
  
Amnestic
Senna's spell grabs hold of the rogue and locks them in place only long enough for them to lose the swipe they were aiming at Grok before the paralysis ends.

 
 Spoiler: Map 

 

Senna's hold person lands, though it then breaks at the end of the Halfling's turn (14+2=16), freeing them before they can get smacked.
The halberdier succeeds on a death save, but not critically.

Everyone's up. This'll probably be the last round, but you never know. Map unchanged.

 Initiative:- 
Sam: (1d20+5)[25]
Grok: (1d20)[20]
Grepha: (1d20+5)[19]
Caelyn: (1d20)[18]

 ER: (1d20+3)[17]
OC:(1d20)[16] 

Leaf: (1d20)[16]

EW:(1d20)[11]
HFL:(1d20)[8]

Senna: (1d20)[8]

HR: (1d20)[6]
HFH:(1d20)[3]
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 19/64   
 Spells: 1st: 1/4 2nd: 1/3 3rd: 1/3 4th: 2/2,  
 Channel: 2/2, Short Rests: 1/2 (+d8) Harness Divine Power 1/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom), Longstrider on Grok (1h), Proficiency in Investigation 
 The bell tolls for thee.  Senna sermons.

 
 Spoiler 
 (1d20)[ 6 ]  vd DC 16 wisdom or take  [2d10+5[/roll]  21 necrotic damage.
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Shield of Faith, Concentrating
 
Hearing Senna's request to take the rogue alive, Grok changes up his attack, swinging vicious, brutal blows with the haft of his glaive, rather than seeking to impale the cowardly thief.
 
 Spoiler: OOC 

Attacking nonlethally.
 (1d20+9)[ 26 ]  Attack 1
 (1d10+6)[ 12 ]  Damage 1

 (1d20+9)[ 20 ]  Attack 2
 (1d10+6)[ 13 ]  Damage 2

Reaction(Should the rogue try something like, say, disengage and run for the hills.  Or attack an ally.  Or anything that would make Grok sad.  No one wants Grok to be sad.)
 (1d20+9)[ 20 ]  Attack
 (1d10+6)[ 12 ]  Damage
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 50/62 | AC: 16 HP: Banished/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Bardic Inspiration (Caelyn) | Banished 

Interrogations always get messy, so full of violence and threats of violence and pitfalls and moral dilemmas. Sam feels his fingers itch. He walks over to the wizard and kneels down, attempting to stabilize her bleeding wounds.

 
 Spoiler: Actions 
 Sam 
 (1d20)[ 14 ]  Medicine to stabilize the wizard.
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 30/63
PP: 18 PIv: 15 PIs: 14
1/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 2 cold
Conditions: True Strike  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Drawing a normal arrow, Leaf trains it on the dying fighters, but does not loose it yet.

 
 Spoiler: Actions 
Step back into the room and ready an attack to shoot anyone who gets back up.
 (1d20+11)[ 30 ]  to hit
 (1d6+8)[ 12 ]  damage on a hit
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 42/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 3/3 3rd, 0/2 4th 
 1/2 Wildshape 

Caelyn steps forward into the carnage and bodies that are left in her family's wake. Moving to the halberd wielder, she leans down and removes her healer kit, tending to his wounds. "You are lucky we have need of you..." She utters, doing her best to halt his bleeding but leave him unconscious. 
 
  
 
 Spoiler: OOC 
Try to stabilize-  (1d20+8)[ 24 ] 
 
Amnestic
While Caelyn and Sam stabilise two of the fallen, Grok and Senna cut down the halfling, only to stabilise him in turn moments later. You are left with three barely breathing bodies, and three not-breathing bodies, along with the rest of the floor to explore.

 
 Spoiler: OOC 

Combat concluded. Fighting six 5th level characters was  Deadly , and so earns 15xp.

You're left with three corpses and three unconscious characters. They'll wake on their own in 1d4 hours unless you do something to them (such as heal them).

I'll sort loot once you've decided next steps.
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 43/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Shield of Faith, Concentrating
 
With the immediate threat resolved, Grok sets himself to the basics of prisoner control, searching the prisoners, removing any weapons or other items that may pose a threat, and applying rope to bind their arms and legs, to make any escape more challenging.  With their capture ensured, he looks up.  " These seemed more serious guards.  Search this floor, spend a few moments binding our wounds, and continue onwards. They'll answer to the fists, or to us if the evidence isn't above us. "  His low voice seems a bit grumpy after the multitude of injuries he had suffered, but he doesn't let that slow him down.
 
 Spoiler: OOC 

Using channel Divinity to recover a spell slot, then using 1 short rest to recover.
Also, collecting his wand.
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 51/64   
 Spells: 1st: 1/4 2nd: 2/3 3rd: 1/3 4th: 2/2,  
 Channel: 2/2, Short Rests: 0/2 (+d8) Harness Divine Power 0/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom), Longstrider on Grok (1h), Proficiency in Investigation 
 Who in their RIGHT MIND employs guards with damn whips?  Senna curses, even though the proper guard weapons hurt her more definitely.  If you dont mind, Caelee, searching for documents is more up my alley than healing at this very moment.   She takes a moment to find her calm again.

 
 Spoiler 
Short Rest used. I'm throwing away three divine domain uses but that is probably better than the alternative of using many spells for health.

Investigation 12. Should have probably just helped Sam here.
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 50/62 | AC: 16 HP: Banished/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Bardic Inspiration (Caelyn) | Banished 

Straightening himself out, not that his vampiric illusion looks all that shaken up or disheveled, Sam looks away from the prisoners. They can wait.  "Gather them in one room, but keep them spaced apart that they cannot free one another,"  he says, his fake Daveorn voice a little shaken but still attempted.  "I will begin searching."  He finds himself missing Grepha's assistance in rifling through drawers and cabinets, but there's not exactly a spare hour for a summoning.

 
 Spoiler: Actions 
Sam searches for evidence.
 (1d20+5)[ 10 ]  Investigation
 (1d20+5)[ 10 ]  Help if anyone Helps
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 61/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 2 cold
Conditions: True Strike  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Spinning the arrow and putting it away, Leaf helps round up the prisoners. Once they're sequestered, he searches for other exits to the floor, and keeps a patrol for any other enemies approaching.

 
 Spoiler: Actions 
SR for healing
 (1d20+7)[ 15 ]  Perception to patrol and watch for threats
If anyone requires him to stop and pick a lock,  (1d20+13)[ 31 ]  Thieves' Tools
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 42/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 3/3 3rd, 0/2 4th 
 1/2 Wildshape 

Caelee nods to Senna and sets about making sure none of the guards they'd vanquished who still had heartbeats lost them any time soon. She would wait to heal them until their investigations were completed, in case any of them valued their employer more than their life and began yelling or making a fuss. Meanwhile, she set about bandaging her own wounds for the next fight.
 
 
  
 
 Spoiler: OOC 
Short Rest. Renewing wildshapes, using medicine skill to make sure none of the prisoners die, and rolling some HD.  (3d8+6)[ 23 ] 
 
Amnestic
Choosing to leave them alive and unconscious for now, a quick scan strips them of their magical items - to no surprise they were mostly weapons, though the wizard's ring proves decidedly more interesting, even if their spellbook didn't. An investigation of the halfling also reveals their defenses came not solely from armour and agility, but also a magical tattoo which is extracted back into needle-form.

 
 Spoiler: Items 

Whip +1
Halberd +1
Longsword +1 (Katana)
Ring of Free Action
Returning Dagger +1
Barrier Tattoo Medium - AC 15+Dex (Max 2).

Wizard's Spellbook:-
Cantrips: Firebolt
1st: Shield, Mage Armour, Ice Knife
2nd: Scorching Ray, Invisibility,
3rd: Vampiric Touch, Melf's Minute Meteors, Ashardalon's Stride
 


Searching for papers proves not terribly useful - while there are books and papers scattered around, quick scans show them as ledgers that would require trained mercantile eyes to dissect, if they said anything of interest in the first place. The third office you open in your search, however, is found occupied. Behind a desk, a man in his mid-30s sits with a quill perched over paper. From the inkblob beneath its nib it appears to have been hovering there for many a minute. Likely since the fight broke out, or even before. He had held perfectly still, waiting, until your entrance broke the 'spell' that had laid upon him.

On seeing that it is not the defenders disturbing his work, the man lets out a weary sigh.  "Hello, I surrender, please don't stab me,"  he offers meekly. Anxiety and fear ripple across his voice like a waterstrider across a still pond. Anyone with eyes can see it, anyone with ears can hear it.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 50/62 | AC: 16 HP: Banished/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Bardic Inspiration (Caelyn) | Banished 

The 'vampire' steps inside the room, towering over the  office worker and his desk.  "It is your lucky day, I happen to be in need of someone with a working tongue and brain,"  he offers by way of introduction.  "I require records of the Throne's involvement in the Iron Crisis. Do not concern yourself with the reasons. It is safer not to pry. If you provide something useful, we will be content to  fake  your death. All the better to avoid reprisal, no?" 
 
 Spoiler: Actions 
Persuasion
 (1d20+10)[ 12 ] 
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 61/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 2 cold
Conditions: True Strike  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf persists in his patrol.

 
 Spoiler: Actions 
Continuing keeping watch.
 
Amnestic
 "Well, can't help you with that I'm afraid. Rieltar and Brunos have all the documents with them, and they're not in the city."  The man replies, still a little meek.   "Don't know where, exactly, they are today and...what day is it?"  He consults a small calendar at his desk.   "They've said that they'll be travelling secretly for the next ten days or so, the next appointment they've confirmed is going to be at Candlekeep, they've got a business meeting with the Knights of the Shield."  He glances up at Sam, and whether reading or misreading his expression continues.   "Before you ask I don't know what their meeting's about." 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 22 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Shield of Faith, Concentrating
 
With the prisoners duly disarmed and detained, Grok stomps out into the hallway, going to attempt to assist with the search for documents.  However, he hears a rather nasal, meek voice that did not belong to any of his companions, and sensed an opportunity, stepping into the office.  His already battered and discoloured armor(In the name of disguise, may his sins be forgiven), further decorated by blood and char marks from the earlier battle makes him an intimidating sight.
 As does the glare the "zombie" levels in the direction of the unhelpful man.
 
 Spoiler: OOC 

If aid is still an option...
 (1d20+10)[ 21 ]  Aid?
Otherwise,  (1d20+7)[ 9 ]  Intimidate?
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 50/62 | AC: 16 HP: Banished/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Bardic Inspiration (Caelyn) | Banished 
 "Maybe they do,"  Sam supposes, at the implication that the documents are with Rieltar and... the other guy.  "What else  is  here, that I might find useful?"  he presses, glancing to the side as Grok marches into the room, 'undead' flesh sagging around his face.  "Something that will make Rieltar and Sarevok  hurt ." 
 
 Spoiler: Actions 
Another Persuasion
 (1d20+10)[ 25 ] 
And this time with Help from Grok, which Archmage rolled for
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 61/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 2 cold
Conditions: True Strike  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf persists in his patrol.

 
 Spoiler: Actions 
Continuing keeping watch.
 
Amnestic
 "Hurt Sarevok?"  A chuckle might have passed the man's lips, were nerves not keeping them in check.  "I don't think anything could hurt him."  Praise and respect are as far from his tone as could be expected - it's fear and preservation that laces his words.  "Anything compromising Rieltar keeps on him at all times. Probably so people like you can't find it. No offense. You won't find any documents here." 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 50/62 | AC: 16 HP: Banished/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Bardic Inspiration (Caelyn) | Banished 

Sam considers the man's words. His fear seems genuine. The half-dragon's sympathetic side feels for the man - he just works here, and he probably feels trapped by knowing too much to leave without fear of disappearing. Bringing in his cloak around him, the vampire nods.  "If you want to disappear, either for fear they will know you talked or a desire to leave this life, I have an inkling of an idea. We can exchange your clothing with one of the dead guards, and leave the body unrecognizable. With a full face helm and some smeared blood, you will appear to be naught but another of the undead as we leave." 
 
 Spoiler: Actions 
...
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 61/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 2 cold
Conditions: True Strike  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf persists in his patrol.

 
 Spoiler: Actions 
Continuing keeping watch.
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Shield of Faith, Concentrating
 
Grok frowns at Sam's plan, as there were several issues with it, but, then again, it didn't really make sense for all the incriminating evidence to be conveniently elsewhere.  Someone had to have the documents authorizing things like pay, expansions and the like, and they were needed.  He glares at the bureaucrat, who had to know that, and thus seemed to be lying.
 
 Spoiler: OOC 

 (1d20)[ 19 ]  Grok's insight.  I'm thinking that as a noble, he knows all too well both the importance and the omnipresence of paperwork.
 

 
 
  
Amnestic
 "No, that's fine, thank you. Again, no offense intended to you and yours, but I'd rather not be around you any longer than I have to be, in case you decide to stab me after all. I'm sure I can flee on my own." 

To Grok's eyes, there doesn't seem to be any deception to him. Perhaps there are other crimes the Iron Throne is perpetrating, but if there are he either doesn't know about them, or doesn't think they're relevant.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 50/62 | AC: 16 HP: Banished/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Bardic Inspiration (Caelyn) | Banished 
 "Suit yourself,"  Sam turns to the others and motions them to follow him.  "Come."  He leaves the clerk's office, making his way back to the stairs down. After they're out of earshot he speaks more lowly to his siblings and companions,  "It is not much, but we do have that notebook. I do not know enough of mercantile to tell more from these ledgers, but... we could take some to sell to the Throne's rivals?"  He motions to the stacks of files and ledgers they'd found but had no time to examine. It would be a small way to mess with them, selling their information to their competitors.

 
 Spoiler: Actions 
...
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 61/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 2 cold
Conditions: True Strike  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf persists in his patrol.

 
 Spoiler: Actions 
Continuing keeping watch.
 
[/QUOTE]
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 22 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Shield of Faith, Concentrating
 
Still disguised as a zombie(If an even more disreputable one), Grok follows Sam down, and shakes his head at Sam's suggestion.  " It's one thing to break into the Iron Throne seeking evidence of their misdeeds.  It's another to abuse the Duke's trust in us to try to make money on the side.  Especially not knowing the value of what we would be selling.  We've a more immediate task that will see us leaving the city in the near future to worry about. "
He pauses for a moment to check his glaive, before speaking again.  " Besides, we've yet to plumb the depths of this place.  There may be prisoners in the lower levels. " 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 42/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 3/3 3rd, 0/2 4th 
 1/2 Wildshape 
 "As sympathetic as I am with any prisoners in this place, how long can we afford to be a source of chaos before reinforcements show up? I am not saying we do not delve the basements, but we should be sure we are ready for another fight before we do."  Caelee approaches Sam and touches him with her staff, hardening his scales again with embers, charcoal, and wood elements.  "Should have done that before the first fight, but better late than never. Your disguise covers it up, mostly, but I think the time for full deception is slightly stale, don't you? At this point I don't think it'd matter if we had masks on, as long as we maintain some element of anonymity."
  
 
  
 
 Spoiler: OOC 
Barksin for Sam.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 50/62 | AC: 16 HP: Banished/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Bardic Inspiration (Caelyn) | Banished 
 "Eh, we could give the proceeds to a charity or something if it feels better,"  Sam gives lukewarm argument to Grok's conscientiousness.

The idea that there may be prisoners does get Sam's attention.  "The Fist were forbidden from entering this place,"  he points out, at Caelyn's hesitance. He adds, more quietly, to her,   "I don't want anyone recognizing my voice."  
 "There is also the matter of our prisoners,"  he stands up straighter, again.  "They are mercenaries, I feel. They likely have little knowledge of the inner workings of this place. I say we leave them and move on to check the underbelly of this place." 
 
 Spoiler: Actions 
...
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 61/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 2 cold
Conditions: True Strike  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf persists in his patrol.

 
 Spoiler: Actions 
Continuing keeping watch.
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 22 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Shield of Faith, Concentrating
 
Grok frowns at Sam's words, but lets them go for the moment as he addresses the far more critical question.  " Better to deal with their reinforcements now, learn where they came from, and investigate.  Otherwise, their dopplegangers will keep causing issues.  Their mercenaries are already either dead, or they will be unconscious for a long time, so now is the time to press onwards, and see what foul deeds we can uncover.  Our disguises might be broken, but they've done their job.  Now is the time for swift action. "
Grok puts action to his words, and starts down the stairs, intending to proceed into the depths below the Iron Throne, to see what appeared to try and kill him.

 
 
  
Amnestic
You leave the top floor - its fallen foes, and its timid clerk - behind in your wake, and beat a hasty retreat down the stairs. The majority of the building seems to have cleared out, including, you note, the guards who you bribed, who seem to have taken the chance to make themselves scarce. The front doors through which you entered are shut, however, and you can hear movement on the other side of them. A descent into the basement is done down a set of stairs, and leads only a short way down  before you are flanked by doors to your left and right.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (16: Barkskin) HP: 50/62 | AC: 16 HP: Banished/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Barkskin, Bardic Inspiration (Caelyn) | Banished 

With a flourish of his vampiric cloak from the back of the line, Sam motions to the door on the right.  "When in doubt, go right." 
 
 Spoiler: Actions 
Taking last spot in the marching order, since he has Tumble for movement if needed.
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 61/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 2 cold
Conditions: True Strike  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

As the party begins to descend, Leaf hops into place alongside them. He pads along quietly behind the first two party members, arrow at the ready.

 
 Spoiler: Actions 
Stealthing at 3rd place in marching order.
 (1d20+11)[ 15 ] ,  (1d20+11)[ 29 ]  Adv
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 3/3 3rd, 0/2 4th 
 2/2 Wildshape 
 "Can't discount your logic, my vampiric lord."  Caelyn took a position in the middle of the group, within range of healing or harming whoever needed it.
 
 
  
 
 Spoiler: OOC 
Taking that short rest healing.
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 22 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Shield of Faith, Concentrating
 
With a grunt, Grok turns and tries to kick the door on the right in.
 
 Spoiler: OOC 

 (1d20+8)[ 24 ]  Athletics?
 

 
 
  
Amnestic
Grok's door push opens the door onto a surprisingly wide room. Inside are scattered statues, laid out without any clear rhyme or reason - lions, hobgoblins, demons, dragons, knights, and more - all carved from a variety of types of stone. On the far side of the room is another door that seems to lead further in, though it's shut. From your position at the head of the room, careful scrutinising of the room indicates that some areas are slightly raised or inset into stone in a manner which is different to those around it - an indication Leaf notes is typical for pressure plates or similar floor traps. He spots three, at least.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (16: Barkskin) HP: 50/62 | AC: 16 HP: Banished/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Barkskin, Bardic Inspiration (Caelyn) | Banished 

Up on the stairs, Sam glances up behind him and waits for them to move forward, after no immediate fight breaks out.

 
 Spoiler: Actions 
...
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 61/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 2 cold
Conditions: True Strike  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Peering over Grok's shoulder, Leaf taps him on the arm and points out the pressure plates.  "Positioned rather strangely, there are pressure tiles there, there, and there,"  the tabaxi wonders what they might be.  "A strange place to lay traps, no? In a large room where you can simply walk around." 
 
 Spoiler: Actions 
...
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 22 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Shield of Faith, Concentrating
 
Grok nods, glad that they'd been pointed out, before he heads into the room before him, keeping a wary eye out for danger as he avoids the identified areas and heads to the next door and attempts to open it.  If there were some trickery with the plates, the door would be locked.  And if not, perhaps the merchants paid poorly for trap makers.  Certainly weren't dwarven work.
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 39/64   
 Spells: 1st: 1/4 2nd: 2/3 3rd: 2/3 4th: 1/2,  
 Channel: 2/2, Short Rests: 1/2 (+d8) Harness Divine Power 1/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom), Longstrider on Grok (1h), Detect Magic (concentration 10 min), Proficiency in Investigation 
 When life gives you ominous giant trapped rooms, avoid them. Or I think that is what Gorion used to say.  Senna concludes and starts an incantation to shape an elegant passage through the western wall of the tiny foyer area.   Khazad-dûm   her magic words echo.

 
 Spoiler 
Casting Stone Shape to make a tunnel through the wall left from her.
 

 
 
  
Amnestic
Senna's stone reshapes the wall and opens to what you quickly realise was on the other side of the southern door, unfortunately. In a stark contrast to the first room you checked, this one is bare of all decoration and furnishings. It is bland - a bland stone floor, bland stone walls, and bland torches giving off a dim light. A similar door on the far end of the room leads further in, but blocking your path is a person. Kneeling in meditation, their eyes shut to the world, is a shirtless hobgoblin with grey skin. He carries no weapons, but the litany of scars across his bare skin tells the tale of his battles well enough.

  "Should you step into this room, I am honour bound to remove you by force,"   the ascetic states without opening his eyes. Were it not for his steady breathing and the slight opening of his mouth, it might almost seem he hadn't spoken at all.   "I can feel the hatred pulsing in your veins. You carry such anger. You will find no peace here. Turn back."  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 39/64   
 Spells: 1st: 1/4 2nd: 2/3 3rd: 2/3 4th: 1/2,  
 Channel: 2/2, Short Rests: 1/2 (+d8) Harness Divine Power 1/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom), Longstrider on Grok (1h), Detect Magic (concentration 10 min), Proficiency in Investigation 

Senna is immediately, and HEAVILY confused.  I'm sorry, what the...?  she asks before the hobgoblin ascetic falls into her half-muttered expression of confusion. She breathes in and out. Yes, she wanted to rip this arrogant person's head from its shoulders but she needed advice, and fast.  Oh wise wall goblin, tell me how to cross the room up north.  she finally begs, half sarcastically, half seriously.
 
 
  
Amnestic
Betraying nothing, the kneeling warrior says only a single word:   "Carefully."  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 3/3 3rd, 0/2 4th 
 2/2 Wildshape 

Caelyn ignores the placid yet sarcastic voice for now, looking over the room with the statues for any pattern in the statues, any drag marks across the floors, any grooves or holes that threaten saws or blades or arrows. She takes in the room, looking for dangers, weaknesses, and patterns.
 
 
  
 
 Spoiler: OOC 
 (1d20)[ 16 ]  +8 for perception. Also not sure where the map is posted.
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 22 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Shield of Faith, Concentrating
 
Abandoning his attempt to head into the upper room as Senna opens the way into the other room, Grok considers what the goblin was claiming.  " Aye, and I'm sure you're so happy to be there, guarding the foulness that the merchants above think worth hiding.  I say we either go through it, or we ignore it. "
 
 
  
Amnestic
  "My happiness is immaterial in the face of my duty."   The monk doesn't seem to rise to Grok's bait.

While Caelyn's eyes aren't able to spot any more pressure plates than that which Leaf caught, she does note that the three are all 'in front' of statues. Counting up the statues you can see, there's just over a dozen of them, and if the traps all follow the same pattern they could be avoided with some jumping - assuming there's nothing else getting in the way. You do note that whatever the traps do seems to have been cleaned up after, if they've ever been triggered in the past. Some of the statues have holes in mouths or chests, but what comes out of them would require far more up-close-and-personal examination.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (16: Barkskin) HP: 50/62 | AC: 16 HP: Banished/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Barkskin, Bardic Inspiration (Caelyn) | Banished 
 "If this organization left a single person to stand guard alone, I would not be so quick to underestimate him,"  Sam warns Grok. He notices Caelyn's intense expression as she scans the other room.  "What do you think, should we try to navigate this room? I could fly across quite easily." 

He looks to the hobgoblin and asks cheekily,  "Would you be honor bound to act if my feet never touched the ground in that room?" 
 
 Spoiler: Actions 
...
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 61/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 2 cold
Conditions: True Strike  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf eyes the goblin up and down, taking measure of him.   I could take him  , he thinks.

 
 Spoiler: Actions 
...
 
Amnestic
  "The letter of a tenet is only the first of thirteen steps. Understanding its nature is the other twelve. Whether by foot or by wing, entering the room will force me to act."  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 3/3 3rd, 0/2 4th 
 2/2 Wildshape 

Caelyn looks to Sam with concern in her eyes.  "It looks like there's a pattern in the triggers. Unless there's some magical sensor we're not aware of, then flying would likely bypass it. But whoever crosses will be cut off from the others..."  She bites her lip for a second, then smiles at him.  "It would be dangerous, but I can also fly. I don't know if the others have any capability like that... but perhaps you and I could set a rope or something? And both of us can retreat back if we find ourselves overwhelmed or assaulted. I like those odds better than Senna and Grok trying to leap floor tiles in armor."
  
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (16: Barkskin) HP: 50/62 | AC: 16 HP: Banished/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Barkskin, Bardic Inspiration (Caelyn) | Banished 

Considering the goblin's words, Sam nods.  "I can respect that."  He turns to Caelyn and answers,  "Sounds like a plan. You and I can forge ahead in search of evidence, and if there is too much trouble we can flee through this room faster than the others." 

Once Caelyn is ready, Sam takes the lead in flying across the statue room.

 
 Spoiler: Actions 
...
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 61/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 2 cold
Conditions: True Strike  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  
 "I should have little issue crossing this room,"  Leaf boasts to the siblings.  "Allow me to join you."  While he cannot fly, he is an able climber, capable of climbing over the statues themselves and wall-jumping between them, scarcely touching the floor.

 
 Spoiler: Actions 
...
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions: Shield of Faith, Concentrating
 
Grok shakes his head at Sam and Caelyn's plan.  " If there's some pattern in the triggers, then we can just walk around them.  Splitting up in a place like this is foolishness.  If we're not going to go through the hob, then we need to get on with it.  But we need to know what the hob is guarding. "
Then, seeing them rush off ahead, Grok also heads into the room, moving around the known triggers, following the trio of lunatics. 
 
  
Amnestic
Sam and Caelyn only get a little way into the room before they hear the screeching of stone shifting against stone. n the far side of the room, a pair of statues shift, shaking the dust from their shoulders and then stomping down, their weighty stone fists already raising in a threatening motion.

True to his word, however, the hobgoblin does not move. The trapped room, it seems, is not part of his jurisdiction.

 
 Spoiler: Initiative 

 

The battlemap has been marked with little Q's where you expect a trap to be but aren't sure. There's one under Sam too, but since he's flying if there is one there it did not trigger.

Grok and Sam are up.


 Initiative:- 
Grok:(1d20)[20]
Sam: (1d20+5)[16]

SGL: (1d20)[12]

Senna: (1d20)[10]

SGR: (1d20)[7]

Leaf: (1d20)[3]
Caelyn: (1d20)[2]
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 86/86  PP: 10 PIv: 9 PIs: 10
SR 2/2, Conditions:
 
His objection lost in the sudden activation of the apparent golems on the wall, Grok doesn't waste time on recrimination.  Instead, he leaps into action.  Literally.
With a short run up and a twitch of his heavily muscled legs, he sails over Sam's head, clearing the trapped tile with ease, landing near one of the non-animate statues, bouncing off of it before letting the golem act as a handy backstop for his outthrust glaive, bracing himself, then taking a second slash, then stepping back.
Finally, he speaks, his glaive held in the ready position, just waiting for the golems to make their move.  " This is why ye always stick together.  Because things go wrong. "
 
 Spoiler: OOC 

Move 5 feet northwest.
Standing Long Jump(10 feet total movement) over Sam.
Activate Rush Attack(Move directly towards the closer golem.)
(20 feet movement used)
Action:
Attack twice.
 (1d20+9)[ 21 ]  Attack!
 (1d10+6)[ 15 ]  Damage

 (1d20+9)[ 26 ]  Attack 2
 (1d10+6)[ 9 ]  Damage

5 feet of movement south, for PaM/Sentinel abuse.
Should end up in the square 2 north and 1 west of Sam, assuming I did all my movement right.
Reaction attack?
 (1d20+9)[ 20 ]  Attack!
 (1d10+6)[ 10 ]  Damage
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (16: Barkskin) HP: 50/62 | AC: 16 HP: Banished/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Barkskin, Bardic Inspiration (Caelyn) | Banished 

Flying above the trapped floor, Sam swivels to the side in the air as Grok leaps over it. Things are never quite so simple, and Sam raises an arm to launch a pair of energy beams at the nearest stone construct.

 
 Spoiler: Actions 
EB on the nearest animated statue.
 (1d20+7)[ 21 ]  to hit, Blast 1
 (1d10)[ 8 ]  force damage + (1d4)[ 2 ]  bump damage on the wall
 (1d20+7)[ 11 ]  to hit, Blast 2
 (1d10)[ 5 ]  force damage + (1d4)[ 4 ]  bump damage on the wall
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 61/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 7 acid, 5 fire, 2 cold
Conditions: True Strike  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Reaching for an arrow, Leaf thinks to himself, wondering how effective normal arrows would be against solid stone. Instead he reaches for an acid arrow.

 
 Spoiler: Actions 
...
 
Amnestic
Grok and Sam launch into action, hitting the rightmost golem with two glaiveswings and one beam of magic. Its partner lumbers into the fold, first wielding some form of gravity magic against Grok that he finds himself weighed down by, holding his glaive at bay as the stomping golem gets in closer. It pulls one arm back, and narrowly misses Grok with the first swing, but its second clubfist hits him in the chest, pushing him back, right into one of the pressure plate traps. Fourteen dozen tiny caltrops spring up as Grok stumbles backwards, impaling one of his feet and feeling the telltale sear of poison. The golem gives chase, but made of stone simply ignores the poisoned spikes, crushing them under heavy foot.


 
 Spoiler: Initiative 

 

Grok hits twice. Sam hits once.

The left golem uses its Heavy Weight bonus action on Grok, who fails the wis save (4+8=12 vs. DC17),  Slowing  him as the spell until the end of his next turn. This turns off his Reaction. It then closes to melee, misses him once and then hits him with a slam for  24  bludgeoning, which also knocks him back 10ft into a trap. This reveals itself to be Poison Caltrops. They deal  1  piercing and  4  poison damage. His movement speed is also reduced by 10ft until he receives any healing.

The golem then steps on the caltrops, but since it's made out of stone they don't do anything to it.

Senna is up.


 Initiative:- 
Grok:(1d20)[20]
Sam: (1d20+5)[16]

SGL: (1d20)[12]

Senna: (1d20)[10]

SGR: (1d20)[7]

Leaf: (1d20)[3]
Caelyn: (1d20)[2]
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 39/64   
 Spells: 1st: 1/4 2nd: 2/3 3rd: 2/3 4th: 1/2,  
 Channel: 2/2, Short Rests: 1/2 (+d8) Harness Divine Power 1/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom) 
 Ugh brute force as always.  Senna bemoans and envelops the first golem she sees in holy light.

 
 Spoiler 
 (1d20)[ 14 ]  dex save vs 16
 (2d8+5)[ 16 ]  radiant damage on Golem next to Grok/Sam
 

 
 
  
Amnestic
The lumbering golem narrowly falls victim to the radiant flames, but victim it falls all the same. The already damaged one from Sam and Grok's attacks lumbers forward beside its companion, weighing Sam down with its own gravitational magic. Its first swing slams down on nothing. The second makes contact in his stomach, sending him hard back into the wall.

 
 Spoiler: Initiative 

 

The golem's magic resistance doesn't save it from the damage - it rolls a 16...-1 modifier, so it narrowly fails and gets hit by Senna's radiant damage.

The other golem BA slows Sam (8+mods, even with Grok aura, still fails DC17), Nat 1 misses him, and then hits with the second slam, knocking him back for  24  bludgeoning plus  1  for hitting the wall.

Leaf, Caelyn, Grok (SLOWED), and Sam (SLOWED) are up.


 Initiative:- 
Grok:(1d20)[20]
Sam: (1d20+5)[16]

SGL: (1d20)[12]

Senna: (1d20)[10]

SGR: (1d20)[7]

Leaf: (1d20)[3]
Caelyn: (1d20)[2]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (16: Barkskin) HP: 25/62 | AC: 16 HP: Banished/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Barkskin, Bardic Inspiration (Caelyn) | Banished 

Struggling to stay aloft against the gravity magic, Sam gets overconfident when the golem overswings with its first punch. Then the second slams him unceremoniously into the wall, knocking the wind out of him. Wheezing,he kicks off of the construct and back into the hallway.

 
 Spoiler: Actions 
Bonus action to Dash/Disengage with Tumble, move 1 S of Leaf.
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 61/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 6 acid, 5 fire, 2 cold
Conditions: True Strike  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaning just enough into the doorway to take aim, Leaf targets the weakest of their foes - for they are far from weak, and he would sooner see their numbers dwindle.

 
 Spoiler: Actions 
Steady Aim and a shot at the damaged golem.
 (1d20+11)[ 16 ]  to hit,  (1d20+11)[ 14 ]   (1d20+11)[ 13 ]  Elven Advantage
 (1d6+8)[ 9 ]  damage on hit, + (1d6)[ 4 ]  acid from acid arrow, + (4d6)[ 15 ]  sneak attack
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 18 HP: 59/86  PP: 10 PIv: 9 PIs: 10
SR 1/2, Conditions:
 
Grok grunts as the world seems to slow down, and he's abruptly punched by a golem, and sent flying backwards.  He barely even notices the caltrops he was knocked into as he tries to swing his glaive back around, hoping to do unto others before they do unto him.
 
 Spoiler: OOC 

 (1d20+9)[ 17 ]  Grok's attack
 (1d10+6)[ 15 ]  Damage
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: Healing Spirit lvl 3 2d6 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 3/3 3rd, 0/2 4th 
 2/2 Wildshape 

Caelyn was in the process of beginning to change her shape when the stone statues began to cross the room and attack. As they slammed into Sam and Grok, she fired a ray of fire at the most damage of their number. Then, with a flick of thought, she summons her rabbit spirit under Grok to at least cure the wounds on his feet. Then she moved back, keeping her distance from these stone behemoths.
 
 
  
 
 Spoiler: OOC 
Firebolt-  (1d20+8)[ 19 ]  to hit for  (2d10)[ 3 ][ 5 ](8) . Healing spirit heightened to level 3 on Groks feet, which will heal him for  (2d6)[ 3 ] , then hang around keep healing for 10 rounds or concentration, whatever comes first. Then move back so that she doesn't get punched.
 
Amnestic
Though fire doesn't tend to be terribly effective against stone, magic fire seems to do just fine, weakening one while Grok slashes the other. The one in front of Grok attempts to weigh him down a second time, but the dwarf's will proves superior this time. He ducks another slamming fist, but the second lands, pushing him back into the statue with a colossal crack of metal on carved stone.

 
 Spoiler: Initiative 

 

Caelyn hits+heals. Leaf misses. Grok hits (barely hit is still hit!) and Sam moves back.

Golem attempts to Slow Grok again, but fails this time (16+Mods vs DC17). It attacks twice more. Misses once, hits once, for  23  plus a  4  on the slam knockback.

Senna's up.

 Initiative:- 
Grok:(1d20)[20]
Sam: (1d20+5)[16]

SGL: (1d20)[12]

Senna: (1d20)[10]

SGR: (1d20)[7]

Leaf: (1d20)[3]
Caelyn: (1d20)[2]
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 51/64   
 Spells: 1st: 0/4 2nd: 2/3 3rd: 2/3 4th: 1/2,  
 Channel: 2/2, Short Rests: 1/2 (+d8) Harness Divine Power 1/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom), concentrating on Shield of Faith (Grok) ( 

Senna jolts towards Grok, enveloping him in a protective aura before firing off another holy flame onto the damaged golem.

 
 Spoiler 
 (2d20)[ 1 ][ 15 ](16)  vs Sacred Flame damage  (2d8+5)[ 20 ] 
Casting SoF on Grok.
Moving right to Grok.
 

 
 
  
Amnestic
Senna's radiant fire scorches another chunk off the rightmost golem, but when she moves up to take a place next to Grok, the trap beneath her feet activates, filling the area with a deathly chill. It seems to serve as distraction enough, since the golem proceeds to slam its meaty fists into Senna twice, slamming her again and again into the wall.

 
 Spoiler: Initiative 

 

Senna's sacred flame hits for a hefty 20 damage, which does whatever the stone equivalent of bloodied is to the rightmost golem. She also activates the trap, which unleashes a cold aura in the area. Creatures moving into the area or starting their turn there (or activating the trap) take 1d6 cold damage and have their movement speeds halved. Senna takes  1  cold damage.

The golem takes  2  cold from starting its turn in the aura, then attempts to Slow Senna, and fails (19+mods). It then attacks her twice, hitting both times for  22  bludgeoning plus  3  knockback, and then again for  17  bludgeoning and  3  knockback. Assuming her health total is accurate, this drops her to 0.

Everyone but Senna is up, and this time Grok+Sam aren't Slowed.

 Initiative:- 
Grok:(1d20)[20]
Sam: (1d20+5)[16]

SGL: (1d20)[12]

Senna: (1d20)[10]

SGR: (1d20)[7]

Leaf: (1d20)[3]
Caelyn: (1d20)[2]
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 32/86  PP: 10 PIv: 9 PIs: 10
SR 1/2, Conditions:
 
Grunting at the impact of the giant stone fist, then the impact of the statue behind him, but as he sees the flame flare around his target, and it's form cracking, he bares his bloodied teeth in a grin.  One that swiftly turns into a frown as the other golem attempts to advance and strike Senna.  Not hesitating, he swings his glaive around, trying to stop it from moving, only to find the butt caught in the statue behind him, taking precious moments to free, and missing his moment, leaving Senna beaten besides him.

With a roar, he shortens his grip on his Glaive, before swinging it with all the might he could muster towards the rightmost golem, in hopes of finishing it.

 
 Spoiler: OOC 

Using Brace, and attacking twice.
 (1d20+9)[ 11 ]  Attack 1
 (1d10+6)[ 15 ]  OR  (1d10+6)[ 16 ]  Damage 1

 (1d20+9)[ 12 ]  Attack 2
 (1d10+6)[ 12 ]  OR  (1d10+6)[ 7 ]  Damage 2

Reaction(Sentinel, probably)
 (1d20+9)[ 18 ]  Attack
 (1d10+6)[ 10 ]  Damage
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: Healing Spirit, 9 Rounds 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 2/3 3rd, 0/2 4th 
 2/2 Wildshape 

Caelyn moves across this midchamber they had formed, coming close to Senna. Taking cover behind her younger sister used to feel odd, but after these months of fighting for their lives the stoop came as natural to Caelyn as her own magic. Leaning in, her hand touches the back of her heavily wounded sister.  "Take a step back. Take a breath. I'll heal you proper in a minute."  Then a small aura of fire ran from Caelyn's hands across Senna like a miniature wildfire, and when it had consumed her completely, there was a weak puff of smoke and her sister was gone, no longer a viable target for these stone creatures. Then Caelyn stepped towards the back again, urging her sister to follow with a tug on her sleeve.

 
 Spoiler: OOC 
Move forward, cast invisibility on Senna. Lose concentration on healing spirit :( but hopefully they don't AOE Senna into unconsciousness now.
 

 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (16: Barkskin) HP: 25/62 | AC: 16 HP: Banished/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Barkskin, Bardic Inspiration (Caelyn) | Banished 

With his reserves of magic dwindled, Sam holds onto them in case he needs to get anyone back off the ground with a word. Gathering another pair of arcane blasts in his palms, the 'vampire' sends them at the nearest golem to knock it away from Senna and Grok. Perhaps with better positioning, the dwarf could halt its advance this time.

 
 Spoiler: Actions 
Move 1 W, EB on the golem next to Senna.
 (1d20+7)[ 14 ]  to hit Blast 1
 (1d10)[ 5 ]  damage, knock it 10 feet north
 (1d20+7)[ 21 ]  to hit Blast 2
 (1d10)[ 8 ]  damage, + (1d4)[ 4 ]  bump damage on the rock north of it if the first one hit, otherwise knock it 10 feet north
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 61/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 5 acid, 5 fire, 2 cold
Conditions: True Strike  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Another acid arrow drawn, and Leaf narrows his eyes. Drawing back the bowstring, he stubbornly aims through the melee at the one that he'd failed to hit last time.

 
 Spoiler: Actions 
Steady Aim and a shot at the Bloodied golem, it probably has Cover from the other one.
 (1d20+11)[ 30 ]  to hit,  (1d20+11)[ 30 ]   (1d20+11)[ 22 ]  Elven Advantage
 (1d6+8)[ 11 ]  damage on hit, + (1d6)[ 3 ]  acid from acid arrow, + (4d6)[ 10 ]  sneak attack
 
Amnestic
Grok's blade skitters across the stone, not quite able to pierce past its hard hide. To his side, Leaf and Sam manage to push the damaged golem back, though it's still barely hanging on to its 'life'. Senna's injured form vanishes at a touch from Caelyn, leaving Grok as the closest target for the sentinel's stone fists, both of which slam into the metal with yet more crushing force.


 
 Spoiler: Initiative 

 

Leaf hits with their bowshot.
Caelyn invisible's Senna.
Grok unfortunately misses with both attacks.
Sam misses once, hits once.

The golem attacks Grok twice (failed to slow him!), hitting both times for  17  (and  1  knockback) and  23  (and  1  knockback). Assuming health notes are correct, this is a drop-to-0.

Senna takes  4  cold damage from starting her turn inside the cold aura, but she is invisible, and it is now her turn.


 Initiative:- 
Grok:(1d20)[20]
Sam: (1d20+5)[16]

SGL: (1d20)[12]

Senna: (1d20)[10]

SGR: (1d20)[7]

Leaf: (1d20)[3]
Caelyn: (1d20)[2]
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 2/64   
 Spells: 1st: 0/4 2nd: 2/3 3rd: 2/3 4th: 1/2,  
 Channel: 2/2, Short Rests: 1/2 (+d8) Harness Divine Power 1/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom) 

Reeling from the two massive slams and then a frigid wind instantly freezing over her, Senna almost keels over, and suddenly turns invisible. no stranger to weird arcane magics however, she quickly moves out of the way.

  VITA!   Senna's word echoes within all that surround her sending a wave of healing magic over her friends.

 
 Spoiler 
Casting MASS Healing Word  (1d4+5)[ 7 ]  in anyone. Any spell below 3rd - which includes Slow if the slow effect counts as a spell - is dispelled on us. Moving to the left (specifically one left from Grok and trying to drag him over 5 ft.

 (1d20-1)[ 12 ]  Athletics if needed because Grok is decidedly over her 120 lbs carry weight and she is already wearing armor and a shield so draggin him would be one handed
 

 
 
  
Amnestic
Senna's quick healing brings the fallen dwarf back to consciousness, just in time for the golem to lumber past, and crush Leaf with the weight of its gravity - though thankfully not its fists.

 
 Spoiler: Initiative 

 

Senna heals everyone for 7, but isn't able to drag Grok anywhere - dwarf too heavy.

The golem strides past the downed (but now conscious Grok and takes  3  cold damage in the process. The party is too far away from it to reach thanks to the cold aura slowing its speed, but it Dashes to get there, and  Slows  Leaf with its bonus action.

Everyone but Senna is up.

 Initiative:- 
Grok:(1d20)[20]
Sam: (1d20+5)[16]

SGL: (1d20)[12]

Senna: (1d20)[10]

SGR: (1d20)[7]

Leaf: (1d20)[3]
Caelyn: (1d20)[2]
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 3/3 3rd, 0/2 4th 
 1/2 Wildshape 

Caelyn dashes back a step when the golem enters the constrained area between the rooms, then points her staff into the room.  "BOKONO! Aiwe!"  a lash of flame leapt past Senna and Grok and exploded beyond the golem, lashing it with flames. Bokono erupted into being, launching a flaming seed at the weakest looking construct.
 
 
  
 
 Spoiler: OOC 
 Summon Bokono in the room 15 feet away from Senna and Grok but including the golem Grok is fighting. It makes a DC 16 Dex Save  (1d20)[ 5 ]  or takes  (2d6)[ 6 ][ 5 ](11)  fire damage, rerolling ones. It then Flame seeds the weakest looking golem-  (1d20+8)[ 16 ]  for  (1d6)[ 2 ](2)  +3 fire damage.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (16: Barkskin) HP: 32/62 | AC: 16 HP: Banished/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Barkskin, Bardic Inspiration (Caelyn) | Banished 
 "Hang in there Grok,"  his voice acting falters for a moment as he weaves magic into the words, pulling new breath into the dwarf's bruised and battered lungs one more time. He tosses another pair of arcane blasts.

 
 Spoiler: Actions 
 (1d4+4)[ 6 ]  Healing Word healing for Grok as a bonus action.

  (1d20)[ 20 ]   (1d20)[ 11 ]  Dex save with Magic Resistance vs DC 15, or the golem in front of him takes  (2d8)[ 7 ]  fire damage from create bonfire.
Has to save again if it ends turn there, unless it knocks Conc out of him first.  Golem wasn't where map said it was, so adjusting action

EB instead, starting with the weakened golem if it survives Bokono's dynamic entry, otherwise directed at the remaining golem
Blast 1 is  23  to hit, rolled in discord, for  3  force damage, and  1  bump damage if it hits a wall from where it is.
Blast 2 is a 10 so it misses.
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 4 acid, 5 fire, 2 cold
Conditions: ...  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf readies another acid arrow, heaving it up against the gravity aura and cleverly watching for Grok to start getting up again and distract his target.

 
 Spoiler: Actions 
 Draw +1 Shortsword 
Ready action to shoot the higher health golem after Grok is revived, to get that SA bonus
 (1d20+9)[ 18 ]  ( +2  with the bow) attack vs adjacent Golem, no steady aim thanks to Slow
 (1d6+6)[ 12 ]  ( +2  with the bow) damage on hit,  +2  acid damage from acid arrow + (4d6)[ 11 ]  Sneak Attack damage from adjacency to Sam
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 6/86  PP: 10 PIv: 9 PIs: 10
SR 1/2, Conditions: Prine
 
Awakened moments before one of the golems tried rushing past him, Grok instinctively tried to jump forwards, slamming his head into the golem's knee, sending it staggering to the side, and redirecting it towards him.
His last memory was the golem's boot coming down towards his head.

Moments later, his mind starts again as another wave of healing magic flows over him.
 
 Spoiler: OOC 

Well... dying.  Rolled death save in the thread.  Then getting healed.  Sadly, no turn, since he spends it bleeding uselessly, like a chump instead.  :P
 

 
 
  
Amnestic
Leaf and Bokono strike at both sides of the less damaged golem, shattering parts off it and leaving it half-crumbled, while Sam narrowly manages to finish off the more damaged one that had been held in place by Grok's teeth. Turning away from the fallen paladin and not-yet-fallen cleric, the remaining stone beast approaches Bokono. Its first swing goes drastically far wide. Its second slams right down on the elemental, crushing all magic from it and dissipating it just as quickly as it had come.

 
 Spoiler: Initiative 

 

Leaf readies a shot (which, when it goes off, bloodies the healthier golem)
Caelyn summons Bokono, who narrowly misses with flame seed, but the summonsplosion hits.
Grok survives.
Sam finishes off the weakened golem.

The golem moves to Bokono, nat 1's the first attack and then nat 20's the second for  46 , which I believe oneshots the elemental. Better it than someone else though...

Everyone's up. Don't forget the poison caltrops between the golem and Grok. Chances are this'll be the last turn, but you never know.


 Initiative:- 
Grok:(1d20)[20]
Sam: (1d20+5)[16]

SGL: (1d20)[12]

Senna: (1d20)[10]

 SGR: (1d20)[7] 

Leaf: (1d20)[3]
Caelyn: (1d20)[2]
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (16: Barkskin) HP: 32/62 | AC: 16 HP: Banished/32 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Daveorn Disguise, Barkskin, Bardic Inspiration (Caelyn) | Banished 

Breathing easier now that the golem is not looming over Grok's broken body, Sam sends another pair of magical blasts its way to  keep  it away.

 
 Spoiler: Actions 
Another round of EB.
 (1d20+7)[ 11 ]  to hit Blast 1
 (1d10)[ 2 ]  damage and knockback
 (1d20+7)[ 8 ]  Blast 2
 (1d10)[ 6 ]  damage and  (1d4)[ 4 ]  bump damage if they both hit
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 4 acid, 5 fire, 2 cold
Conditions: ...  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Drawing a normal arrow to save his good stuff for whatever may come next, Leaf takes aim for the golem's weak points.

 
 Spoiler: Actions 
Normal arrow shot at last golem
Bonus action Steady Aim since I believe Slow wears off at end of last turn?
 (1d20+11)[ 12 ]  to hit,  (1d20+11)[ 22 ]   (1d20+11)[ 13 ]  Elven Accuracy
 (1d6+8)[ 10 ]  damage on hit, + (4d6)[ 8 ]  Sneak Attack damage
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 6/86  PP: 10 PIv: 9 PIs: 10
SR 1/2, Conditions:
 
Shaking his head, Grok stands, revealing his face covered in blood, which goes well with his seriously battered helmet.  Despite the injury, his hands reach out almost instinctively for his glaive, and he hefts it, before driving it forwards with a roar.  Afterwards, with his energy drained, Grok steps back, past Senna, and assumes a guard stance with his glaive.
 
 Spoiler: OOC 

 (1d20+9)[ 21 ]  Attack 1
 (1d10+6)[ 7 ]  Damage 1

 (1d20+9)[ 15 ]  Attack 2
 (1d10+6)[ 12 ]  Damage 2

Move 2 squares east, 1 south
 (1d20+9)[ 15 ]  Attack Reaction
 (1d10+6)[ 10 ]  Damage Reaction
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/59 
 PP: 18 PIv: 10 PIs: 18 
 Conditions:  
 Concentrating on: 
 8 / 8 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 3/3 3rd, 0/2 4th 
 1/2 Wildshape 

Caelyn winces as Bokono is banished by a bashing fist that destroyed his physical manifestation. Seeing that the fight was on the border of being solved, she intended to end it if she could. Crouching low, she threw herself forward into a sprint. When she reached the edge of the cold field she leapt through the trap. Trusting her momentum to get her across, if any cold touched her she seemed unconcerned about it. Skidding to through the edge of the zone, she shivered, chilled and slightly hurt, next to the remaining golem.

The ice on Caelyn's staff caused steam to erupt all over the length of wood, with far more ice than the meager trap's damage would indicate. Charged with spell power, she jammed the staff of conflicting elements towards the golem's exposed side. When she did, she uttered a word of shadow, a whisper come during her dreams, and there was a brilliant flash of necrotic energy that pulsed through the staff. This caused a cascade of elemental and vital energy that, even if it missed, contained substantial destructive energy, hopefully with aim blessed by the stars.
 
 
  
 
 Spoiler: OOC 
Ok, so tell me if any of this doesn't work and I will edit the post, but Caelyn would like to move towards the fight, do a 10 foot long jump with her 10 foot lead up. That would plant her in the upper leftmost blue squares for the trap. She will use her reaction to cast absorb elements for resistance to frost, enhancing her next melee attack with 1d6 of ice damage. Moving into the next square adjacent to the golem, Caelee will upcast a level 3 inflict wounds on the golem through her staff to gain it's bonus. So, the all important d20 roll...  (1d20+8)[ 14 ]  to hit (+6 from Bardin Inspiration for 20) with inflict wounds. Should she hit the golem, she would do  (5d10)[ 36 ]  necrotic damage,  (1d6)[ 3 ]  ice damage, and +3 Proficiency bonus fire damage from her painful burning gloves I'm just now remembering. I'm hoping for high rolls for a dramatic oneshot.
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 9/64   
 Spells: 1st: 0/4 2nd: 3/3 3rd: 2/3 4th: 1/2,  
 Channel: 2/2, Short Rests: 1/2 (+d8) Harness Divine Power 1/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom), concentrating on Luck 

Senna's divine magic invokes a glowing light, that quickly fades from the golem as it reveals the cleric's form again. The cleric looks at the dwarf, then steps in front of him  Best of luck, old chum.  she remarks with magical echo.

 
 Spoiler 
Casting Sacred Flame vs a save of 19, ****ing up.
Casting Luck (Elly's bonus spells) on Grok. He gains "super advantage" (basically an extra roll regardless of advantage) for three turns.
 

 
 
  
Amnestic
The lumbering golem evades Senna's sacred flame, somehow, but less so against Leaf's arrow, and even less so against Caelyn's wound infliction, the touch of which tears the magic from the creature and brings it to a swift end, even as she's chilled to the bone.

Throughout the encounter, the kneeling hobgoblin has not moved. Evidently, the trap-and-golem room does not constitute part of his guarded domain.

 
 Spoiler: OOC 

Senna casts Luck, Leaf hit, Caelyn finishes the fight, so Grok/Sam don't go. Unfortunately, Luck probably not getting much use.

Passing through the cold aura will deal 1d6 cold damage, Caelyn ended up taking  3  (before AE resistance).

It was a Deadly encounter, so  15xp .

Evading the traps will otherwise be trivial now that you've worked out the gimmick, so I'll just give a minute or three for recovery efforts and then we'll move on.
 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (16: Barkskin) HP: 69/69 | AC: 16 HP: Banished/38 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1 
 Daveorn Disguise, Barkskin | Banished 

Sam catches his breath in the wake of the fight, casting a wary glance over at the goblin. But he is true to his word.  "Well then,"  he straightens himself out,  "We should patch ourselves up and see what they were aiming to hide." 
 
 Spoiler: Actions 
...
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 4 acid, 5 fire, 2 cold
Conditions: ...  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Stepping into the room, Leaf scoots around the traps and nears the opposite door, where he proactively begins examining it for more traps, locks, or voices on the other side.

 
 Spoiler: Actions 
 (1d20+7)[ 25 ]  Perception to listen for voices
 (1d20+5)[ 23 ]  Investigation to search for traps
 
Archmage1
      
      Grok     
 Dwarf Paladin 8
AC: 20 HP: 52/93  PP: 10 PIv: 9 PIs: 10
SR 0/2, Conditions:
 
With the fall of the final golem, Grok plants the butt of his glaive on the ground, and spits out a mouthful of blood.  " Haven't been beaten quite like that in a while.  Damn things hit so hard my armor did nothing. "  He shakes his head.  " Once the ringin's faded a bit, and I'm feeling a bit more me and less like a beaten rug, let's hope that whatever these things were guarding was worth it. "

A few minutes pass by while Grok gets his head back together(And bends his helmet back into proper shape), and approaches the door on the far side of the chamber, and tests it, to see if it was locked.
 
 Spoiler: OOC 

Use a short rest to recover a spell slot and also heal a bit.
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 8 / 9 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 0/2 4th, 1/1 5th 
 1/2 Wildshape 

Caelyn moves forward, looking over the wreckage and devastation of the fight.  "I can summon a more powerful healing spirit, if we have a minute to think and rest. It doesn't heal fast, but it truly does add up."  She approached Grok, wincing at the severe wounds.
 
 
  
Archmage1
      
      Grok     
 Dwarf Paladin Sorcerer
AC: 20 HP: 52/93  PP: 10 PIv: 9 PIs: 10
SR 0/2, Conditions:
 
Grok pauses in his approach to the next door at Caelyn's words, and looks back over at the somewhat injured collection of allies, and the severely beaten arcana cleric.  " Aye, might be a good idea to help Senna and I out with some healing.  Those things packed a punch. " 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 8 / 9 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 0/2 4th, 1/1 5th 
 1/2 Wildshape 

Caelyn spoke a word of healing, following it up with druidic syllables to form a song of magic. This manifested as a small rabbit that blazed with light and fire. It nuzzled Grok, then Senna, then winks out of existence. It's healing magic wasn't really comforting- it felt as though you were being scorched by the sun, leaving a weak burn.  "Is more magic needed or are we ready to continue?" 
 
 
  
 
 Spoiler: OOC 
Heal Grok for 41 and Senna for 30.
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 59/72   
 Spells: 1st: 0/4 2nd: 3/3 3rd: 2/3 4th: 1/2,  
 Channel: 2/2, Short Rests: 1/2 (+d8) Harness Divine Power 1/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom) 

Senna's head drips with red liquid. She was glad she was a ginger, that way the others could not see the blood. Enveloped by Caelyn's magical sun, the cleric takes a second to regain her composure. Afterwards she feels like she was sunbathing a bit too long, which wasn't saying much with her fair skin and light complexion but still.

 It's fine. In fact this scuffle has only strengthened my faith in our bond.   She draws a trio of flasks from the bag of holding, then downs them like an experienced alcoholic.  I really need a drink after this.  she finishes as healing magic envelops her.  The Metatext is still unraveled before me. But we should quickly finish our mission, lest we want to throw harsh words at our enemies. We only have our one sturdy dwarf to shield us. 

The golem did in fact not shut Senna up.  Now for that charlatan down south.  Senna stomps to her unnatural entrance to the room south.  So what will you do now? 
 
 
  
Amnestic
  "Nothing, so long as you do not step into this room,"   the hobgoblin replies, seemingly unbothered by your survival.   "It would be unwise for you to do so."  

Leaf can't hear anything beyond the other door, nor does he find any traps during his search. From a glance at the layout of the rooms you can see, opening the door beyond the golem room should not open into the monk's room, and so it seems like a safe option - or, at least, one that will not antagonise the kneeling ascetic.
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 59/72   
 Spells: 1st: 0/4 2nd: 3/3 3rd: 2/3 4th: 1/2,  
 Channel: 2/2, Short Rests: 1/2 (+d8) Harness Divine Power 1/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom) 
 In any other life, I would love to exchange philosophies with you, I truly do. But we are in a hurry. Can you offer some advice? And would you kindly tell us why you protect this abode for the world's least spiritual organization? They abuse you as their guard dog. Are you bound by a geas? 
 
 
  
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 10 PIv: 9 PIs: 10
SR 0/2, Conditions:
 
As Caelyn focuses the power of her healing on him, Grok looks to her.  " Thank you, lass.  I was not looking forwards to pushing on without healing. "  However, with Leaf giving the all clear on the door on the far side of the golem room, Grok walks over to it, Glaive in hand, and carefully opens the door. 
 
  
Amnestic
  "You have already received my advice."   They reply.   "I am bound by duty, honour, and no more or less."  

The room beyond the golem's trapped lair is part storage room, part workroom. The centre is dominated by two desks with a few scattered papers, the walls by some sacks, jugs, and other miscellany. In one far corner is what looks like a cage, large enough for a human, built of solid wood and metal. Empty, save for some dried blood crusting its floor. It is otherwise empty.
A perusal of the papers finds that they are mostly notes for sales and purchases - a lot of unimportant material goods, the sort of sundries any large trader would be expected to deal in, though one paper, tucked between three others and seemingly left behind, notes a far more sinister set of sales. That of people.

The list of those sold doesn't include any names, just gender, race, price, and the date of sale. Not even the buyers are specified. Perfect anonymity in the records that are written down. Almost all listed were before you arrived in the city. One, however, at the very bottom of the list is not. It is dated a mere two days ago.
 Human Female. 10,000gp. 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (16: Barkskin) HP: 69/69 | AC: 16 HP: Banished/38 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1 
 Daveorn Disguise, Barkskin | Banished 

Going quickly over the room, Sam sifts through the documents. At last, they find one - just one - with something incriminating. The others... coded, maybe?

But his quick read of the dates and sales sends a chill down his spine. He points the page out to Senna and Caelyn.  "I think they snatched Vala after we got to the city. That must be why she never made it to the meet up."  A grim expression masked by his vampiric disguise shoots towards the cage. She might have been  here .

  "Her spear may still be here somewhere,"   Grepha's voice, cool and collected, notes in Sam's mind.   "And she is well known to you. Scrying is a possibility, to find where she was taken. Do not panic or act rashly."  
 "The spear. If it's not in here, that would... have to be somewhere behind the goblin?"  the half-dragon looks at the south wall of the room.  "Senna, can you do that stone-openey thing again?" 
 
 Spoiler: Actions 
...
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 4 acid, 5 fire, 2 cold
Conditions: ...  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf had never known this Vala person, but the idea of buying and selling people makes his fur crawl and stand on end. He slinks back to the doorway, peering out and watching for anyone coming after them.

 
 Spoiler: Actions 
...
 
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 10 PIv: 9 PIs: 10
SR 0/2, Conditions:
 
Grok scowls as he sees the collection of sales goods, specifically, that of the slave trade.  Expressing his frustration at the inability to really do anything about it by spitting furiously on the criminal floor, his eyes lift up, and seem to almost track where that Hobgoblin would be.  " Whether she's your friend or not, this might be exactly what Lord Eltan was looking for. "  He pauses, his voice grim.  " If, that is, we can find her.  Someone that valuable?  They're going to have her somewhere they think of as safe, and near to hand.  We're going through that damned goblin, and if she's not there, well, we'll look elsewhere. "

With his emotions raging at the scale of the criminal nature of the Iron Throne, flames seem to flicker behind his eyes, even as he starts towards the door leading out of the room.
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (16: Barkskin) HP: 69/69 | AC: 16 HP: Banished/38 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1 
 Daveorn Disguise, Barkskin | Banished 
 "Wait - there's another door here, I hadn't noticed it before,"  Sam points out as Grok begins to march out.  "It might lead where we're going without a fight. Let's not wear ourselves out with one we don't need."  Sam quickly scrapes some of the dried blood into an empty envelope and seals it, for later scrying.

 
 Spoiler: Actions 
...
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 4 acid, 5 fire, 2 cold
Conditions: ...  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

As attention turns ahead, Leaf gives the room a once over for any other valuables.

 
 Spoiler: Actions 
 (1d20+5)[ 14 ]  Investigation
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 59/72   
 Spells: 1st: 0/4 2nd: 0/3 3rd: 1/3 4th: 1/2, 5th 1/1  
 Channel: 2/2, Short Rests: 1/2 (+d8) Harness Divine Power 1/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom) 

Senna silently listens to Grepha, then Grok. As he mentions Vala as a valuable 'evidence', Senna pipes up.  Vala is not an item used during a trial. She is a friend!  The cleric is disheveled, anyone able to read her notices she is on the verge of tears.  The safety should be our first concern.  Her eyes begin to water, with uncertain voice she adds:  I need a whole ritual room for a Scrying, plus a day of preparation. The recent ordeal may have gotten us enough favor of Deneir for me to request such a rite, but I still need the proper scriptures. I will however contact her posthaste. 

Scribing into the air, the cleric adds another "letter" like the one she sent to Duke Eltan.

  Vala, here is Senna,
Are you safe? Are you unharmed?
We have found terrible news about slaves.
We hope you are not one.   
 
 
  
Amnestic
Unfortunately there's no secret stash of 10000gp (nor the rest of the sales listed) to be found in this room. Leif does manage to unearth a secret stash of a single potion though.
 
 Spoiler 

 Crimson Ox Brew 
This slightly fizzy liquid helps to stave off the effects of Fatigue and Exhaustion. After consuming it, it temporarily suppresses the effects of one level of Fatigue or Exhaustion (your choice) until you complete a long rest.

Please be aware that consuming excess Crimson Ox Brew can cause heightened blood pressure, accelerated heart rate, tooth decay, and potentially death.
 


Senna's Sending spell connects, but there is no response from Vala. She is met only with silence. From this, she can judge that Vala still lives, but that she is not conscious, or otherwise is unable to respond to the telepathic message. Normally a Sending spell would wake a sleeper, and so it seems unlikely that you have simply caught her napping - a more sinister situation is afoot (or 'ahead').
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 59/72   
 Spells: 1st: 0/4 2nd: 1/3 3rd: 1/3 4th: 1/2, 5th 1/1  
 Channel: 2/2, Short Rests: 1/2 (+d8) Harness Divine Power 0/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom) 
 Vala does not respond. Senna finally whispers with a pale face.  Sh-she lives, but she does not answer. They did something vile to her. I do not care how battered and broken we are. We MUST find her. NOW.  Senna finally goes.

 Gather your ****, I will divine her place. 
 
 Spoiler 
If no one objects Senna burns a slot on Locate Creature. Her last 4th level slot, leaving me with three slots between 2nd and 5th level. (and the highest level only works for creating a gate to the Hall of Wonders, a HORRIBLE place to lead our enemies to.
 

 
 
  
Amnestic
Senna's spell proves ineffective - with only a 1000ft range, Vala proves to be beyond Locate Creature's range. Wherever she is, it is not in the building, or its immediate vicinity.

The room placed between yourself and the hobgoblin looks to be another storage room, though this one has more crates than the last. More 'cage' crates too. These, however, are stocked full of a menagerie of creatures. A trio of cockatrice in one, a massive four-armed two-legged ape in another, a giant slug twice your size in a third, and a half-dozen more cages besides that. While one or two are empty, there are animals enough to stock a small - extremely deadly - zoo here. All of them, thankfully, appear asleep. Unusually so, given the noise your encounter with the golems caused. Even if some had slept through it, not all of them would have done. The walls just aren't thick enough. Either a drug or magic are likely at work to keep the creatures pacified.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (16: Barkskin) HP: 69/69 | AC: 16 HP: Banished/38 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1 
 Daveorn Disguise, Barkskin | Banished 

As much as the bleeding heart in Sam would like to see these creatures returned to their natural habitats, it does not bleed so much as to try dragging them out. And though the brief thought passes by to set them loose on the Throne's headquarters, there would be too much possibility for civilians to be hurt if they got out.

 "Alright. Let's see if we can find Vala's stuff, and any evidence of this monster-smuggling they're doing. I don't think it's generally illegal, but I dunno if the Throne actually has a license for it, or if some of these are outlawed for some reason. Then, we need to find a way out of here. There's definitely a crowd out front." 
 
 Spoiler: Actions 
 (1d20+5)[ 8 ]  Investigation to search the room
 (1d20+5)[ 19 ]  Advantage from Leaf
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 4 acid, 5 fire, 2 cold
Conditions: ...  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Assisting Sam in sorting through the crates, Leaf keeps an eye out for any valuables.

 
 Spoiler: Actions 
Investigation Help
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 59/72   
 Spells: 1st: 0/4 2nd: 1/3 3rd: 1/3 4th: 1/2, 5th 1/1  
 Channel: 2/2, Short Rests: 1/2 (+d8) Harness Divine Power 0/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom) 
 Vala is not here anymore. I would propose to fall back to the Hall of Wonders. While Gond is not my deity, they maintain a teleportation circle, and Oghma and Deneir are welcome there. though I need some expensive scribing materials for the circle. We can walk out of here but I dont want to leave the animals here. Euthanizing might be the other best option.  Senna approaches her brother.

 Law this, law that.  Senna takes Sam to the side.  Do you even listen to yourself? Does Grepha get to your head too much? She may be the voice of reason sometimes. But I feel we should think about if this is reasonable within city limits rather than if it is legal or not. No child needs a pet cockatrice. And no noble should imprison a gorilla, two or four legged. I get the fascination, I really do; after all half of fiction is about fantastical animals. But these are simply too dangerous to be kept within city limits.  
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (16: Barkskin) HP: 69/69 | AC: 16 HP: Banished/38 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1 
 Daveorn Disguise, Barkskin | Banished 
 "We're not killing these helpless things that can't defend themselves,"  Sam states firmly.  "The Fist might, if they seize them. They're not exactly normal animals that can just be released back into the wild... But that's not on us. I shouldn't need to explain to you  why ." 

At Senna's speech, he tilts his head and looks at her quizzically, which may look strange on Daveorn's face.  "What? ... I'm not saying it's right because it's legal, I'm just saying I dunno if this'll help build a case against them much. The Throne could just claim they're harvesting magic components or something, all the wizard-lobbied laws are super stupid."  The half-dragon folds his arms and declares,  "Though Bahamut values law and order, any law that is corrupt and unjust must be stricken down. Someday maybe I can see this corruption rooted out, but we gotta stay focused on task. Get evidence, turn it over, then go find Vala, then go stop Ra-r... Richter? The guy going to Candlekeep." 
 
 Spoiler: Actions 
...
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 4 acid, 5 fire, 2 cold
Conditions: ...  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf continues his search.

 
 Spoiler: Actions 
...
 
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 10 PIv: 9 PIs: 10
SR 0/2, Conditions:
 
Having remained silent while Sam and Senna discuss, Grok calmly moves around the outer walls of the rooms, tapping them, and listening for an echo, searching for a hidden exit.  After all, if they were storing animals here, there must have been a way to get them in and out that wasn't the front door.

However, he pauses in his searching when Senna brings up killing the animals, and he looks at her, disappointment showing in his expression.  His voice is harsh, but at the same time, almost kind.  " No, Senna.  We'll not be doing that. "  With that declaration, he approaches her, and carefully reaches up and lays a hand on her shoulder, in an attempt to comfort her.  " I know you're worried about your friend, and we will find her, just as we'll find the evidence we need to bring this whole operation down.  But we can't just lash out blindly at anything that seems like it might be theirs.  We need to balance our desire for vengeance with compassion, lest we become just as cruel, evil, and malicious as what we are fighting against.  We'll rescue her, and we'll do it without damning ourselves in the process, just as we'll bring down this whole conspiracy. "

With a hopefully inspirational speech given, he lowers his arm, and takes another look around the room.  " Now, if those noises outside were the guard, that's a problem.  Our employer specifically said that the guard will not respond to an attack here, so either they're corrupt, or they're not the guard.  In either case, fighting in the streets is not what we want, so we need to find another exit.  Whether a way into the sewers, or just creating another exit on the surface I don't know, but we need to do it. "  He pauses as a thought occured to him, and turns to Leaf.  " Leaf, think you can take a look out the front without being noticed? "
 
 Spoiler: OOC 

 (1d20-1)[ 18 ]  Investigation(If Dwarven stonecunning can apply, add 8 to this roll), looking for a thinner area of stone that potentially connects to a void of some sort, or else a secret exit.
 (1d20-1)[ 10 ]  Investigation(If Dwarven stonecunning can apply, add 8 to this roll) Advantage, if someone provides it.
 

 
 
  
Amnestic
Vala's items - including her spear - are nowhere to be found. It's possible they were sold separately, or that they were bundled up with her sale to whomever bought her. There's a few more papers regarding the sale of the creatures found in this room, but they're equally as vague as the ones relating to people - the creature in question, the date of sale, and the price. Otherwise, it's mostly mundane foodstuffs and other objects you're not particularly interested in.

While some ares do seem weaker to Grok, this looks like just standard construction issues rather than anything planned. Nowhere appears hollow - if there is a secret door, your stonecunning can't find it, and so it more than likely does not exist at all. The Iron Throne building seems built to serve somewhat as a fortress, and doing so means minimising entrances and exits. Outside of making your own exit (whether that be through a wall, a window or otherwise), the front door appears to be the only way in or out of the building.
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 8 / 9 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 0/2 4th, 1/1 5th 
 1/2 Wildshape 

Caelyn frowned at the news of Vala's capture. They would do whatever they could to save her. They owed her that at least. She looked around the room, lending her eyes to trying to find a way out, but finding none proposes an alternative-  "I can make almost all of us completely invisible for an hour, so long as you don't attack or cast a spell. If we could make our way out slowly and quietly with the aid of the spell, we may yet escape without getting mired down by reinforcements." 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (16: Barkskin) HP: 69/69 | AC: 16 HP: Banished/38 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1 
 Daveorn Disguise, Barkskin | Banished 
 "Oh, yes, that sounds like it should work,"  Sam perks up at Caelee's suggestion, nodding his head.  "We just have to find somewhere to get outside. A first or even second floor window?" 
 
 Spoiler: Actions 
...
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 4 acid, 5 fire, 2 cold
Conditions: ...  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  
 "I am quite capable of slipping away with the right exit,"  Leaf nods his head, smiling.  "I was mainly worried about the rest of you. If you can vanish from sight, we should be well-made." 
 
 Spoiler: Actions 
...
 
Amnestic
By smashing a rear window on the first floor, you're able to shimmy down from the shattered 'exit' unseen and invisible. The dark of the winter night is broken only by lights from the building at your back, casting the small grass-covered grounds in a dim light. Enough to see by, even for those not blessed to be born with darkvision. The noise seems to have gone unheard by those outside the front door, as no one comes to investigate as you dart unseen. The rear wall is some eight feet tall, but hardly insurmountable when you have time to act, even if coordinating between each other proves somewhat taxing when none of you can see each other. There is much fumbling in the dark, eyes poked, and awkward grabs. You do, eventually, make it over though, and no worse for wear. Away from the building, away from its lights, and away from anyone outside of it. For whatever reason, the compound was not surrounded, and you're able to to dart through alleys until putting distance between you and your prized destination.
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 10 PIv: 9 PIs: 10
SR 0/2, Conditions:
 
As the plan of invisibility is detemined, Grok makes sure that the sales records were collected before doing his best to sneak out, his limited ability at stealth being enough to get people to ignore the sounds of the passing ironworks, apparently.

After getting some distance between the building and the party, Grok pauses, his voice coming out of nowhere.  " Well, we did some good, learned of their slaving, and learned where more concrete evidence might be found.  We'd best report our findings to the duke, because he's going to have a lot of **** raining down on him for this. "  He pauses.  " Unless any o you have any ideas of where they might be transporting the slaves?  If we can hit that tonight, right now, before they can get reorganized and bury the evidence, we might have an easy way afore we head to Candlekeep. "  In his concern, Grok's dwarven accent seems to thicken as he falls back on older habits as he expresses his concerns. 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (16: Barkskin) HP: 69/69 | AC: 16 HP: Banished/38 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1 
 Daveorn Disguise, Barkskin | Banished 

As they wait some distance away for Leaf to return from his prowling, Sam nods at Grok's thoughts.  "There's that Undercellar place,"  he reminds.  "I don't know what shape we're in to get into more trouble tonight, but if it means finding Vala's trail that much faster... I'd be down to risk it." 
 
 Spoiler: Actions 
...
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 4 acid, 5 fire, 2 cold
Conditions: ...  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Curiosity killed the cat... Leaf slips out front as the party makes their escape, his made-up fur dark against the night-time grass. He prowls past, seeing who might be making the ruckus outside, ears perked to listen in. And he keeps an eye out for that stone Sam lost; it could be  evidence  against them later.

 
 Spoiler: Actions 
 (1d20+11)[ 28 ]  Stealth
 (1d20+11)[ 27 ]  Advantage (cloak)
 (1d20+7)[ 23 ]  Perception to find the wine stone
 
Amnestic
Leaf is able to spot the winestone sitting in the dewey grass and scoop it up before anyone else finds it. Around the front he sees a collection of Iron Throne guards, numbering perhaps twenty or so, all milling about. They lack direction, and they lack a leader, but their swords are still as sharp once drawn from sheathe. Some are arguing over what they should do. Others look bored, others look concerned - though you might expect that's mostly about if they're going to be paid again.
RandomWombat
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 4 acid, 5 fire, 2 cold
Conditions: ...  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Slipping away back to the others, Leaf places the winestone in Sam's hand before the dragonborn realizes he's even there.  "Twenty guards out front. Not the Fist, just Throne hirelings. We could probably take them, but it would be... messy." 
 
 Spoiler: Actions 
...
 

     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 (16: Barkskin) HP: 69/69 | AC: 16 HP: Banished/38 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1 
 Daveorn Disguise, Barkskin | Banished 
 "Thanks,"  relieved to have it back, Sam slips it into a pocket.  "Yeah, I think it's good to avoid a huge bloodbath. In general. So... are we going to that Undercellar place, now? Should we find somewhere to take our disguises off first?" 
 
 Spoiler: Actions 
...
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 8 / 9 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 1/3 3rd, 0/2 4th, 1/1 5th 
 1/2 Wildshape 

Caelyn shook her head at the thought of engaging in more combat.  "Killing thug guards isn't going to help us or the victims or the Duke. Let us head for this Undercellar and regroup, remove disguises, and then decide if we bother the Duke late or wait till tomorrow." 
 
 
  
Amnestic
The main problem with visiting the Undercellar is that you don't actually know where it is or how to reach it, other than that it is somewhere beneath Baldur's Gate. It's also late, and so making inquiries proves doubly difficult. Still, after traipsing across the city for the better part of four hours (and picking up no trace of Vala in the meantime) you eventually arrive at where your inquiries pointed you towards - the Blushing Mermaid. An inn of some disrepute for its gambling and being one spilled drink away from a brawl.

The place takes its name from the life-sized wooden mermaid hanging above the incongruous reception desk, a dozen blackened and withered hands nailed to its body - souvenirs left by those who refused to pay their bill. This inn’s dimly-lit and raucous interior create the perfect environment for those not wanting to be seen. Once-fine tables share space with barrels used as improvised chairs.
The inn’s hardwood floors have also clearly seen better days, with many gouges from errant weapons and the occasional, suspicious stain. Despite the late hour, there are still some patrons drinking and gambling at dice and cards. There's a single server behind the bar, and a pretty young waitress moving between tables, flashing a smile strained by fatigue at those still in attendance.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 69/69 | AC: 16 HP: 38/38 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1 
 Human Nobleman Disguise | Spider Form, Armor of Shadows, Invisible 

After the party had changed out of their undead disguises, Sam had shifted to a new one. A human nobleman with hair in the same tone as he recalls Vala having, wearing a black and green buttoned-up shirt over a stomach that implies comfortable living. Flanked by his 'adventurer guards,' he approaches the bar.

 "Evening,"  he greets the bartender in his best serene, collected noble voice, though he injects some strain into it - the serenity is a facade within a facade, and Sam is getting perhaps a little too in-character. In a low voice he requests,  "I am after specialty goods. I have been told your cellar is where to find them."  Wasting no time, he sets a pouch of coin softly on the counter and slides it across. It's late. They're both probably tired. Sam does his best to seem all business, and more importantly all profit.

Summoned once more in the interim, Grepha rides on his shoulder in the form of an invisible spider.

 
 Spoiler: Actions 
Offering a 100 gp bribe.
 (1d20+12)[ 24 ]  Persuasion
 (1d20+12)[ 25 ]  if the bribe gives Advantage
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 4 acid, 5 fire, 2 cold
Conditions: ...  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Slinking in behind the rest of the party, Leaf saunters past the tired-looking waitress with a playful wink.

 
 Spoiler: Actions 
...
 
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 10 PIv: 9 PIs: 10
SR 0/2, Conditions:
 
With wandering the city looking for clues and signs of Vala done, some cleaning completed to conclude the Iron Throne assault, Sam's nose is eventually able to lead the group to the Blushing Mermaid, and Grok just stands, somewhat menacingly in the background, keeping an eye on the no doubt foul denizens of this place. 
 
  
purepolarpanzer
It hadn't been long ago that Caelyn would have relished a bar like this, drinking heavily and trying to find comradery. But though it was not long ago, she had come a great distance from that day. She ordered tea if she could get it, clean water if not, and sat down at a table, eyes aware even as dark circles began to form around them, her concentration strained but not broken.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 69/69 | AC: 16 HP: 38/38 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1 
 Human Nobleman Disguise | Spider Form, Armor of Shadows, Invisible 

As Caelyn drifts away to stew her thoughts in tea, Grepha slips away from the rest of the party at the bar. Familiar spidery legs crawl up the outside of the elven girl's pantleg, and eventually reach her shoulder. The invisible arachnid speaks softly,  "You slipped,"  the words aren't mocking, not a taunt or a jab. They sound sickened, if anything. Like Grepha is struggling against acid reflux as she speaks.  "It happens. I understand, as well as any of your siblings I expect. Even attempting to do something kind or altruistic makes me physically ill..."  the small devil lets the detail slip, in a moment of weakness. Or a moment of strength, depending how one looks.  "Remember, it's not you. It's an enemy, a dangerous one that lives inside your soul. Today was a rough battle, but the war is not lost for this slip." 
 
 Spoiler: Actions 
...
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 4 acid, 5 fire, 2 cold
Conditions: ...  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

...

 
 Spoiler: Actions 
...
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 8 / 9 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 0/2 4th, 1/1 5th 
 1/2 Wildshape 

Caelyn didn't trust the water, as she spotted something growing in her cup. She drew from her waterskin instead, but Grepha would notice her eyes roaming over the alcohol in the group.  "Grepha... I've come a long way since Candlekeep. All of us have. I started a young, silly prankster, I became a heedless party girl... far too young... I became violent. I hurt people, both those who deserved it and... those who didn't. I've saved and taken more lives than I could count if I tranced for a dozen years. I've been weak, I've been strong, I've been foolish, I've been wise, I've fought for good, and I've aided evil..." 

Finally relenting, she signaled for the tired waitress, tipped her heavily, and ordered a wine. She smiled and thought of Melian while she waited for it to come. When it arrived she took a long sip, then set the glass down.  "I've come so far in such a short time, I feel like I'm moving through time faster than is comfortable. Like I'm growing thin. Maybe it's an elf thing."  She shrugged and took another drink.  "I've never been more powerful. More in tune with nature. More... dangerous. And still I seem to have no control over this foul corruption of my soul. Even the gods balk at our pleas for help... and I feel helpless. But I'm not that girl anymore, Grepha. I can withstand this chaos, this blood, this fire... because I must. I just fear what I may become if I continue to grow and change at this rate. If I stretch too far and... snap... like Viv did. But I will withstand it." 

Another sip, then another, deeper. She set the glass down.  "I'm going to make one last plea for aid. I intend to ask the elvish god of dreams for intercession. For help. For... anything. And if that doesn't work... I'm just going to try not to burn out before we find father's killer. Then... we'll see."  She finished the wine, then motioned for more.  "I love them Grepha. I love what we once had, and I even love how we've changed. Grepha... I even love you. I can't imagine this journey without you, any more than Sam and Senna. And I will not allow myself to hurt any of you. Do you understand?" 
 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 69/69 | AC: 16 HP: 38/38 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1 
 Human Nobleman Disguise | Spider Form, Armor of Shadows, Invisible 

Watching as Caelyn gives into the draw of the alcohol, Grepha restrains herself from commenting. There is an unsteady conquest over her infernal instincts, momentary and fleeting though it may be. Any slip at all back into the shroud of protective mockery will be all the harder to pull back from.  "My own path began similarly to your own,"  she says, nostalgically. There is only so much she can say aloud without risk. The ones below keep their secrets jealously. Such as the exact process of how a soul is made into a devil. That she recalls much at all is an anomaly, and the longer she remains bound to a bright soul the stronger those vestiges feel. The presence of dangerous adventurers can only do so much to dissuade intervention if the extent of her  turning  is made clear.

 "A quest for vengeance, and then fire,"  she says, vaguely enough.

Further down the second bottle, Grepha shifts uncomfortably under Caelyn's fond comment.  "You have learned to be wary of your own dark nature. Remember that I have mine. I value your family as powerful allies, but love is an alien thing."  Not gone entirely, but wrapped up in thorns of spite until the two have bled so much into one another as to be indistinguishable. Whatever is left may as well be as alien as the absence in most of her fiendish kin.  "Treat me with due caution, as you always have." 
 "As far as gods go..."  Grepha grimaces. An expression both unseen and unreadable on a spider's face.  "Take due care, with them, as well. Your brother has much faith in his platinum god, and wishes me to seek the light through that path. But even the gods of good do not think like people, and you and I are made of  stuff  they hate. You may not like what they ask for in return." 
 
 Spoiler: Actions 
...
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 4 acid, 5 fire, 2 cold
Conditions: ...  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

...

 
 Spoiler: Actions 
...
 
Amnestic
The barman eyes the bribe, quick-counting the coins within it.  "I'm sure I don't know what you're talking about,"  he says in a gruff tone.  "At least not for this much. Upkeep on infrastructure's costing more these days. 50,  each . And don't think I missed your talking spider either."  All told, the bribe he's asking is triple what was offered, but such is the cost of doing business, unless you want to search out another route of your own.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 69/69 | AC: 16 HP: 38/38 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1 
 Human Nobleman Disguise | Spider Form, Armor of Shadows, Invisible 
 "Far be it from me to deny a businessman his livelihood,"  Sam reaches into their coin supply and produces two more bags, each with 100 gold pieces. 50 per head with six heads, for 300 total. He sets them beside the first.

 
 Spoiler: Actions 
...
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 4 acid, 5 fire, 2 cold
Conditions: ...  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Sauntering up to the counter behind Sam, Leaf maintains a casual stance, passively casing the joint and patrons. It just comes as second nature.

 
 Spoiler: Actions 
 (1d20+7)[ 16 ]  Perception to notice anyone or anything of interest
 
Amnestic
The barman quietly counts the coin, and then deposits it beneath the bar, retrieving a small token - an iron seal with a small blue ribbon, upon which the vague image of the Blushing Mermaid is etched.  "Third door on your right. Show this when they ask."  He says, thumbing you at one of the rooms behind him where cards are being played. No one looks twice at your party passing through.

The door, which is unlocked, immediately leads down a set of stone stairs that descend into the earth. The single file tunnel is dark and unlit, but the most you have to fear from it are errant spiderwebs from entirely normal sized spiders. It wends down, and after less than a minute opens up into light and noise. You find yourself in, surprisingly,  another  bar, one whose patrons look a little seedier, and whose waitresses are showing a little more skin.  Everyone  in here is armed, in one way or another, though the only blades drawn are those being used in some of the table games being played.
 "Token."  The voice comes from a one-eyed minotaur stood just by the entrance. The sole weapons he carries are a pair of spiked knuckles that hang lazily at his belt, ready to be slipped on at a moment's notice. Once he verifies the token as legitimate, he hands it back to you. Apparently it will serve as access in the future, as well as immediately.  "Welcome to the Undercellar. What's your poison? Gold? Women? Golden women?"  He chuckles deeply at the joke he has no doubt told a thousand times, and will tell a thousand more.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 69/69 | AC: 16 HP: 38/38 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1 
 Human Nobleman Disguise | Spider Form, Armor of Shadows, Invisible 
 "Firstly, I've a need to liquidate some goods,"  the fictional nobleman whose face Sam wears answers.  "Where is trading and pawning done?" 
 
 Spoiler: Actions 
...
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 4 acid, 5 fire, 2 cold
Conditions: ...  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

This place is everything Leaf expected it to be. Not his first seedy den of scum and villainy, though the clientele are a little rougher than his usual crowd.  "Do you... have any golden women?"  he asks curiously, sparing Sam the need to ask directly.

 
 Spoiler: Actions 
...
 
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 10 PIv: 9 PIs: 10
SR 0/2, Conditions:
 
Continuing in his role as a self-appointed guard, Grok follows Sam and Leaf down, through the doors indicated, keeping a wary eye out, and his ears open for trouble.
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 9/64   
 Spells: 1st: 0/4 2nd: 3/3 3rd: 2/3 4th: 1/2,  
 Channel: 2/2, Short Rests: 1/2 (+d8) Harness Divine Power 1/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom), concentrating on Luck 

Senna stayed mostly silent. This was not her world, that was between books, praying and the occasional sonnet. No one seemed to appreciate the fine arts here, and she was quickly missing the Iron Throne tower. Not even half as subtle as a shifted druid or a cat burglar could be, and not as much a presence as the noble dwarf and their "heroic leader" was, Senna simply watched and stood silently.

 
 Spoiler 
Perception  (1d20+9)[ 25 ] 
 

 
 
  
Amnestic
 "Alfrus Manyblades deals in weapons and armour. Vug in potions and poisons. Moda for any...esoteric goods."  He punctuates each one with a short list of directions beyond the bar. From the number of turns, it seems the Undercellar is not merely a connection of rooms, but almost a maze. Who knows where a wrong turn might lead you? To Leaf's question, the minotaur smirks.  "Golden women, men, and more of every colour can be found at Dillar's Den."  Again he lists a few swift directions. Despite his threatening aura, he seems quite eager to recommend you stay and spend your gold. It might occur to Caelyn that among the rumours of the city, she had heard that a consort in the Undercellar had recently come into possession of the famed Cloak of Balduran, if you wanted to spend some time and coin finding out if that gossip was true.
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 69/69 | AC: 16 HP: 38/38 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1 
 Human Nobleman Disguise | Spider Form, Armor of Shadows, Invisible 
 "Then, we shall begin our business at Manyblades,"  Sam informs his 'entourage'. Most of their spare magic items to sell off are weapons, or weapon accessories. They could split up to search for clues, but in this wicked maze he's worried about being separated.

 
 Spoiler: Actions 
...
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 4 acid, 5 fire, 2 cold
Conditions: ...  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  
 "So long as we can visit the den afterwards?"  Leaf adds, hopefully.

 
 Spoiler: Actions 
...
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 8 / 9 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 0/2 4th, 1/1 5th 
 1/2 Wildshape 

Caelyn let Sam do the talking, but when the Den is mentioned, she leans in and whispers. " Word is that a courtesan from the Undercellar came into a cape of magical renown. It would be worth some coin and an investigation just to find out if it was true." 
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 9/64   
 Spells: 1st: 0/4 2nd: 3/3 3rd: 2/3 4th: 1/2,  
 Channel: 2/2, Short Rests: 1/2 (+d8) Harness Divine Power 1/2, 2nd 
 Conditions: Con reduced to 14 (Slimy Dooooom), concentrating on Luck 
 I do not advise splitting up, however since the majority of us are using the Weave one way or another, I recommend skipping the potions person for now, then skipping to the arcanist.

I would love to search for an item of the legendary hero Balduran. But not if it would delay our current mission.  You can hear a twinge of sadness in Senna's voice as she has to skip out on legendary lore for a friend. But friends come first.
 
 
  
Amnestic
As you pass out of the bar into the quiet tunnels beneath the city, the air turns dark once more, and you're forced to again rely on your own lighting in order to navigate, though there is the occasional patch of luminescent moss that may be natural or may be magical. Its eerie purple-yellow glow warns any away from touching it too closely.

The directions take you past a number of closed doors, each surprisingly sturdy. The sounds behind them vary - sometimes silence, sometimes moans of pleasure that could only come from nocturnal activities, some jittering laughter or crying, and some the completely mundane sound of hammer on anvil.

The lattermost is your destination. Alfrus Manyblades' shop - bearing no markings that differentiate its door from any others - is a small place. There's no forge here, the hammer and anvil in the corner, worked by a surly looking dwarf child, seems solely for beating out dents and dints rather than any true creation.

A pair of cloak and dagger types are sat in the shadows of opposite corners, watching quietly. Behind the desk that dominates the centre of the room, layered with an arsenal, is the man you presume to be Alfrus, a human of some 60 years with leathery skin, one eye and one hand. The stump in place of his other hand has a dagger attached to it, sharp and polished. Despite the threatening appearance, he smiles a wide, unpleasantly toothy smile when you enter.  "'ere to buy and trade?" 
 
 Spoiler: For Sale 

Mundane weapons/armour

Uncommon:-
 
 Spoiler: Backwhacker - 400gp 

Backwhacker
Weapon (Club), Uncommon

This +1 club has the Finesse property and is favoured by many a thug on the backstreets of Baldur's Gate. If you critically strike with the club and deal Sneak Attack damage, the target must succeed on a Constitution saving throw (DC=1/2 the Sneak Attack damage dealt) or be knocked unconscious until the end of its next turn.
 

 
 Spoiler: Eadro's Blade - 500gp 

Eadro's Blade
Weapon (Scimitar), Uncommon (Requires attunement)

This +1 scimitar was once held by a revolutionary who wished to overthrow the genie masters of Calimshan. When elemental creatures attack you, they suffer a -1d4 to attack rolls. If you critically strike an elemental creature, it must succeed on a Charisma saving throw (DC=damage dealt) or be banished back to its own plane immediately.
 

 
 Spoiler: Tarloc's Contingency - 800gp 

Tarloc's Contingency
Armour (Shield), Uncommon

Created by a fearful mage who wished to never meet death, this +1 shield safeguards its wearer against the most vicious of strikes. Whenever you suffer a critical hit while wielding this shield, you gain the effects of the Invisibility spell for 1 minute. Though this does not require your Concentration, it does still end early should you take any actions that would normally end the Invisibility spell.
 

 
 Spoiler: The Guardian Devil - 800gp 

The Guardian Devil
Wondrous Item (Helmet), Uncommon (Requires attunement)

A helm of obsidian-black iron and a fanged devil's engraving on the outside. Though its appearance is initially off-putting and rough, it wears comfortably. While wearing and attuned to this item you increase your armour class by +1, and ranged weapon attacks suffer a -1d4 on their attack rolls against you.
 


Rare:-
 
 Spoiler: Bracers of the Shuttered Lid - 1000gp 

Bracers of the Shuttered Lid
Wondrous Item (Bracers), Rare (Requires attunement by a monk)

These bracers were supposedly used by a secretive sect of monks that trained exclusive in total darkness. While attuned to these bracers, you have a +2 bonus to attack and damage rolls on unarmed strikes. This does stacks other magic items that grant bonuses to your unarmed strikes, but only to a maximum of +3. In addition whenever you critically hit a target with one of your unarmed strikes they are Blinded until the end of your next turn.
 

 
 Spoiler: Chesley Crusher - 1000gp 

Chesley Crusher
Weapon (Glaive), Rare

This enormously heavy glaive prevents those normally quick of strike from performing follow throughs, but in return their own blow is far stronger than that of normal weapons. While wielding this +2 glaive, if you have the Extra Attack (or similar) feature, you do not gain any additional attacks when you take the attack action. Instead, you add the damage dice and modifiers you would gain from your extra attack(s) to the single attack you make.
 

 
 Spoiler: Crimson Dawn - 1500gp 

Crimson Dawn
Weapon (Longsword), Rare (Requires Attunement)

This crimson-bladed katana seems to be able to slice sunlight itself. Its enchantment calls upon the wielder to forever slice faster and faster, becoming a dervish of destruction on the battlefield. Whenever you reduce a creature to 0HP or kill them with this +2 longsword, you gain the effect of the Haste spell until the end of your next turn. When this effect expires you do not suffer from any lethargy.
 

 
 Spoiler: Daeros' Full Plate - 3000gp 

Daeros's Full Plate
Armour (Plate Mail), Rare (Requires Attunement)

Crafted by dwarven smiths, this breastplate from the former ruler of Dragonspear bears the image of a copper dragon. While wearing this +1 plate mail, you gain Resistance to Fire damage and have advantage on saving throws against a dragon's breath weapon, regardless of what damage type (if any) the breath deals.
 

 
 Spoiler: Martyr's Morningstar - 800gp 

Martyr's Morningstar
Weapon (Morningstar), Rare (Requires attunement)

This weapon if Ilmater's faithful drains the wielder's strength, using that same magic to destroy enemies of the faith. While attuned to this +2 morningstar your maximum hit points are decreased by an amount equal to twice your proficiency bonus. On a critical hit with this weapon, you reduce the target's current and maximum hit points by that same amount. This reduction is removed on completion of a long rest.
 

Very Rare:-
 
 Spoiler: Astral Crossbow - 4000gp 

Astral Crossbow
Weapon (Heavy Crossbow), Very Rare (Requires attunement)

The silver string on this crossbow glimmers with the energy of the Astral plane. Whenever you critically strike with this +3 heavy crossbow, the target is stunned until the end of your next turn.
 

 
 Spoiler: Blessed Bracers - 10000gp 

Blessed Bracers
Wondrous Item (Bracers), Very Rare (Requires attunement by a Paladin)

These bracers empower those who defend justice, drawing power from their oaths. While attuned to these bracers, you increase your maximum HP by an amount equal to your Paladin level, your Lay of Hands pool doubles in size, and once per week you may cast the Resurrection spell without requiring material components.
 

 
 Spoiler: Fractal Blade - 8000gp 

Fractal Blade
Weapon (Shortsword), Very Rare (Requires attunement)

Light seems to shimmer and refract through this transparent blade, causing it to project mirrors whenever it catches the sun. Whenever you are hit by a weapon attack when you are attuned to this +3 shortsword, roll a d10. On a 10, you gain the effects of the Mirror Image spell for 1 minute.
 

 
 Spoiler: Kruntur's Armour - 5000gp 

Kruntur's Armor
Armour (Studded Leather), Very Rare

The goblin warlord Kruntur refused to leave this armour, even in death, and his spirit still lingers within it. While wearing this +2 studded leather armour, you gain immunity to the Stunned condition. Occasionally while wearing it you may hear whispered curses or suggestions in the tongue of goblins.
 

 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 12 HP: 69/69 | AC: 16 HP: 38/38 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1 
 Human Nobleman Disguise | Spider Form, Armor of Shadows, Invisible 

After selling off some of their accumulated magic weapons not currently in use, Sam tallies their funds. Setting aside what he hopes is enough for any bribes they need to make going after Vala, he hands Grok the rest of the coin - about four thousand.  "Your team should get equipped,"  he instructs, like an employer, already slotting himself into the new role.

 
 Spoiler: Actions 
...
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 4 acid, 5 fire, 2 cold
Conditions: ...  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Lingering near the entrance of the shop, Leaf keeps an eye out for anyone on their tail.

 
 Spoiler: Actions 
 (1d20+7)[ 13 ]  Perception
 
Amnestic
After you've made your purchases, Alfrus hands you a stampcard with a single stamp on it, with seven more spots remaining, promising a 10% discount on one item when for a full turn in (only one stamp available per day). It seems unlikely he's ever had a stamp card returned, but nevertheless there's the slight, entirely natural, tug in the back of your mind urging you to fill it in. After all, 10%? That could be thousands of gold...

 Moda's Magical Mysteries  looks entirely out of place for being underground. For one thing, it has skylights, which open up onto a pale blue summer sky. Clearly, the glass is enchanted. The actual room itself is sterile, formed of white tiles, painted white walls, and white furniture. The only colour comes from that held in the display cases. Even the customary pair of guards, and the proprietor, are dressed in full white, their faces occluded from sight. They gesture, politely, at their goods, with carefully printed signs denoting the item, its capabilities, and most importantly its price.

 
 Spoiler: Sell List 

Gilded Skull (150gp) - it's buy price is 300gp!
Boots of the Winterland (300gp)
Ring of Free Action (1000gp)
Barrier Tattoo Medium - AC 15+Dex (Max 2) (750g).
The skull of some sort of demon (10gp)
An embroidered pillow (soiled) depicting a unicorn. (1gp)
Fortune Cookie Bag of Mystical Jokes (Bard Item) (550gp)
Wizard's Spellbook (600gp)
Crimson Ox Brew (100gp)
Locket of Divine Embrace (50gp)
Ghostreamer's Robe (250gp)
Lucky Boots (400gp)

Total: 4161gp
Total gold after I added it to the sheet: 12,611gp. No purchases have yet been made.
 

 
 Spoiler: Moda's Magical Mysteries 

In addition to the below, Moda can special order in a magical item of up to Very Rare quality. Doing so adds a 20% increase to its sale cost, and will take approximately 1 week to arrive. Generally, expect Uncommon items to be 100-1000gp, rare to be 1000-2000gp, and very rare to be 2500-10000gp.

Uncommon:-

 
 Spoiler: Eilistraee's Boon - 700gp 

 Eilistraee's Boon 
Wondrous Item (Ring), Uncommon (Requires attunement)

This band of pure silver is dedicated to Lady Silverhair, and empowers her followers accordingly. It serves as a Ring of Protection, but has an additional benefit for Drow or worshippers of Eilistraee - all damage they take from spells and magical effects is reduced by 1.
 

 
 Spoiler: Lon's Amulet - 600gp 

 Lon's Amulet 
Wondrous Item (Amulet), Uncommon (Requires attunement)

Lon was a young woman afflicted with lycanthropy who wished only to remain with civilisation, and tried to use this amulet to hold fast on their mind. While attuned to this silver necklace, your wisdom score is increased by +1. If a character has the Wild Shape feature or is a lycanthrope, they gain the effects of the Bless spell while they are Wild Shaped or in their Animal or Hybrid form.
 

 
 Spoiler: Ioun Armlets -500gp 

 Ioun Armlets 

Wondrous Item (Bracers), Uncommon

These armlets help to centre your body and allow you greater connection to ioun stones. While you wear these armlets ioun stones all occupy the same attunement slot. Additionally, instead of having them circle your head you can just slot them into your armlets, protecting them from harm.
 

 
 Spoiler: Robe of the Apprenti - 250gp 

Robe of the Apprenti
Wondrous Item (Robe), Uncommon

Wizards often task their novitiates to craft this cloak as one of their first tasks to create magic items. When wearing this robe, a portion of your magic seeps into it. You can calculate your armour class as 13 plus your Dexterity modifier. Only a creature that can cast spells gains a bonus from this robe.
 

 
 Spoiler: Wolfsbane Charm - 250gp 

Wolfsbane Charm

Wondrous Item (Amulet), Uncommon

A pendant crafted or pure silver and filled with wolfsbane, it is anathema to those suffering from lycanthropy. While you wear this, lycanthropes have disadvantage on attack rolls against you, and you are immune to contracting lycanthropy. If a lycanthrope wears this, they instead have disadvantage on all attack rolls they make.
 



Rare:-
 
 Spoiler: Bard Hat=1600gp 

Bard Hat

Wondrous Item (Hat), Rare

This ostentatious apparel is sure to garner the attention of any in the tavern - though this can be a double edged sword, should the item be stolen in the night, as has happened many times in the past. Still, its modest enchantments are the not just for show. When worn, this hat grants you immunity to the Deafened condition and you can still cast spells with verbal components in areas of Silence. Bards who wear this hat gain an additional benefit: Whenever they grant Bardic Inspiration to a creature, they also gain it themselves, at no extra use cost.
 

 
 Spoiler: Cloverleaf - 1777gp 

Cloverleaf
Wondrous Item (Belt), Rare (Requires attunement)

Four leaf clovers have long been considered a lucky item, and this belt appears to have been woven with an uncountable number of them along its green-coloured leather. While attuned to this belt, you have a +1 bonus to all d20 rolls you make.
 

 
 Spoiler: Focus of Faedryl - 1200gp 

 Focus of Faedryl 

Wondrous Item (Amulet), Rare

The drow Faedryl wished for a change in drow society, and used her considerable magic power to enact this change (or so she hopes). This delicately crafted amulet bearing the symbol of unknown origin yet retains some of this magic. Whenever you complete a short or long rest while wearing this, roll a d10 on the following table. You can cast the relevant spell once, as if from a 3rd level spell slot. The spell attack roll is +7, and the spell save DC is 15.

d10 	Spell
1-4 	Magic Missile
5-7 	Scorching Ray
8-9 	Rime's Binding Ice
10 	Fireball

In addition if you are a wizard with Potent Cantrip feature from the School of Evocation subclass this now also lets you deal half damage on cantrips with attack rolls that miss.
 

 
 Spoiler: Hand of Justice - 1500gp 

Hand of Justice
Wondrous item, rare (Requires Attunement)

An item prized by masters of war the world over, this medallion from the treasury of an ancient dwarven king promises power to whomever carries it. While attuned to this item whenever you critically strike with a weapon attack you may make another attack at no additional cost. In addition, you deal an additional +1 damage on all weapon attacks.
 

 
 Spoiler: Ioun Stones - 1500gp Each 


Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head.

Sustenance (Rare). You don’t need to eat or drink while this clear spindle orbits your head.

Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 − 1 levels of stored spells chosen by the GM.

Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.
 

 
 Spoiler: Ring of Vampiric Servants - 1800gp 

Ring of Vampiric Servants

Wondrous Item (Ring), Rare (Requires attunement)

This gilded band is inset with a bloodred ruby. As an action you can expend a charge cast the Conjure Animals spell, however instead of its normal options you can only summon two Swarms of Bats or two Dire Wolves.

The ring has three charges, and regains one charge at dusk.
 



Very Rare:-



 
 Spoiler: Boots of Hastened Departure - 4999gp 

Boots of Hastened Departure

Wondrous Item (Boots), Very Rare

These boots are favoured by criminals, thieves, and other ne'erdowells who wish to escape the scene of a crime. As an action on your turn you can activate their magic. When you do so, your movement speeds are tripled, your armour class is set to 30 and all your saving throws are increased by +10, but you cannot take actions, reactions, or bonus actions - or indeed do anything other than run. This lasts for 1 minute. Once activated, the effect cannot be removed except by a Dispel Magic spell cast from a 7th level spell slot or higher - even removing the boots is insufficient to end the effect early.

The boots can be used twice per day.
 

 
 Spoiler: Cloak of the Lich - 5499gp 

Cloak of the Lich

Wondrous Item (Cloak), Very Rare (Requires attunement)

The chill of death hangs around this cloak. Despite its name, liches do not actually wear such things, as the benefits are redundant for them. While attuned to this cloak you have resistance to cold, lightning, and necrotic damage.
 

 
 Spoiler: Ioun Stones - 4999gp Each 


Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.

Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it.

Strength (Very Rare). Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.

Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.

Fortitude (Very Rare). Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.

Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.

Intellect (Very Rare). Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.

Leadership (Very Rare). Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.
 

 
 Spoiler: Ring of the Procrastinator - 4699gp 

Ring of the Procrastinator
Wondrous Item (Ring), Very Rare

While wearing this ring, on your first turn of each combat you lose your action and bonus action. Until the start of your second turn, you gain immunity to all damage.
 

 
 Spoiler: Paws of the Bear King - 5999gp 

Paws of the Bear King
Wondrous Item (Gloves), Very Rare

These gloves are made of the hide of a legendary ancient Rashemeni bear-god. If the wearer has a natural weapon, the damage dice for this attack increases by one step (for example, 1d4 becomes 1d6). They also grant the wearer a +3 bonus on all attack and damage rolls with unarmed attacks and natural weapons.
 

 
 Spoiler: Ravan Battle Standard - 6499gp 

Ravan Battle Standard
Wondrous Item, Very Rare (Requires attunement)

Created and empowered by Orc shamans, the battle banner of Ravan is meant to be carried only by the their greatest champions when they lead the armies to battle. Proudly displayed on this crimson banner is the sigil of the Horde in stark black set against two crossed axes, imposing for all who bear witness to it. The banner can be carried in hand, attached to carried polearm weapon, or attached to the back in place of a cloak. While attuned to this item you gain the following benefits:

    Friendly creatures who can see the banner gain immunity to the Unconscious condition, fighting even at 0 hit points. They still make death saving throws as normal. They also have advantage on saving throws against the Frightened condition.
    You gain +2 to your Charisma score (maximum of 20).
    You can use your action to imbue friendly creatures who can see the banner with bloodlust. Until the start of your next turn, affected creatures have +4 to their strength score (maximum of 24) and when they take the attack action they can attack an additional time. You can do this a number of times equal to your proficiency bonus, refreshing on a long rest.
 

 
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 10 PIv: 9 PIs: 10
SR 0/2, Conditions:
 
Perusing through the items on sale, Grok keeps an eye out for trouble, and, more importantly, signs of slavery.  Arenas, wealthy patrons crowding towards a guarded door designed to be sealed from the outside, foul scents, running water, and sigils of dark gods best left unwritten.
 
 Spoiler: OOC 

 (1d20)[ 1 ]  Perception?  Basically, trying to figure out if there is slavery happening here, and if so, where.
 

 
 
  
Amnestic
After you finish your exchange and emerge decked out with new magical power. If you're seeking secrets of slavery, then sex is almost universally the first port of call.

Dillar's Den is a smoky affair, accessed not through a solid wooden door but an inviting array of coloured curtains. Scents of perfume and incense choke your nostrils. Diaphanous cloth hides the little nooks and alcoves only partially, giving you glimpses of the flesh behind that are available for purchase, and of those who have already bought them. Laughter and lascivious moans in equal measure dog your footsteps as you move past nook after nook, past sights and sounds and smells each as enticing as the last, to reach the office of the eponymous Dillar. It is not separated from the rest of the brothel proper save for the same curtains as the rest. Were you not pointed in his direction, you could have easily mistaken it for another den of debauchery.

What you find is no greasy sleazebag skinpeddler, at least not visually. The man sat behind his desk, casually tabulating numbers with an abacus. His head is shaved bald, though he still sports a small goatee. He gives you a short glance, an appraising look, and then returns back to his numbers, quill dancing across the page.  "You will forgive me for not standing."  He says, almost as if it's an instruction.  "How can we serve you today?" 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 14 HP: 69/69 | AC: 16 HP: 38/38 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1 | Ring of Vampiric Servants: 3/3 (regain 1/dusk) 
 Human Nobleman Disguise | Spider Form, Armor of Shadows, Invisible 

After adjusting his disguise in the changing room to account for putting on the new robe in place of the leather armor he'd had before, Sam rejoins the others to read the perfumed halls of the den of debauchery. Sam is thankful for the disguise overlayed above his face, as he awkwardly stares forward. He is at once disgusted by the whole business, and struggling with his teenaged hormones.

Straightening himself out, he enters the room of the one responsible, pressing the internal struggle down where it will not bleed into his voice.  "I am looking for someone who has gone missing,"  he explains, thinking it best to avoid too many lies. This man seems like a keen sort.  "She has been sold. I need to find out where, or to whom. If you have that sort of information, what would it be worth to you?"  Depending on the man's response, he prepares to give a description of Vala.

The spider atop Caelyn's shoulder speaks, a new ring wrapped snugly around one of her legs like an armlet.  "This girl has powerful connections. Their attention would best be avoided, or directed elsewhere. Especially with the state the city is in. This powder keg could go off any day now." 
 
 Spoiler: Actions 
 (1d20+12)[ 20 ]  Persuasion
 (1d20+12)[ 19 ]  Help from Grepha
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 4 acid, 5 fire, 2 cold
Conditions: ...  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

None of the magical trinkets had caught Leaf's eye, and so he is unadorned with new baubles as the party makes way to their next destination. Truth be told, the wanderlust and kleptomania had his claws itching again. Maybe he would see about one final big heist before bidding Baldur's Gate farewell for a while. The band he'd come to work with had been  fine , but a guild of daring thieves they are not.

 
 Spoiler: Actions 
...
 
Amnestic
Dillar glances up, first at Sam, and then at the rest of you, his eyes scanning your weapons, before he taps a bead across on his abacus across its line.  "It seems you mean to take back this person with violence? Understandable, but I'm afraid I can't put my own business venture at risk of you acting out if  I  happened to be the one who bought her. I'd have to protect my investments, so before I say anything further: Who sold her, and when? Age? Eye colour? Hair colour? Physical description? Notable scars or markings?" 
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 11 PIv: 10 PIs: 11
SR 0/2, Conditions:
 
Continuing to follow Sam as he talks to people, and looming in the background, Grok doesn't otherwise involve himself in the conversation.  His plate armor, on the other hand, occasionally scrapes rather loudly as damaged and bent plates rasp across each other. 
 
  
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 14 HP: 69/69 | AC: 16 HP: 38/38 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1 | Ring of Vampiric Servants: 3/3 (regain 1/dusk) 
 Human Nobleman Disguise | Spider Form, Armor of Shadows, Invisible 
 "Guards,"  Sam explains, glancing back at the rest.  "Hired for my protection. I'm sure you have your own."  He considers the man's question, and describes Vala,  "Copper-haired young woman, wears it in braids. Hazel green eyes. Fair skin, with faint freckles. Lithe build, but stronger than she looks. She stopped responding to Sendings two days ago. There is a group of interest, but they would have use a front."  He lowers his voice,  "She was poking her nose into Throne business." 
 
 Spoiler: Actions 
...
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 4 acid, 5 fire, 2 cold
Conditions: ...  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf lingers in the hall. He tries to keep watch, but his curious eyes keep being drawn to the curtained shows. He manages, with some difficulty, to keep his curious claws to himself.

 
 Spoiler: Actions 
...
 
Amnestic
There's no hesitation to his response.  "Well I suppose I can breathe a quiet sigh of relief, since that doesn't match any of our recent intakes. Though, if you'd like, you could peruse them? See if any take your fancy?"  Ever the salesman.  "So you want to find out who bought her? 500 up front, additional costs based on time and expenses once I've got an answer. You'll be provided with an itemised invoice on completion." 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 14 HP: 69/69 | AC: 16 HP: 38/38 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1 | Ring of Vampiric Servants: 3/3 (regain 1/dusk) 
 Human Nobleman Disguise | Spider Form, Armor of Shadows, Invisible 

Restraining his disgust at the industry, Sam counts out the money from their coin case, setting the amount in platinum on the proprietor's desk.  "When should we return to learn the results?"  he inquires. It makes his scales crawl to pay this fleshdealer, but information on Vala is paramount. The man doesn't seem like the type to double-cross his deals, at least.

 
 Spoiler: Actions 
...
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 4 acid, 5 fire, 2 cold
Conditions: ...  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  
 "Maybe later, when I am off-duty,"  Leaf comments.

 
 Spoiler: Actions 
...
 
Amnestic
 "A week. I'll have an answer for you then, whatever it may be. Anything else I can do for you? If women aren't to your interest then I have some men on offer also - strong, lithe, tall, short, handsome, rough. Whatever fancy strikes you, we can provide. At a price." 
RandomWombat
     
  
      Cheerful Sam   |   Grepha     
 Half-Dragon Warlock/Bard | Imp Warlock 
 AC: 14 HP: 69/69 | AC: 16 HP: 38/38 
 PP: 10|13 PIv: 15|12 PIs: 11|13 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1 | Ring of Vampiric Servants: 3/3 (regain 1/dusk) 
 Human Nobleman Disguise | Spider Form, Armor of Shadows, Invisible 

Though Sam can't exactly speak for everyone, he's pretty sure he knows most of their answers...  "I appreciate the offer, but I am not exactly  in the mood  at the moment." 
 
 Spoiler: Actions 
...
 

 
 
  
      
      Leaf     
 Tabaxi Rogue 8
AC: 17 HP: 63/63
PP: 18 PIv: 15 PIs: 14
0/2 Short Rests
Restrain: 3/3 Dawn
Arrows: 4 acid, 5 fire, 2 cold
Conditions: ...  
   
    Aergid   
 Silver Dragon Wyrmling
AC 17, HP DEAD /45
PP: 14 PIv: 11 PIs: 12
Bite +6 1d10+4
Breath 15' cone 4d8 DC13 Con Recharge 5-6
Paralyzing 15' cone DC13 Con paralyzed 1 minute
DEAD!!!!!   
 
  

Leaf lingers on the fringes.

 
 Spoiler: Actions 
...
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 59/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 8 / 9 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 0/2 4th, 1/1 5th 
 1/2 Wildshape 

Caelyn nearly threw her drink at the man at the mention of taking advantage of one of his bedslaves for the evening. She no longer considered herself a morally pure person, but the idea was repugnant in it's entirety to her. Sure, she longed for companionship. She'd seen Senna enjoy a few meetings with attractive men, and had he share of crushes over this adventure, but she didn't want to be with someone who had no choice. She wanted to be CHOSEN by someone who she felt the same way about. Someone strong, wise, with a deep, resonant, authoritative voice. Someone who understood her burden, her magic, her obligations, and the poisonous fury that was embedded in her soul.  "I miss you, Seniyad..."  tumbled from her lips in a whisper before she tilted her wine cup up and drowned those feelings in the comforting, empty numbness that the cheap wine brought her. If she didn't, she felt she'd cry. Later she probably would.
 
 
  
Amnestic
There's no indication the man is being anything other than forthright, though chances are anyone working down here is a practiced liar, so who can really say? Without any other leads, you have little else to go on currently. Still, his disappointment that you won't partake in his offerings seems legitimate, to the extent that he even calls a pair of girls out as you leave that giggle and beckon at you - to no avail, it seems. Not this time.

With no further business in the Undercellar, you retrace your steps back to the surface world and find a place to rest, eschewing the questionable comforts of both Undercellar and Blushing Mermaid.

In the morning, you reconvene, only to find one of you missing. In this case however it's rather more explanable. Your tabaxi companion of just a few short days, not even a week, has left, leaving behind the silver dragon rod in his wake and a small note:  I am going my own way. Do not look for me. - Leaf . It seems your goodie-two-shoes nature proved incompatible with his five fingered discount habits.

Your journey across the city is beset by snow. It's not quite cold enough to freeze the salty ocean, but it's not far off. A chill wind has blown in from offshore and set the city even quieter than it already was, but that just means that people suffering do so quietly until the rage boils over. For now there's no riots on the streets though, and your path back to the Flaming Fist compound is nothing but chilly. Thankfully, the actual building itself is mercifully heated throughout, with fires burning away to keep the warmth flowing.

No one intercepts you at the entrance desk today. Instead you're shuffled upstairs to Scar, who in turn escorts you to Duke Eltan's office. There you find your employer sat behind a desk, along with his halfling companion who is sat behind her own desk nearby. The Duke's is piled with papers, his companion's with tomes that at a glance are clearly related to magical theory.

If one of the leaders of the city is surprised at your return, or the absence of one of your number, he doesn't show it. Instead he tents his fingers, piercing you with his gaze, assessing you. When he speaks, it is only a single word:  "Report." 
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 13 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 3/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 --- | Raven Form | Summonings: 0/1 
 At Breakfast 

Though Sam is loathe to see another companion go, he sets the note down with understanding. Leaf is... not on the same path as them. He only hopes the tabaxi can slip the Throne - if anyone can, it's him.

Sam picks up the rod, and spends some time studying it over breakfast. It feels like there's more  room , now, inside him. Like certain pathways are expanding, opening the way for new connections. Maybe he could form one with the rod that Leaf was thoughtful enough to leave - having a dragon friend would be great.

He's chewing on some toast, passing a few crumbs to the raven perched on the table's edge next to him.  "Should I be worried?"  Grepha asks, passively, tone clearly anything but.

 "Huh?" 
 "Of being replaced,"  she shuffles a wing towards the magical rod.

 "Nah,"  as he studies the rod, Sam wonders aloud,  "Where do you think the little wyrmling comes from? Is it a ghost? Stuck in there somehow? Maybe I should ask the library guy about it." 

Picking up another crumb off bread, Grepha swallows it down before she comments,  "So we're going to be setting the dragon free and rending the object useless?" 
 "Or maybe we can get a  real  dragon friend instead of a magic stick,"  Sam counters back, with a little glimmer of his old optimism. He can almost believe the idea himself, but not quite. While holding the rod close and slowly attuning to its magic, he looks over at Grok. They'd been through a lot in the short time, and though Leaf had gone his own path the dwarf remained. Strange they still barely knew each other.  "Say, Grok?"  he tries to get the dour paladin's attention.  "Where are you from? I remember something about a grudge against you-know-who,"  Sam glances around side-eyed at the inn floor,  "But like, not much else." 
 The Wintery Walk 

When it comes to weather, Sam far prefers the heat. And Grepha would be inclined to agree, on a practical level. Their newest walking companion however has no qualms about running around and trying to catch snowflakes on his tongue. The extremely affable dragon has no problem poking his nose at strangers who seem down and trying to nuzzle their legs to brighten their day a little, either. Aergid is his name, apparently.

Sam keeps a close eye on the dragon's antics to make sure no trouble brews as a result, and barely pays attention to their surroundings or where they're going, requiring Grepha to 'pilot' him away from walking into other passerby, on occasion.   Left.    "Do you remember anything about before you were attached to the rod?"  Sam asks the dragon.   Left.  Left .   At the insistent command, Sam looks up and steps around an oncoming street stall he'd nearly blundered straight into.

To avoid being the cause of any accidents, Aergid hops back into line just ahead of Sam. A dragon  leads , after all. Not  heels .   "Hm,"   the creature's eyes, reptilian but also not, squint as he thinks.

 
 Spoiler: Rolls 
 (1d20+1)[ 8 ]  Aergid Intelligence/History to see what he knows about himself
 

 The Fist Office 

Awkwardly, Sam a salutes and stands at attention as they're presented to the Duke. Aergid looks up at him and stands up on hind legs, attempting to imitate the motion. Grepha appears as disinterested as any other bird.

 "We found evidence of slave trading, and that the branch hasn't been communicating with the Throne's head office... place, like this branch has gone rogue or something,"  Sam clumsily reports, flipping through his things to find the papers they'd obtained and turn them over, including the dead bureaucrat's papers.  "Uh, we weren't sure if any of these book-keeping books were things that had anything useful or... criminal, either. So we just grabbed them."  He smooths himself out and steps back after depositing the documents.  "There was this cage in the basement,"  perking up with an idea, Sam tries using a minor illusion cantrip to conjure up an image of what they'd seen, scanning through his memory of the room.  "Cages, actually. They were smuggling all kinds of weird monsters and animals too, not just people. And this clerk we talked to, he talked like a guy called Sarevok we've been seeing on the bandit letters and stuff, like he was in charge while Rieltar is gone to Candlekeep to do... something. And he seemed pretty spooked by the guy. Sarevok, I mean, is spooky." 
 
 Spoiler: Actions 
...
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 11 PIv: 10 PIs: 11
SR 0/2, Conditions:
 
In the morning, Grok armors up before heading downstairs, to collect a delicious breakfast of dwarven bread and beans, eventually finding that Leaf was gone.  " Seems he thought he was a poor fit.  Or something.  Not much we can do now. "  After his simple, almost ignorant statement, he takes a swig of his bread before stuffing a spoonful of beans into his mouth, past his beard, and starts to chew.  At Grepha's question, he looks at her, a bit confused, and finishes swallowing the beans before speaking.  " Magmaforge.  We're a clan with a hold in the mountains near the Gate.  We mined iron, silver, and gems, and it seemed that the bastards responsible for the Iron Crisis weren't eager to let us be, so they did something to rust away our gate before sending in a clan of orcs and worse. "  He pauses, eyes glaring in memory of those who were killed in the attack.  " Me sister died, others injured, and that's not a thing we can let go.  I arrived just in time to take the attackers in the rear from business, but clearly, someone had to deal with things, so I went. "

After the somewhat awkward breakfast, he steps out into the icy snow, and stamps his feet as his breath fogged the air.  " Damn.  Hate the cold.  Cuts right through the armor.  Damn weather, can't even have the courtesy of being helpful. "  Despite his grumbling, he walks swiftly through the city, his new, more powerful glaive held in his hand, the butt hitting the ground at a regular cadence.  His seriousness is fairly undercut by the tiny dragon, Aergid's antics, but despite the distraction, Grok's attention remained focused on the surroundings, and on not slipping in the snow and ice coating the streets.

Finally, as the small cavalcade of adventurers reaches the Fist's office, and has the chance to speak up, Grok first carefully surveys the room, and those within it, looking for any signs that they were dopplegangers, rather than the people they appeared to be.  Listening as Sam explains the events of the day, Grok nods, before speaking curtly.  " They were careful.  Men who knew that they were breaking the laws who kept all the incriminating evidence elsewhere.  No one who knew anything worth knowning were there. "
 
 Spoiler: OOC 

 (1d20+1)[ 13 ]  Perception/Insight, have they been replaced?
 

 
 
  
Amnestic
The Duke takes the papers and books, handing some over to Scar and his companion to peruse at the same time.  "Nothing about the Iron Crisis."  The Duke mutters to himself, glancing at his comrades, and receiving quiet shakes of the head in turn.  "Sarevok is Rieltar's son, though I don't know how connected he is to the rest of this. He's stayed out of our attentions so far. You say Rieltar's at Candlekeep? When? For how long?" 
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 11 PIv: 10 PIs: 11
SR 0/2, Conditions:
 
Grok shakes his head at the Duke's question.  " Scribe said that Rieltar and Brunos had all the documents, and that they were going on a tenday trip, with Candlekeep as the first stop.  Something about meeting with some other group called the Knights of the Shield? Dunno who they are.  Might be possible to catch them on the road, or in Candlekeep. "  Grok shrugs.  " Scribe mighta known more, but he didn't survive the attack of some of the guards in the place.  Was apparently here investigating this branch, because the Throne thought something was wrong. "


 
 
  
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 13 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 3/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 --- | Raven Form | Summonings: 0/1 
 At Breakfast 

Wearing a grim, sympathetic look, Sam listens to Grok's story.  "They engineered the fall of a whole hold?"  it's deranged, but well within what he'd seen in Nashkel. The Throne had no limits, it seemed.  "I've seen the evil rust magic they were using. It's corrupted by necromancy, somehow. Can infect animals, or bring back the dead as plagued zombies."  It's not exactly news that will soothe Grok's worries, but if his home has fallen to the same ailment his people might need to be given peace from undeath, before this can all be put behind him.

 "Was resurrection an option?"  Grepha inquires, her tone detached as usual. She clarifies,  "For your sister." 
 The Fist Office 
 ""I'm hoping we can maybe get a wizard's help to teleport to Candlekeep and ambush Rieltar when he gets there,"  Sam suggests.  "We have a couple arcanist friends in the city, and... we grew up in Candlekeep, so we know people there,"  he adds, uncertainly, as if uncertain if this detail is a secret or not.

 
 Spoiler: Actions 
...
 

 
 
  
Amnestic
There is no indication that any of the three are not who they say they are - though you've only really met Scar before.

The Duke taps his desk with a quill tip.  "Time enough to gain access then."  Entry into Candlekeep - as all of you save Grok will know intimately - is done only via a tome that the grand library does not already have in its collection. As there are always more books of knowledge being created, this means the library is ever expanding, with a never ending list of books being added and removed from its list of possible candidates.  "The Knights of the Shield were - or are - a semi-secret society of merchants, nobles, and information brokers who liked to play at politics, thinking they could shape nations without being beholden to any of them. They stuck their necks out a bit too far some ten years ago during the First Dragonspear War and had their heads lopped off for their trouble. Or so I thought. Rats do have a habit of clinging to life even after their tails are cut."  That he mixes his metaphors doesn't seem to bother him at all.

 "Before that, we should discuss your payment. I am, in a word, dissatisfied by the results. I had hoped for something more conclusive. Yet I cannot say that you did not carry out the task provided, and are due your reward in turn. I promised payment in titles, favours, magic, or coin. Provide me a reasonable request and I will see it granted." 
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 13 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 3/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 --- | Raven Form | Summonings: 0/1 
 The Fist Office 

Sam's first thought, of course, goes to Torbin Keep, and the Glintrunners. But it's been months, and Caelyn's words of caution against disappointment weigh on him. He needs to get into contact with Miggs via Sending and see that they are all well, before he starts committing to something short-sightedly.

 "There's someone I need to contact first, to see if they are still well. Is it alright if I step out and have my answer shortly?"  Sam asks.

 
 Spoiler: Actions 
...
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 81/81   
 Spells: 1st: 4/4 2nd: 3/3 3rd: 2/3 4th: 2/2, 5th: 0/1 
 Channel: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions:  
 During Breakfast 
 I wont lie and say I MISS Leaf, but he was pleasant and helpful company. I guess Grok is now our resident trap sleuth and cannon fodder.  Senna stares at Grok and adds.  Excuse me. LORD Cannon Fodder. 
 
During the walk: 
Last night and this morning was like a daze to Senna. Seeing Sam barter with slave traders, the fear of Vala being injured anmd then Leaf leaving was too much for her. She could hardly muster her interest in the rust magic.  I thought the iron poison was alchemical in nature. Though that would explain the undead in Nashkel's mines.   Senna focussed on the facts, not ill fortunes.  Necromancy needs to access the negative energy plane. Anything 7connected to the earth should connect to the Plane of Earth. Considering how fickle elemental princes can sometimes be, I'm honestly surprised no one has sighted any Dao, now that I think about it. And aside from one angry druid sect, there is little proper druidic interference, either. 
 Flaming Fist HQ 
 If I may begin, Duke. My magic is needed for Samuel to connect with his mini....aquaintances. Do not fear, they are not otherworldly.  Senna bows and smiles, regardless whether that was acceptable or polite in that case.  A favor is the smallest and largest thing a Duke can grant. My request is as large it is imprecise. I would ask for Deneir to play a bigger role in the city. Candlekeep is a bastion of knowledge, they are wholly dedicated to Oghma. The Hall of Wonders in the Gate is dedicated to Gond, the Wonderbringer. But neither deity guides the knowledge to do good. I know Deneir is an idealist, to use knowledge for Good. Some guided morality would greatly improve this city, no offense, Sir. I want to change something for this region, but I do not know how. Can you grant me an audience with  High Artificer Thalamond Albaier . For personal reasons I cannot stay in town and oversee a shrine to Deneir, or a similar dedication to learning. But I want to make sure The High House of Gond stays clear of corruption. And with your blessing, I would hope they can give us something that makes us undetectable from magic. We have many foes, and we cannot have a random hedge mage divine us up. Remember the boat you found us in? Another batch of assassins. 

Senna pauses a moment.  The Iron Plague is alchemical in nature. I would not put it past the Throne to at least abuse Gond's laboratories, even if they wouldn't have moles inside.  She turns to the others.  Of course Vala's safety is paramount. But before we leave the city, I would like to have a chat. Maybe the High Artificer can assist us.  She turns back to Eltan.  And I know they do not like to be interrupted by the public, so maybe you can request a meeting with a small favor on my behalf. 

Senna moves with Sam to the exit.

 
 Spoiler: Outside. 
 So, what kind of message do you want to be sent, and to whom? I can hardly tell the little lizard apart, Sam. If you ducked between them, I wouldnt find you. You know, for a dragon person you are remarkably slender, brother.
Remember I can speak Draconic, so you don't have to dumb it down.
Just keep it simple and short, just in case. 
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 66/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 9 / 9 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th, 1/1 5th 
 2/2 Wildshape 
 Breakfast 
 "When your foes ambition knowns no bounds, the only thing that can bring them back to earth is a reminder of mortality. I mourn for your loss, Grok, and hope that this binds us in the purpose of seeing this Throne toppled."  Caelyn looked up, but the roof of the tavern gave no hint of sunlight or horizon. She wondered what her little wooden bird would do if she was unavailable, or out of it's reach. She wondered where it was now. And she thought of him. She spent the rest of breakfast seemingly distracted, her mind elsewhere.

 At the Flaming Fist HQ 

When her family discussed boons, she observed the worry in her brother's eyes and cursed herself for putting it there. It was unkind, but she hoped it prepared him in case the tale of Miggs and the kobolds has a sad ending. She hoped she was dead wrong. But this adventurer's life was bringing out the pessimist in her. When asked for her "payment", Caelyn spoke in a soft voice, pulling her cloak's hood away from her face so the Duke could see her. If she would not be reverent, she could at least be polite.

 "Sir Duke, if we would be paid in favors and boons, I consider these more valuable than any gold. I suspect it would be too much of me to ask to secure more rights and stewardship for the local druids of the Cloakwood, especially considering the mixed nature of our evidence, so I ask you- what boon can I transfer from myself to them to better see their interests and the lands they shepherd and care for? I am not schooled in the ways of politics, and the weight of a Duke's boon can be as light as a piece of parchment but as powerful as the Fist itself. What does my service to you earn them? Is this favor light as a feather or strong as a storm? I do not ask to insult you or call into question your generosity, but to avoid any... miscommunication, as I had with your representatives when we visited the Cloakwood. What can my efforts do to help them have more authority and recognition for shepherding the natural resources of the lands surrounding it?"  
 
  
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 13 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 3/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 --- | Raven Form | Summonings: 0/1 
 The Fist Office (Aside) 

Stepping out with Senna to carry out the Sending, Sam considers how to compose the message.  "Their leader's name is Miggs. He's the young, excitable one that was always chatting with... or, at, Grepha,"  he describes.  "Tell him:"  he switches to Draconic, since Miggs is far more fluent in it.

 
 Spoiler: Draconic 
 "This is Sam and bird. Talking to the human duke. How are the Glintrunners doing? Might get us fort. Answer spell efficiently: twenty five words." 
 

 
 Spoiler: Actions 
...
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 11 PIv: 10 PIs: 11
SR 0/2, Conditions:
 
 At Breakfast 

Grok shakes his head grimly, and takes a long swill of his bread, before stamping the mug on the table with enough force to set it to dancing.  " No.  Me cousin's cousin knew enough magic to preserve her, but by the time we got her to our healer, it was too late.  Me brudder's workin' on finding a more powerful priest. "  As he speaks of the touchy topic, his accent seems to thicken, and loses some of the well educated, if deep overtones is normally echoes with.  " The hold's fine.  It'll take more than a broken door for the Magmaforge to fall. "  He scowls darkly.  " But that doesn't mean they didnae try. "

At Senna's biting words, Grok takes the moment for levity, and brings his mug down again.  " And don't ye forget it. "  He bangs his gauntleted fist on his somewhat battered breastplate.  " Good dwarven steel'll see the job through. "


 At the HQ 
Hearing the Duke's offer, Grok shakes his head.  " Job's not done yet.  Make sure it's done right.  No hidden deals for the backers, no concealing darkness for those behind this.  Make sure that they pay.  Them that'll back this sort of conspiracy for their own gain aren't the sorts you want in a city. "  He pauses for a moment, before continuing.  " And don't discount the threat the Iron Throne forces here still represent.  We didn't find any evidence of the dopplegangers at the Throne, but we know they were taking orders. "  He looks the duke straight in the eyes.  " Don't get replaced.  And do somethin' about the damn slavers. "

 
 Spoiler: OOC 

Grok:  It is a longstanding tradition that Paladins in BG only get nice things by murder, and turn down all the rewards.  Grok isn't changing that tradition.
 

 
 
  
Amnestic
 
 Spoiler: Sending Reply 


Migs replies in Draconic.  "Glintrunners are thriving. Killed most Dead Spiders, added rest to tribe, along with some greenskins. Tribe growing. Castle is ours. Started new mine. Trading started-"  It cuts off. It seems the kobold fell foul to the 25 word limit after all.
 

 "I can arrange a meeting with the High Artificer. Whether he grants you any gifts is up to him. I will make mention of the desire, at least."  He offers to Senna's request.

To Caelyn, he addresses in turn.  "The Cloakwood has been untamed for centuries. Too vast and dangerous to dedicate any efforts to controlling it. We allow hunting licenses, to keep the beasts from preying on neighbouring farmland, and sometimes sponsor hunts for festivals. The favour you ask is...to what, turn over the woods to the druids there? Who? How many? If they can keep the farms safe, perhaps that is something I could arrange. If they cannot, then no. Reward or not, I won't put innocents at risk. We had word some months ago of an attack from beasts of the Cloakwood on the Friendly Arm Inn. That cannot be allowed to repeat itself." 
 "If you'd rather leave the matter for the moment then so be it,"  He says to Grok.  "I am aware of the Dopplegangers. Actions to protect against them cannot be too widespread without risking a public panic, which would turn into a public lynching. The other Dukes have been briefed, and measures have been taken for their safety in the meantime." 
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 13 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 3/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 --- | Raven Form | Summonings: 0/1 
 The Fist Office (Aside) 

That the Glintrunners are thriving gives Sam some hope. That they're fighting the other tribes isn't great news, but... well, he's less naive than he was back when he was hesitant to even think about fighting the xvarts. Hopefully they'd not gotten into any conflicts with human settlements, but in Sam's understanding the lands around Torbin Keep had long since devolved into untamed wilderness.

Satisfied that they've not died out, Sam returns to the Duke's chambers.  "So, there's still the crisis to deal with here, but,"  he addresses the Duke, his nervousness still palpable. There's an internal debate on how truthful to be about the situation. Ultimately though, springing it on the Duke later might lose his favor. Sam withdraws a bundle of papers from his pack. A written proposal he'd been working on for a while.  "When we were in Nashkel, we encountered a tribe of kobolds that had been living underground there. They were chased out by the alchemical undead, along with the miners, and there was a truce due to the emergency. I spent some time talking with the kobolds, and their new chief agreed it was better to leave home rather than get in another fight with the people mining there. He's been very agreeable, with no extreme infernal religious views or hostiliity." 

Shuffling the papers, Sam sets them on the Duke's desk. He stretches the truth  just  a little bit.  "The kobolds helped us clean out a fort out in some lost lands that had been infested with gnolls, who were trying to summon an avatar of their demon lord. We were able to weaken the ritual and repel the demon lord's projection, and the kobolds have settled in the Old Torbin Keep that's been abandoned, and begun repairing the structure."  He taps the pages, indicating a layout of the fort and some plans he'd drawn up for rebuilding it. Probably different from what Migs had actually done, but, well, the thought is there.  "I'd like to propose the kobolds and I attempt to resettle the area and make it valuable to the Gate again. Previous attempts have failed, but the kobolds have skills normal settlers do not. Historically that's why they've been employed on projects like building sewer systems."  Part of the document includes references to these historical events.  "They have a tradition of pragmatic sort-of druidic shamanism that will help them cultivate the land that's otherwise difficult to make productive, especially with help from my sister here. Their natural aptitude for mining will help recover from the Iron Crisis - they've already begun surveys. And they're skilled at raising and domesticating giant spiders, which can produce silk as a trade good. Maybe even venom for medicine, with reputable licensed traders-"  he indicates a line suggesting Aldeth and the Merchant's League, as a way to help them recover after the Throne's (alleged) sabotage.  "I know letting kobolds own the land wouldn't sell. But, if I were permitted to run the keep,  I  could welcome them through these sewer constructions as a precedent. Best case scenario, useless land becomes something worthwhile. Worst case scenario, blame falls on me instead of you for yet another failed attempt to resettle the Torbin territory, and business goes back to normal." 
 
 Spoiler: Actions 
 (1d20+10)[ 18 ]  History for document composition and sound references
 (1d20+10)[ 19 ]  Help from Grepha composing it

 (1d20+12)[ 16 ]  Persuasion to sell the Duke on the idea
 (1d20+12)[ 28 ]  if his proposal document is good enough to be worth Advantage
 

 
 
  
Amnestic
Eltan glances at his halfling companion, who gives only the slightest of shrugs in response. Whatever silent question he asked isn't clear, just that she doesn't think the answer worth anything.  "It's been abandoned for years. If you can put it to use, it's yours. Better than it rotting into uselessness. But if your kobolds cause any trouble - attacks on the road, expanding over ground - we'll put them down. They are, at best, guests in our land. Make sure they understand that." 
 "Rieltar has proven elusive and difficult to get to. I can't move openly against him in the city, not yet, and any attack on the road could see him escape, either by running or by teleportation - the first is blocked by walls, the second blocked by wards. I would have you go to Candlekeep, find him, capture him, and then bring him back. Access to the keep is restricted by needs of a tome unknown to them. Most of what we have is already found there, so it will take some time to procure the necessary access, but if he will be there for as long as you've said, we have time." 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 81/81   
 Spells: 1st: 4/4 2nd: 3/3 3rd: 2/3 4th: 2/2, 5th: 0/1 
 Channel: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions:  

Having returned to the hall with Sam and aiding him with the kobold endeavor, she seems content with the meeting.  Dead or alive?  she asks for Rieltar.  Pardon my Orcish, but we can rip information off his corpse but not as easily as from his live body. 
 
 
  
Amnestic
 "Alive if possible, so he can stand trial. But I won't weep any tears if news reaches me of his untimely demise. Whatever papers he carry should posthumously damn him all the same." 
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 13 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 3/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 --- | Raven Form | Summonings: 0/1 
 The Fist Office (Aside) 

It's a better response than Sam was hoping for. He nods, glances at Senna, and responds,  "Right. We'll make sure to tell them the terms, and the territory borders." 
 "And, I have a friend at the library I was going to see anyways who's interested in some niche, esoteric kind of lore,"  Sam adds.  "I'll see if he has any books he's willing to part with, or maybe let me copy." 
 
 Spoiler: Actions 
...
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 11 PIv: 10 PIs: 11
SR 0/2, Conditions:
 
Grok nods at the Duke's response, glad that the threat was being taken seriously.
 
 
  
Amnestic
 "Good. That should help, since you'll need a tome each. Otherwise, you should spend your time preparing yourself. Any other questions?" 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 66/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 9 / 9 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th, 1/1 5th 
 2/2 Wildshape 

Caelyn speaks up again.  "I know you are busy, sir Duke, but I pass my boon onto Seniyad, leader of the druids of the Cloakwood, and would ask, if possible, and if agreed on by them, to have stewardship of the Cloakwood given back to them. The druids that riled up the animals and caused them to become threatening have been handled, and those that left would be the best equipped to keep the people surrounding the wood safe, and maintain the natural resources within. I can describe him if you wish to do a Sending, or I can try to help negotiate something before I leave for Candlekeep."
  
 
  
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 13 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 3/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 --- | Raven Form | Summonings: 0/1 
 The Fist Office 

Sam nods along with Caelee's explanation, adding,  "One of the circle's members tried to mutiny against the archdruid, with help from a coven of hags. But we helped them stop the hags and restore order."  He holds up the Heartstone they'd taken from the dead hag, as proof that their story is more than just bluster and nonsense.

 
 Spoiler: Actions 
...
 

 
 
  
Amnestic
 "Fine, fine."  The Duke concedes with what could only be a weary sigh.  "We both have better things to do than quibble over hunting rights. If your druids can keep the animals in check, then that'll be that, I'll arrange the hunters to go elsewhere. But I'll say the same thing as with the kobolds: The druids are guests on our land. Make sure they don't forget that. We'll reconvene once we have tomes enough for all of you."  He nods to Scar, and with no further questions he sees you out, leaving you to ready yourselves for - for most of you - a return journey.
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 13 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 3/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 --- | Raven Form | Summonings: 0/1 
 After the Meeting 

Sam steps out of the Fist office feeling quite a bit better.  "So I guess we know what we're doing next. Senna, can we send some instructions back to Migs from the Duke, and... maybe Grepha can fly out there and deliver a map with the territory's borders so he knows where the expansion limits are?"  he suggests.

 "I suppose. I'm impressed he managed to hold things together this long,"  Grepha admits.

 "I'm going to go look into some tomes, and teleportation, and dragon stuff,"  he announces quickly, afterwards.  "Does anybody want to come to the library with me, if they have stuff they need to research?" 

After getting things settled and exchanging where everyone is going (for safety reasons), Sam heads for the library in the hopes of finding Livaan again.

 
 Spoiler: Actions 
...
 

 
 
  
Amnestic
It's only been a few days since your last visit to Knowledge-Hold. You're provided with the same little speech -  "Please note that once you pass through the doors all fires will be immediately suppressed and unable to be lit. There are also magical sensors on the books to stop them being removed without permission, and any damage could incur potential fines or jailtime. Knowledge-Hold operates separately from the Grand Dukedom as an institution but we are still supported by them and so any crimes against us are crimes against the city."  - as your last visit, word for word, beat for beat. The librarian at reception points you this time (via a token) not towards the  Deities and Demigods  section, but instead to one adjacent to it, dealing with the Planes of Existence themselves. Just as the sections are adjacent, the subject appears adjacent to Livaan's thesis.

The half-orc scholar appears to have colonised a table and its two companion sofas, as he has a half-dozen texts open and shut strewn across them, books that he bounces between while making studious notes. Just as before, he doesn't see or hear you coming.
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 13 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 3/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 --- | Raven Form | Summonings: 0/1 

Once again, the library atmosphere reminds Sam comfortingly of home. He strolls through the shelves, following the receptionist's directions, until he comes to Livaan's little island of papers. Lighting up with a cheery smile that would look more at home on a several weeks younger version of himself, Sam waves to get the scholar's attention as he, and those accompanying him, approach the table.  "Hey, Livaan. How's the thesis coming along?"  he greets amiably.  "Mind another talk?" 

Grepha remains perched on Sam's shoulder, for now. They would need to purchase a map before she departs for Torbin Keep. And at the half-dragon's side is the trotting wyrmling, marveling around at the stacks of hoarded books.

 
 Spoiler: Actions 
...
 

 
 
  
Amnestic
 "The problem with theses is that you spend most of your time thinking and reading and not so much writing. Or maybe that's just me."  He says quietly, pushing a book away from himself.  "I certainly wouldn't mind another opportunity to chin-wag, though from your entourage I'm guessing you've come for something specific?" 
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 11 PIv: 10 PIs: 11
SR 0/2, Conditions:
 
 Along the way to the Library 
Hearing the dismissal from the Duke's presence clearly, Grok heads out, behind Sam, thinking hard along the walk to the library.  " Finding some books could be a problem, as I doubt we're the only ones with the desire to visit Candlekeep.  If the library doesn't pan out, we could try a bookbinder's shop or something, and get something new? "  He pauses, clearly thinking of something.  " How often do they go out to collect books? "
 
 Spoiler: OOC 

Alas, Grok doesn't know this Livaan at all, so... RP along the way?
 

 
 
  
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 13 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 3/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 --- | Raven Form | Summonings: 0/1 
 Along the Way 

Leaning back as they walk, Sam thinks back to home and their book collection.

 
 Spoiler: Rolls 
 (1d20+10)[ 20 ]  History for Grok's question, and to get the exact details of their requirements for a book to qualify
 

 The Knowledge-Hold 
 "I kinda prefer being read to over reading,"  Sam takes a seat at the table.  "It'd be nice if there were books that could read themselves. Like, captures of someone's voice reading. I bet that could be a big thing! But, I'm getting distracted." 

Glancing back at the others, he explains,  "We're planning to head to Candlekeep soon, but with the entry requirements we're not sure where to get enough new books to earn entry."  Aergid stands on his hind legs to look over the table at Livaan.  "There's also this little guy. He's bound to a summoning rod, but he doesn't seem to know much about who he is or if he's a ghost or what." 
 
 Spoiler: Draconic 
  "The cat man named me Aergid. That is all I really know,"   the conjured wyrmling introduces himself.
 

 
 Spoiler: Actions 
...
 

 
 
  
Amnestic
 
 Spoiler: History 

The officially stated criteria is "a tome of immense value, great rarity or significant historical importance". A book of your grandmother's recipes may be valuable to you, but to Candlekeep it's not something that they are yet seeking to document and copy. Normally this means that the value of entry for a book will be pegged at a minimum of 1000gp on the market, however some books of less monetary value but that are particularly insightful - a notable person's journals, or an existing tome that has been annotated by a person of interest -  have  been accepted as a price of entry.

They rarely send people beyond their walls in search of books. Usually they are brought to them, but sometimes there are specific tomes the keepers and readers are interested in. Usually they then hire mercenaries or adventurers to acquire it, rather than go themselves, and even that is often done through proxies and middlemen.
 

 "If he's summoned by a rod, I doubt he's living anymore - no offence,"  the half-orc murmurs, adjusting his spectacles.  "More likely either a singular spirit whose death caused a loss of memory, or an amalgamation of energy using the imprint of a soul to give it form. The former's a spiritual binding, the second's closer to a clone or copy of the original - though, once a copy 'wakes up', they're their own person, of course. Not exactly my area of expertise - my studies are the heavens and hells and those who command them, rather than those who dwell within."  He sounds a little bit pompous, the way academics always do when they're bragging about their chosen field of study.

 "As for books that might get you into our sister-library...usually if they'd be of worth over there, they'd already be there, or at least have a copy. But...there are two. Maybe."  He sighs a little, and stands, dusting himself off without any dust on him at all.  "Wait here a moment."  He disappears into the stacks and racks of books, and returns shortly thereafter holding a book of white marble bound in pale blue leather, and locked with an enormous metal padlock.  "Zikran's Zephyrean Tome."  He reads the title aloud, before handing it over for you to look at.  "Supposedly a treatise on the Inner Planes. Zikran's something of a contemporary expert. The only problem is that no one who's looked at it has been able to open it." 
 "The second is something that  would  have probably ended up in Candlekeep already if anyone had known it was here."  He sighs.  "'The Book of Inner Alchemy'. Definitely not my area, it's about personal mastery - monastic and martial teachings. Unfortunately, it's now also the subject of a criminal investigation - someone tried to steal it, and two librarians lost their life to keep it here. The thieves, whoever they were, made off with a number of pages before making their escape. The Flaming Fist are meant to be investigating but it's been two days, and rumour around the library is that nothing's been found." 
 "Normally, even if you addressed either of them, they still wouldn't let you take them...but if I vouch that you're delivering them to Candlekeep, my credentials should be enough to cover that issue. You just need to crack open the first one and repair the second." 
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 13 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 3/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 --- | Raven Form | Summonings: 0/1 
 Along the Way 
 "Well, trouble is they don't accept just any old book,"  Sam explains to the dwarf.  "Scholarly types get almost as snooty as noble types... uh, no offense to either present,"  he gives an apologetically sheepish grin to Senna and Grok. Grok is certainly anything but snooty.  "The market value is usually more than a thousand gold. More than a normal person could really afford. They sometimes accept tomes they already have if there's annotations from a noteworthy person." 
 The Knowledge-Hold 

Rubbing his chin thoughtfully, Sam looks down at Aergid.  "I guess if it was the latter, trying to free him might just... unexist him,"  he supposes, solemnly. The dragon's scaled frills fold down, sensing the shift in mood, even if he doesn't understand the common tongue.  "Probably best to leave things as is until I know more." 

Sitting patiently while he waits for Livaan to get back, Sam looks over the Zephyrean Tome with the natural curiosity of a youngling being presented with a locked door. And here their locksmith had just left - though Sam doubts this is any ordinary lock.  "That'd be a huge help! Thanks!"  he nods his head at Livaan's offer.  "I guess this one can't really leave until then, though. Senna and I can take a look at the Zephyrean and try to figure it out while you two look for clues about the thieves?"  he looks over at Grok and Caelyn.

 "Oh,"  a small squeeze from Grepha's talons reminds him of the other task.  "Livaan, do you know where we could buy a map with the borders of Gate-controlled territories marked?" 
 
 Spoiler: Actions 
...
 

 
 
  
Amnestic
 "Eastway Expeditions or...no, maybe the Bronze Sextant? The former's more expedition maps beyond the borders, the latter generally deals in sea charts but they'll have ones closer to home."  Livaan provides a brief set of directions. To no great surprise, the Bronze Sextant is on the docks, ripe real estate for all the seafarers to drop in on their way past.
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 13 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 3/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 --- | Raven Form | Summonings: 0/1 
 The Knowledge-Hold 
 "Then I suppose I will go with the 'away' team,"  Grepha states, hopping to Caelyn's shoulder.  "Once a map is acquired, I will take flight to deliver it."  She feels less uncomfortable hinting at her true nature, with the rest of the party present. Part of her is curious how Livaan will react - he claims to be an expert in the heavens and hells, after all.

 "Alright,"  Sam nods his head.  "Let's find a little research nook where we won't be bothering Livaan in his work,"  he suggests to Senna.

 
 Spoiler: Actions 
...
 

 
 
  
Amnestic
 Team Research 

Livaan gives you a polite wave as he goes back to studying and writing, as if the interruption was less than a pebble in the river of his thoughts. The book remains shut in your hands. The metal lock isn't  that  old, implying its no ancient tome, but there are number of scratchmarks around it. A telltale sign that someone tried to pick it. Or that someone was very drunk and fumbling with a key that you don't have.

 Team Crime Scene 

The half-orc directs Grok and Caelyn over to the crime scene, which it turns out is still in the library. The Flaming Fist have roped off a small area in the 'Personal Betterment' section which appears to have been ransacked. Countless literary treasure are strewn across the floors. Two bodies, covered with thin sheets, lie nearby. A bored-looking Flaming Fist guard stands idly by, occasionally yawning. He barely looks at you as you approach. You can't even be sure he noticed you.
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 66/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 9 / 9 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th, 1/1 5th 
 2/2 Wildshape 

Caelyn's first instinct at the crime scene is to simply begin working, but she knew that would sour things with the officers on hand if she did. Their relationship to the Fist was vexing to her- she'd saved their soldiers lives, but that only seemed to earn them a little credit with the organization. So... pretense... she approached whoever looked in charge.

 "Good day. I am a druid who has aided the Fist in the past with their troubles and investigations. Is there any way I can assist? A librarian thought you could use our assistance..."  She gestures back towards Grok, smiling small to be polite.
 
 
  
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 11 PIv: 10 PIs: 11
SR 0/2, Conditions:
 
Hearing Caelyn work to assuage the concerns of the Fists guarding the bodies, Grok steps up as well, trying to be somewhat friendly.  " Aye.  We've got some time, and a need for some books, so we've been asked to help identify the thieves, and retrieve the missing pages.  As my companion said, we've worked with the Fist previously, to great success.  And if we can help you find the pages, well, I'm sure you could find something much more interesting to work on. "
 
 Spoiler: OOC 

 (1d20+9)[ 26 ]  Persuasion
 

 
 
  
Amnestic
 Team Crime Scene 

The Flaming Fist guard starts a little when you talk to him, and then stifles a yawn.  "Been here two days waiting for an investigator to show up. Guess I can't complain though. Better than patrolling outside. At least the library's warm. And some of the librarians are a real feast for the eyes. Only downside is not a lot happens around here. Very quiet. Almost enough to make a man go mad."  He continues to natter on, and on, and on, as if you've uncorked a stoppered flask and its contents now gush forth endlessly. The result is that while he continues to speak, you  are  given the freedom to investigate the scene. The Book of Inner Alchemy lies in the centre of the chaos. While the book appears mostly undamaged, a review of its contents finds that several of its pages have been neatly sliced from its bindings.

Despite it being two days since the deaths, the bodies beneath the sheets show no signs of decay or putrefaction.  "They got a priest in from...uh...a temple to preserve the bodies, 'til an investigator got here,"  the guard explains.
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 11 PIv: 10 PIs: 11
SR 0/2, Conditions:
 
Grok nods appropriately as the guard starts to speak as he looks over the scene, before he tries to guide the guard along a more productive line of questioning.  " Aye, it's a terrible thing, silence.  Nothing to distract a man from his thoughts, and at a time like this?  That might be helpful.  Have you had any information or conclusions about the attack you could share? "
 
 Spoiler: OOC 

So... I was going to pull out detective Grok, and try to put togeather what the missing pages were, and get an idea of what killed the men, but then I realized that wasn't going to succeed with Grok at the helm, rocking that awesome +0 for int checks, and +1 for wisdom checks.
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 66/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 9 / 9 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th, 1/1 5th 
 2/2 Wildshape 

Caelyn had experience ignoring long winded speeches from her childhood in Candlekeep, but as soon as permission is given to investigate the scene she makes her way towards the bodies.  "Grok, we may need Senna to look into that book. Maybe Sam, but he's... unpredictable in his education. If we can establish what alchemical process is involved we may be able to figure out what the thieves stole. I'm going to try to learn more from the departed."  She opened her healer's kit and removed a curved piece of river glass that served to magnify. Usually it identified dangerous herbs or insect bites, but today it may help her. She had no idea how to investigate, but with sharp eyes and proper training she may be able to find something. 
 
  
 
 Spoiler: OOC 
  (1d20+9)[ 10 ]  perception.
 (1d20+9)[ 19 ]  medicine.
 
Amnestic
 "Not my job, I'm just here to watch and make sure no one messes with the crime scene."  The guard seemingly misses that he is letting you do exactly that. Caelyn can't see much of note on the bodies that sticks out, but she does note the the librarians were killed by blunt trauma. The bruises and broken bones don't match any weapons. Instead, they appear to have been carried out by fist and foot.
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 13 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 3/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 --- | Raven Form | Summonings: 0/1 
 Team Research 

Flexing his fingers, Sam takes a look at the lock, turning it over. Yup. That's a lock. Given the scratches, he assumes the library does not in fact have the key, and their pickers are probably pretty decent so the lock must be magical.  "Well,"  he says to Senna,  "I think the place to start would be magic-detecting and identifying of the lock and tome?"  That is outside of his mystical expertise, however, and so he focuses on studying the physical features of the book.

Aergid paces around their table, before getting bored and curling up on the floor, listening to the distant library sounds. Footsteps and shuffling papers.

 Team Crime 
 "These practices are rare in civilized places, their kind often prefers quiet, solitude and temples,"  Grepha whispers in Caelyn's ear as she and Grok poke around the crime scene.  "We  have  met one practitioner of the monastic arts since entering the city. Of the hobgoblin variety. If you intend to find more, I suggest the temples." 

Flapping her wings, the raven lands next to the book and flips through the pages.   Samuel,   she communicates telepathically,   What temple would be the most likely place to find monks interested in internal alchemy and whatever the rest of this gobbledygook is?  
  Hold up hold up, one train of thought at a time...  
 
 Spoiler: Actions 
Sam:
 (1d20+6)[ 8 ]  Investigation to examine the lock and tome's physical features
 (1d20+10)[ 19 ]  History to identify the cultural make of the book or recall the author, and anything he might recall about how that culture or author might have protected their stuff in the past

 (1d20+10)[ 30 ]  Religion or History as appropriate to think of where a monastic sort would be likely to go in the city
 roll]1d20+10[/roll]   29  (rolled in Discord) History check if both are appropriate, using the former as Religion
 

 
 
  
Amnestic
 
 Spoiler: Roll Results 

 Investigation:  It's a sturdy metal lock.

 History (Book):  The author is a water genasi spellcaster of some disrepute, well known for summoning and binding elemental creatures, including to objects as power sources. Given his focus on elementals, people assume the tome references their originating planes, though since no one has managed to open it, it's still an unknown. Granted, most spellcasters of significant power haven't tried. Perhaps they simply don't care to.

 Religion/History (Monks):  While they do not reside inside Baldur's Gate itself, there is rumour of an order of martial artists who lurk north of the city, preying on travellers. To date, any time the Flaming Fist or adventurers have sought them out, they've retreated into the hills and lost their pursuers before they could be caught. Or killed those who came looking for them. The Iron Crisis has prevented a more concerted effort to put them down.
 
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 13 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 3/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 --- | Raven Form | Summonings: 0/1 
 Team Research 
 "Well,"  Sam informs Senna,  "I heard the author of this is a water genasi, but his writing isn't really well-regarded. Or maybe he's just a jerk? Bad reputation, anyways,"  he shrugs.  "I'm guessing nobody really strong at magic has bothered to try opening it, and nobody's been interested enough to pay them to." 
 Team Crime 

After some details relayed from Sam, Grepha hops back up, to Grok's shoulder this time. Her low voice informs,  "Samuel has heard of a group of martial bandits who've been preying on travelers north of the 'Gate. Dangerous, slippery sort. Been too many bigger fish these days for anyone to bother them, and so they've  festered ." 
 
 
  
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 11 PIv: 10 PIs: 11
SR 0/2, Conditions:
 
With many questions, and no ability to answer them, Grok looks to Caelyn.  " Think it's time to consult an expert? "  Assuming no objections, Grok will look for a librarian while being the very picture of dwarven subtly, clanking around the library.  Once he finds one, and gets their attention, he asks his question, bluntly.  " We're tryin' to find those missing pages from the book that got stolen.  Any idea what is in them, or why someone might want them? "

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 66/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 9 / 9 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th, 1/1 5th 
 2/2 Wildshape 

Caelyn watches Grok speak to the librarian for a moment before whispering to Grepha. "Sounds like a job for, well, us. Let Sam know- I suspect we are going North out of the city."
 
 
  
Amnestic
 Team Research 

The combination of two spells opens the lock on the book and it falls open. A glance at the first page has various notes that appear to be to be related to planar binding. You have little time to read it though, as no sooner do you open the tome than wispy clouds steam up from the paper pages, forming into the vague shape of a humanoid head. Its mouth falls open in a manner reminiscent of speech. If it is speaking though, no words come out. Because of the Silence spell.

 Team Crime 

The librarian doesn't know - the book wasn't noted as being part of their collection, so it's not too surprising they're not familiar with it.
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 13 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 3/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 --- | Raven Form | Summonings: 0/1 
 Team Research 

After realizing what's happening, Sam quickly scampers out of the Silence spell's range - even if Senna is quick enough on the draw to drop it, his reflexive lizard scamper takes him several feet away.  "What was that?"  he asks the... talking head thing.

 Team Crime 
 "The other book investigation is going well enough,"  Grepha informs Caelyn - and Grok.  "And we have a lead now, as well. We should reconvene." 
 
 
  
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 11 PIv: 10 PIs: 11
SR 0/2, Conditions:
 
Team Crime

At Grepha's transcribed message, Grok nods.  " Agreed.  We've a place to start, and even if we're wrong, well... "  He shrugs.  " World's always better with fewer bandits. "  With that, he steps away from the bodies and the remains of the book, and offers the guard a nod.  " Looks like we've got places to be.  If we find the pages, or the killers, we'll be back. "

With that, he turns about, and heads back towards Senna and Sam's last location, his boots thudding as they impact the flooring beneath his feet, demonstrating that perhaps a fully armored dwarf was not the best librarian.
 
 
  
Amnestic
 Team Research 

Freed of the Silence spell, the speaking head can now actually speak. It twists and turns in place and though it is formed entirely of cloud, it still seems bound.  "You!...are not Zikran. Servants of his? Or enemies? Or wanderers of happenstance? You should know that aiding me will be rewarded, even if it makes an enemy of my captor."  The 'creature' pauses.  "What year is it?" 
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 13 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 3/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 --- | Raven Form | Summonings: 0/1 
 Team Research 
 "Uh,"  Sam looks around.  "You're in a library. I don't  really  know who Zikran is, but his reputation isn't great, people just don't seem to like him."  When asked what year it is, Sam has to stop and think, counting back to his hatching and recalling his own age.  "The year is 1369-ish DR, I think." 
 
 
  
Amnestic
 "A mere 30 years in captivity then. Paltry, and yet far too long. You, mortal, address the djinni Gazre-Azam, and I would bargain for release from this captivity. My freedom can be bought only with the death or agreement of the foul genasi who locked me in this grimoire. Release me, and I shall grant you one  Wish ! A fair bargain, I think you will agree?" 
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 13 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 3/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 --- | Raven Form | Summonings: 0/1 
 Team Research 

Sam holds up a finger, followed by a long pause.  "I think I should consult with the rest of my f- my party, before making a decision like that,"  he says, taking the book and waving Senna along to find Grok, Caelyn and Grepha.
 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 81/81   
 Spells: 1st: 4/4 2nd: 3/3 3rd: 2/3 4th: 2/2, 5th: 0/1 
 Channel: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions:  

Shocked by the mere interaction, Senna watches the back and forth. You can see the gears inside her head grinding, thinking about things along of "kill the armored figure", "give us vast riches" or "create a simulacrum of me." A few other more selfish thoughts including some aimed at Garrick pass by until her eyes begin to fill with tears.

 What would Gorion do...?  the cleric starts sobbing uncontrollably, protecting the books from her tears.   We can have vast riches, but nothing short of the divine miracles of the gods could bring HIM back.  she states the sort-of-obvious. They had to leave Gorion's corpse, and her divine powers were too weak for that sort of miracle.

She inhales deeply, calming her voice with every breath. With wet eyes, she would eventually say:  The obvious choice for adventuring folk like us would be a demi plane. Some place we cannot be scried in, some place where we are safe for once. What are your ideas?  
 
 
  
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 11 PIv: 10 PIs: 11
SR 0/2, Conditions:
 
 Everyone, united at last! 
After Sam explains the tale of the djinn trapped in the book, Grok frowns.  " Lots of stories about djinn. "  His frown deepens as he considers Senna's words.  " Making plans for wealth and power we don't have is a dangerous trap. "  It almost seems that there was more he might have said, had the object of his conversation not been right in front of him.

He looks towards the library's entrance.  " I also think that your librarian friend should be consulted.  It is, after all, a library book. "

As silence falls, Grok chooses to fill it with another explanation, that of what he and Caelyn had found, the deaths, the missing pages, and the order of monks to the north.  " If these monks have been preying on travelers, and if they are going so far as to try to steal pages from a book, they may have other books that could be used to gain access to Candlekeep.  And whatever foul alchemy they plan is likely best stopped. "
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 66/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 9 / 9 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th, 1/1 5th 
 2/2 Wildshape 

Caelyn frowns at the offer of a wish in exchange for the release of a powerful being. A gift such as this could be the difference they needed... or it could be a very juicy piece of bait in a trap. She turned her considerable insight on the book. It didn't have much of a body for body language, but sometimes tone was enough.  "Gazre-Azam, great djinn, you can understand if we are hesitant to act quickly. Great power rarely comes easily, and often when it does it is tainted, something our group is very familiar with. It is my greatest pleasure to free the bound, and I hope to be able to release you... after some questions and information gathering. For every wish granted there is a tale of how it sours, and we will need time to determine our best course of action and our best use of such great gratitude."  She inclines her head respectfully towards the book, feeling a bit silly but hoping that frankness and respect will buy them time.  "Can you tell me more of your captor? This... Zikran... if we are to free you we must find him. Tell us of him. If it has only been thirty years, perhaps he is still in this area?"  
 
  
Amnestic
The clouds frown. Somehow.  "Mortals usually jump at the chance of a djinni's wish. Zikran is an elemental master who binds creatures to serve and assist him. He locked me in this tome with the promise that if I gave him my knowledge of the planes, he would release me, yet his questions were never ending, and my freedom never came. Eventually I demanded release, and he responded by, it seems, tossing me away." 
 "When last I was aware, he had a laboratory near the mortal city of Baldur's Gate, just beyond its western walls - a cave accessible only by swimming, and subject to the tides. Even if he is no longer there, there may be a hint as to where he is now." 
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 11 PIv: 10 PIs: 11
SR 0/2, Conditions:
 
Grok shrugs at the Djinn's surprise, and he looks directly at it for the first time.  " There's nothing quite like the prospect of a wish to drive people apart, and as my friend has said, there's a long history of wishes being twisted. "  He shrugs.  " I don't know if you are the sort to do so, but either way, we need to find out more about this Zikran before we'd know if we can handle him.  A wish for freeing you from his bindings does no one any good if we're all dead.  He is powerful enough to bind you, but what else would he have bound?  How powerful was he, thirty years ago? "

 
 
  
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 13 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 3/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 --- | Raven Form | Summonings: 0/1 
 "It does seem pretty unfair to bind someone and coerce them into doing stuff for you,"  Sam agrees with the elemental, and with Caelyn. Grepha makes a small, amused noise.  "You know freedom is only an ask away,"  he chides her for the short laugh.

 "I know. Funny is funny, all the same." 

Truth be told, Sam probably could have been swung towards helping without the carrot of a wish dangling. Murder-for-hire less so. They wind up on that path all too often, but it is important to him that it remains a thing unintended.  "We are not in the business of assassination, but we could do some digging and talk to him, and see about a trade or something, maybe?" 
 "Or use the self-defense excuse when he attacks us, as they often do,"  Grepha adds in an off-hand whisper.
 
 
  
Amnestic
 "I would expect other bound creatures. He was also seeking to weaponise elemental planar energy, but how he didn't make clear."  The djinni might have shrugged if he weren't made out of clouds.  "If you can have him agree to my release without killing that is acceptable. My revenge will be served by his eventual demise regardless." 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 19 HP: 81/81   
 Spells: 1st: 4/4 2nd: 3/3 3rd: 2/3 4th: 2/2, 5th: 0/1 
 Channel: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions:  
 The power of elemental wind in a port city like Baldur's Gate, where it can flow uninhibited could make one easy to command any and all ship trade, for starters. Considering his cave is within the tides, he might as well have bound Marids and other water elementals, too.

Though power lying dormant, and your binding being decades old, Gazre-Azam, we really should look into murders first and foremost. One finer point though; I know of djinn nobility; so if we are to call you by any title, please tell us.  Senna bows slightly.




 
 
  
Amnestic
 "That seems-"  The djinni's words are cut short by the book snapping shut and the lock reactivating. Knock's magic has expired, and the magical seal on the book manifests itself fully once more. With only ten minutes of conversation time, it's an expensive effort to put in when there might be more dangerous moments to come.

But, for the moment, you're able to put that aside. The murderers come first. It takes some negotiating on Livaan's part to have you leave with not one but two of the books, but rumours have started circulating of your eclectic group coming to and from the Flaming Fist barracks, which seems to help smooth matters along.

Unfortunately, you lack any particular guidance on where these martial arts monks may reside beyond that they seem to be somewhere north of the city. You roam the cold hills for hours, well into the afternoon, through drudgery and boredom, hoping to cast a glimpse of  something  that isn't another empty field. As it happens, you smell something new before you hear it. While pressing through a copse of trees, a noxious scent fills your noses. Pressing carefully on the path, you see a hollow petrified tree trunk filled with a viscous black ooze. Black tendrils extrude from the ooze, reaching toward two figures clad in white robes. These figures are twenty feet away from the tree trunk and pushing a wheelbarrow filled with bodies toward it.

You are, for the moment, out of sight, and potentially able to hide and observe, if you don't wish to immediately leap to intervene.
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 11 PIv: 10 PIs: 11
SR 0/2, Conditions:
 
Having wandered the hills for hours, wandering to and fro amidst the complete lack of directions, Grok is getting ready to try lighting the forest on fire to make thing simpler when a most noisome experience entered his finely tuned nose.  With two strangers pushing a wheelbarrow full of something he couldn't quite make out approached the strange tree, he pushes free of the bushes, and calls out to them.  " Ware!  Something's wrong with that tree! "
 
 Spoiler: OOC 

Grok has something that vaguely resembles a plan that's been bashed with a hammer a few times and then stuck back together by a small child.
 

 
 
  
Amnestic
At the sound of the call the robed figures jump in surprise, glance at each other, then thrust the wheelbarrow towards the tree trunk before sliding down behind a fallen tree out of sight.  "Come and get us then, fools! You'll find our fists more than a match for you!"  one yells out. Whether their taking cover detracts from their boast will be up to you to judge, but they clearly intend hostilities.

 
 Spoiler: Map 

 

The monks are prone behind the trunks, and have Total Cover, meaning they cannot be targeted directly from your current positions, though they're still vulnerable to AoE stuff.

Grepha, Caelyn, Sam, and Senna are up. The oozes skip their first turn.

 Initiative: 
Grepha: (1d20+5)[24]
Caelyn: (1d20)[19]

BP: (1d20)[18]

Sam: (1d20+5)[17]
Senna: (1d20)[14]

M: (1d20)[12]

Grok:(1d20)[7]
 
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 66/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 9 / 9 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th, 1/1 5th 
 2/2 Wildshape 

Caelyn ponders throwing a fireball, but figures that such dextrous opponents might just avoid the blast entirely. Instead she moves quickly, taking a position behind the boulder resting between the two groups..
 
 
  
 
 Spoiler: OOC 
Move dash behind the big rock. I don't want to get sucker punched.
 
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 16 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 3/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 --- | Raven Form, Mage Armor, Invisible | Summonings: 0/1 

Sam jogs into the bushes beside the road. Any question of the martial artists' guilt has swiftly been banished. Are they  feeding  that ooze? Leaning out, he angles a shot at the log itself, attempting to launch it out of the way so that he can target the monks.

Grepha vanishes from sight and takes off into the air. The little silver dragon bounds forward after Caelyn, flapping his wings for momentum and joining her behind the rock. He lowers himself into a hunting posture.

 
 Spoiler: Actions 
 Sam 
Move 6 SE, placing him by the bush and fence.
Eldritch Blast on the log
 (1d20+8)[ 18 ]  Blast 1 vs log
 (1d10)[ 1 ]  force damage and 10 knockback on hit, knocking it into them for  (1d4)[ 4 ]  bump damage, and maybe rolling over them out of the way?
 (1d20+8)[ 13 ]  Blast 2, vs Monk 1 if the log is moved, or vs the log again to bump it into them again otherwise
 (1d20+8)[ 26 ]  Prone Disadv if vs Monk
 (1d10)[ 6 ]  force damage and  (1d4)[ 3 ]  bump damage if the log is knocked back, or if the monk is then knocked back into the log behind him from order of operations

 Grepha 
Invisify, then fly 12 spaces up and forwards, to put her above the big boulder.

 Aergid 
Move forward, staying near Caelyn and just behind her. Ready an attack for if an enemy moves adjacent to himself or Caelyn.
 (1d20+6)[ 24 ]  Bite attack if triggered
 (1d10+4)[ 7 ]  damage
 

 
 
  
Amnestic
As the party repositions Sam knocks one log over one monk, giving them a light bump. They jump back to their feet and dash forwards, their motions focused on defense.

 
 Spoiler: Map 

 

Log rolls over one monk, second attack misses. Senna dashes.

Monks stand and BA dash, then Action Dodge.

Grok, Grepha, Caelyn up.

 Initiative: 
Grepha: (1d20+5)[24]
Caelyn: (1d20)[19]

BP: (1d20)[18]

Sam: (1d20+5)[17]
Senna: (1d20)[14]

M: (1d20)[12]

Grok:(1d20)[7]
 
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 11 PIv: 10 PIs: 11
SR 0/2, Conditions:
 
" Bloody stupid monks. "  The oath almost slips out as the situation immediately goes straight to combat, and Grok breaks into a sprint to try to get into the fight, his armor clanking, and the grass, flowers, and other common foresty things crushed underfood as he goes.
 
 Spoiler: OOC 

Double move 50 feet to the east.
Reaction:  Stab?
 (1d20+12)[ 30 ]  Attack
 (1d10+7)[ 14 ]  Damage?
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 66/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 9 / 9 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th, 1/1 5th 
 1/2 Wildshape 

Caelyn peeks over the rock and invokes Bokono's name, the fire elemental erupting into existence among the monks and threatening to scorch them. Then the elemental fired at small orb of fire at one of them, just hoping to keep the monks off balance and on the defensive. Then she moved backward, hoping to keep ahead of any furious fists.
 
 
  
 
 Spoiler: OOC 
 (1d20)[ 16 ]  and  (1d20)[ 3 ]  against DC 17 to avoid  (2d6)[ 12 ]  fire. Then a flame seed attack for  (1d20+9)[ 29 ]  or  (1d20+9)[ 18 ]  since I imagine they are in patient defense, for  (1d6+5)[ 6 ]  fire damage. Move to try to avoid being judo chopped.
 
Amnestic
Grepha swoops in as Grok closes in, but the evasive monk dodges away from her stinger, and Bokono's flames, though its seed still strikes true. Sam's blasts both manage to land also, causing visible bruises.

The black puddings emerge from their hidey-hole inside the tree stump. One slithers over to the abandoned wheelbarrow, while the other oozes its way towards the monks (and the party, in turn).

 
 Spoiler: Map 

 

Grok moves.
Grepha attacks with stinger, misses due to Dodge.
Dodge gives advantage on dex saves, and reroll of the fail turned it into an 18+mods, so both avoided Bokono's appearance. Flame Seed hit though, but Dodge turned it into a hit instead of a crit.

One black pudding moves towards the wheelbarrow, one moves towards the fight.

Sam eldritch blasts, hits for 14 total. Aergid stands next to Grok and readies an attack if someone gets in range.

 Senna is up. 
 Initiative: 
Grepha: (1d20+5)[24]
Caelyn: (1d20)[19]

BP: (1d20)[18]

Sam: (1d20+5)[17]
Senna: (1d20)[14]

M: (1d20)[12]

Grok:(1d20)[7]
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 21 HP: 81/81   
 Spells: 1st: 4/4 2nd: 3/3 3rd: 2/3 4th: 2/2, 5th: 0/1 
 Channel: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions:  

Senna draws her rebellious bell; one that rings on its own if not put inside a sound proof case. It levitates slightly, and the Deneirite mentally commands the monks to move.  Why dont you take a hike?  she suggests pointing to her right.

 
 Spoiler 
Wisdom saves from left to right  (2d20)[ 19 ][ 19 ](38) 
 

 
 
  
Amnestic
Senna's command is ignored by the ascetics, who split on fleet feet, darting around Grok's glaive-range. They are silent in their approach, fully focused on ending you. Their fists and feet glow with magic as they strike at Sam and Senna, sweeping blows piercing past metal and scale to strike at the very core of your beings, and knocking you from your feet in the process.

 
 Spoiler: Map 

 

Senna's Compulsion is resisted.

The monks split, one attacking Senna, the other Sam. Grepha hits with an OA for 21.

Senna is hit twice and proned, for  18  force damage over two hits.
Sam is hit twice and proned for  20  force damage over two hits.

Grok, Grepha, and Caelyn are up.

 Initiative: 
Grepha: (1d20+5)[24]
Caelyn: (1d20)[19]

BP: (1d20)[18]

Sam: (1d20+5)[17]
Senna: (1d20)[14]

M: (1d20)[12]

Grok:(1d20)[7]
 
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 11 PIv: 10 PIs: 11
SR 0/2, Conditions:
 
Roaring with rage as one of the monks runs straight around his reach, Grok spins around, and charges the monk that had dared to so offend him, aiming to impale the man from behind to properly convey his fury.
 
 Spoiler: OOC 

Moving in a straight line to reach the monk, and then stab.  No bonus action.
 (1d20+12)[ 14 ]  Attack
 (2d10+14)[ 22 ]  Damage


AoO:
 (1d20+12)[ 27 ]  Attack
  (2d10+14)[ 17 ]   Actually 14 Damage
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 66/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 9 / 9 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 2/2 4th, 1/1 5th 
 2/2 Wildshape 

Caelyn sees her mobile enemies split up and target her family. Issuing a command to Bokono, she moves south while he approaches Senna. The elemental gets within range of her sister, then wraps her in a cloak of flames and teleports her 15 feet to the south west, putting itself between her and the monk, though their agility likely negated that. If anything, it would mean the monk would have to move closer to Grok to engage Senna.

Caelyn herself moved south to Sam and laid her hands on him.  "Time to get up, brother. No time for napping now."  Her hand reached down and sizzling energy radiated into his body, washing away his bruises like scalding water had been splashed on him. It often amused her that her brother was the only one who really wasn't singed by her healing due to his draconic heritage, but now was not the time for amusement.
 
 
  
 
 Spoiler: OOC 
Caelyn is going to run up and cure wounds level 2 on Sam-  (3d8)[ 15 ]  +  (1d6)[ 5 ]  for enhanced bond. Bokono is going to attempt to scoop up Senna and move her behind itself/Grok if possible, or at least make them provoke AOO to go after her.
 
Amnestic
The nimble monk narrowly dodges Grok's glaive, but it gives Sam a chance to stand and move away without being chased, giving a short nod to Caelyn's healing. Bokono to the north shifts Senna away from the monk, but the black pudding oozes its way closer towards her, pincering between fist and slime - a terrible place to be.

Aergid and Grepha both lay into the northern monk, bloodying him with tail stinger and a particularly critical bite.

 
 Spoiler: Map 

 

Grok's hit narrowly misses. Nothing has yet provoked his reaction.
Grepha attacks and hits the north monk with a stinger, saved (barely) vs poison for 12 total.
Caelyn heals, Bokono shifts Senna back behind it.

Black pudding (left) dashes into melee with Senna.
Black pudding (right) starts eating the wheelbarrow full of people.

Sam disengages. Aergid crits the north monk for 20 with a lucky bite.

Senna's up.

 Initiative: 
Grepha: (1d20+5)[24]
Caelyn: (1d20)[19]

BP: (1d20)[18]

Sam: (1d20+5)[17]
Senna: (1d20)[14]

M: (1d20)[12]

Grok:(1d20)[7]
 
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 16 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 3/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 --- | Raven Form, Mage Armor, Invisible | Summonings: 0/1 

After using his wings to scoot out of the path of danger, Sam flaps up into the air and attempts to hammer the monk in front of Grok into the ground.

 
 Spoiler: Actions 
 Sam 
Dash/Disengage is a bonus action for him. He'll also fly a few spaces upwards for an angle to EB the monk into the ground for some bump damage as his action.
 (1d20+8)[ 11 ]  to hit with Blast 1
 (1d10)[ 3 ]  force damage, + (1d4)[ 1 ]  bump damage into the ground
 (1d20+8)[ 12 ]  to hit with Blast 2
 (1d10)[ 1 ]  force damage, + (1d4)[ 1 ]  bump damage into the ground
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 21 HP: 63/81   
 Spells: 1st: 3/4 2nd: 3/3 3rd: 2/3 4th: 2/2, 5th: 0/1 
 Channel: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Shield of Faith 

Her head echoing the forceful impacts, the young cleric is strewn about the ground like she did not even try to defend herself. Trying to get her grips onto her whereabouts a flame envelops the ginger priest and throws her aside. She rolls onto her stomach and lifts her body up. She really was not built for fighting but these did not give her a choice.  The Scribe shall protect me.  her voice echoes.

 
 Spoiler 
SoF on self. Standing up, moving towards Grok.
 

 
 
  
Amnestic
Sam's beams go wide as the ascetic, surrounded, chooses to strike at Grok instead, but his armoured plates deflect the blows. The northern monk gives chase to Senna, ducking around the critical-striking dragon, and lands a blow despite her magical aegis. She does, however, retain her footing.

 
 Spoiler: Map 

 

South monk BA Dodges and attacks Grok twice, missing both times.
North monk BA disengages and chases Senna, attacking twice. Hits once (24 total) for  9  force damage. She makes the save vs. Prone though.

Grok/Grepha/Caelyn are up.

 Initiative: 
Grepha: (1d20+5)[24]
Caelyn: (1d20)[19]

BP: (1d20)[18]

Sam: (1d20+5)[17]
Senna: (1d20)[14]

M: (1d20)[12]

Grok:(1d20)[7]
 
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 93/93  PP: 11 PIv: 10 PIs: 11
SR 0/2, Conditions:
 
Moving deftly in his heavy armor, Grok makes sure that the hits fall on his armor, and deflect harmlessly.  Afterwards, he grins at the monk.  " And that's why ye wear armor. "  However, noting the nimble and well balanced stance of the monk fighting him, Grok, rather than continuing to fight the monk, walks through the fence as he steps north to attempt to expose the monk harassing Senna to a pointed lesson in why you don't attack Grok's friends.  Or, at least, why you really do want to keep on dancing nimbly, rather than doing silly things like disengage.
 
 Spoiler: OOC 

Move Two squares north.
 (1d20+12)[ 22 ]  Attack
 (2d10+14)[ 27 ]  Damage

OA:
 (1d20+12)[ 31 ]  Attack
 (1d10+7)[ 9 ]  Damage
 

 
 
  
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 16 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 2/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 --- | Raven Form, Mage Armor, Concentrating (Conjure Animals) | Summonings: 0/1
Dire Wolf 1: 37/37 HP, 14 AC
Dire Wolf 2: 37/37 HP, 14 AC 

Flapping up into the air above the rocks, Grepha brandishes the golden band around one of her talons. The blood-red gem gleams, and clouds of red smoke drift down to coalesce into the shapes of two hulking wolves, flanking the nearby ooze.  "Servants, destroy these oozes,"  she commands, feeling a thrilling rush at having minions to do her own bidding.

 
 Spoiler: Actions 
 Grepha 
Fly 15 feet up.
Action to summon two Dire Wolves with the Ring of Vampiric Servants, and command them to attack the oozes.
 (1d20)[ 19 ]  collective initiative for the wolves
If their initiative happens to place them where they can act now, they will both bite the ooze. If not, feel free to use these on their turn and save some rolling.
 (1d20+5)[ 20 ]  Wolf 1 to hit
 (1d20+5)[ 6 ]  Pack Tactics
 (2d6+3)[ 8 ]  piercing damage
 (1d20+5)[ 23 ]  Wolf 2 to hit
 (1d20+5)[ 10 ]  Pack Tactics
 (2d6+3)[ 10 ]  piercing damage
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 66/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 9 / 9 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 3/3 3rd, 2/2 4th, 1/1 5th 
 1/2 Wildshape 

Caelyn steps forward, carefully moving around the monks and staying out of fist range. Targetting the nearest ooze, she unleashed a volley of scorching rays meant to cut the ooze back a bit. Bokono's connection made the blasts extra potent, while his fire seed joined the volley.
 
 
  
 
 Spoiler: OOC 
Three d20's at the ooze near Grepha.  (1d20+9)[ 20 ]  and  (1d20+9)[ 21 ]  and  (1d20+9)[ 23 ] . Each does  (2d6)[ 5 ] ,  (2d6)[ 10 ] ,  (2d6)[ 4 ] . First hit deals  (1d8)[ 5 ]  extra fire damage. Bokono rolls  (1d20+9)[ 22 ]  to hit for  (1d6+5)[ 8 ]  fire damage.
 
Amnestic
Grok's rush north causes a hooked foot from the nearby monk to trip the dwarf. It doesn't stop him though, as he rolls back to his feet and unleashes a cleaving strike that bisects the north monk, killing them. Grepha's summoned wolves immediately strike at the ooze, though their teeth are scorched in the process. Not more than the ooze is, however, by Caelyn and Bokono's flurry of fire strikes. The ooze retaliates against the closest target with a pseudopod smash, burning off a chunk of the wolf's fur.


 
 Spoiler: Map 

 

Grok kills the north monk, though do remember he took 11 force damage in the process if that wasn't already updated.
Grepha's wolves both hit, taking  4  and  1  (North+South) acid damage for biting an ooze. The damage of their bites is also reduced by -1.
Caelyn and Bokono all hit, bringing the ooze into 'bloodied' range.

North ooze attacks south wolf, hitting for  7  bludgeoning and  10  acid.
South ooze dashes.

Sam+Senna are up.

 Initiative: 
Grepha: (1d20+5)[24]
Caelyn: (1d20)[19]

BP: (1d20)[18]

Sam: (1d20+5)[17]
Senna: (1d20)[14]

M: (1d20)[12]

Grok:(1d20)[7]
 
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 69/69 | AC: 16 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 2/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 20 ft. Up | 15 ft. Up, Raven Form, Mage Armor, Concentrating (Conjure Animals) | Summonings: 0/1
Dire Wolf 1: 33/37 HP, 14 AC, Decayed Teeth (-1 damage)
Dire Wolf 2: 19/37 HP, 14 AC, Decayed Teeth (-1 damage) 

Sam continues his assault from above, keeping aloft with his wings and firing a barrage of eldritch blasts.

The magically conjured wolves snarl as they mouths sizzle and their teeth are shorn away in layers by acid. Flinching away and not wanting to suffer the same fate, Aergid instead takes wing and dive-bombs the remaining, weakened monk, attempting to knock him down and out rather than kill.

 
 Spoiler: Actions 
 Sam 
EB at the remaining Monk.
 (1d20+8)[ 12 ]  to hit Blast 1
 (1d10)[ 4 ]  force, + (1d4)[ 1 ]  bump damage into the ground
 (1d20+8)[ 19 ]  to hit Blast 2
 (1d10)[ 7 ]  force, + (1d4)[ 4 ]  bump damage into the ground

 Aergid 
Fly to the south Monk, attempting to deal non-lethal damage.
 (1d20+6)[ 12 ]  to bite
 (1d10+4)[ 12 ]  damage
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 21 HP: 54/81   
 Spells: 1st: 3/4 2nd: 3/3 3rd: 2/3 4th: 2/2, 5th: 0/1 
 Channel: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Shield of Faith 

Holding against the onslaught on her divine shield, the cleric manages to duck behind her shield to prevent the majority of guts spilling onto her face.  Why do you do this? Whom do you serve?  she says before driving a mental spike through the monk's thought.

 
 Spoiler 
Mind Sliver on southern monk. Interposing Senna between him and Sam.

 (1d20)[ 1 ]  Int save vs DC 17  (2d6+5)[ 14 ] 

OA with Shocking Grasp:  (1d20+9)[ 10 ]   (2d8)[ 5 ]  and no reactions/OAs until next turn.
 

 
 
  
Amnestic
The monk deflects one of the beams that comes his way, while the other one hits him in the shoulder. He ducks away from Aergid's bite. Though Senna's spell does land, he shrugs off her words and keeps his peace. Whatever the situation, injured as he is and with a dead comrade, he refuses to speak. Instead he jumps, launching a spinning kick at Sam, that catches him in the stomach and sends him back earthward, crashing into the ground.

 
 Spoiler: Map 

 

One EB misses, the other hits. Aergid misses.
Mind Sliver save failed.

Monk BA disengages and jumps into the air, hitting Sam and proning him with one attack, forcing him back to the ground. He takes  7  force from the punch, and  1  bludgeoning from the fall. Other attack missed.

He's also very nearly dead.

Grok/Grepha/Caelyn are up.

 Initiative: 
Grepha: (1d20+5)[24]
Caelyn: (1d20)[19]

BP: (1d20)[18]

Sam: (1d20+5)[17]
Senna: (1d20)[14]

M: (1d20)[12]

Grok:(1d20)[7]
 
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 82/93  PP: 11 PIv: 10 PIs: 11
SR 0/2, Conditions:
 
Seeing the other monk go for Sam, and knock him down, and that the oozes seemed to be occupied by wolves, Grok flicks the blood from his glaive before spinning and charging the remaining monk, letting his Glaive lead the way once more as he lets loose another battlecry.
 
 Spoiler: OOC 

Actions:  Move:  Either straight through the bushes(If they are not difficult terrain), trampling them underfoot, or else back through the fence and around.  I believe all 25 feet of movement are required.
Attack:
 (1d20+12)[ 22 ]  Attack
 (2d10+14)[ 20 ]  Damage

I... don't think it is likely that Grok will be making an AoO this round.
 

 
 
  
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 61/69 | AC: 16 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 2/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 Prone | 15 ft. Up, Raven Form, Mage Armor, Concentrating (Conjure Animals) | Summonings: 0/1
Dire Wolf 1: 33/37 HP, 14 AC, Decayed Teeth (-1 damage)
Dire Wolf 2: 19/37 HP, 14 AC, Decayed Teeth (-1 damage) 

Caught by surprise as the monk leaps up, Sam is knocked out of the... well, calling his clumsy altitude 'the sky' would be an overstatement. He is barely winded by the fall down onto his back.

Grepha glances over, but is confident that Grok has the situation handled. With a pointed gesture, she focuses a psychic pulse into the primitive little mind of the ooze caught between her two wolves to scatter its minuscule neurons.

 
 Spoiler: Actions 
 Grepha 
Mind Sliver on the wolf-flanked slime.
 (1d20)[ 3 ]  DC 14 Int save vs  (2d6)[ 8 ]  psychic damage, and - (1d4)[ 1 ]  to the slime's next save before end of Grepha's next turn

The two wolves bite the same slime again.
 (1d20+5)[ 23 ]  to hit Wolf 1
 (1d20+5)[ 15 ]  Pack Tactics
 (2d6+2)[ 7 ]  damage
 (1d20+5)[ 9 ]  to hit Wolf 2
 (1d20+5)[ 17 ]  Pack Tactics
 (2d6+2)[ 7 ]  damage
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 66/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 9 / 9 d8 HD 
 Spell Slots- 4/4 1st, 2/3 2nd, 3/3 3rd, 2/2 4th, 1/1 5th 
 2/2 Wildshape 

From her knowledge of the combatants, monks were agile fighters were surprisingly defensive for warriors with no armor, even beyond just their reaction speed. This would make most of her spells have a significant risk of being wasted. Meanwhile, from what she knew of oozes, they were durable, mindless, and possessed only the most basic of survival instincts. That informed her targeting decision, as her allies seemed to have the monks under control for the moment. She summoned an orb of flame into her palm and blew on it, sending it rocketing to a point between the two oozes before blossoming into a potent explosion. The blast of hot air may dry her wolf allie's fur, but the well placed magic only threatened to consume the oozes and some grass. She didn't think the oozes were the highest priority in the fight, but she also didn't want to be surprised and made a fool of, or worse. Bokono like wise picked a target and launched an ember-like seed.
 
 
  
 
 Spoiler: OOC 
Fireball aimed so it doesn't hit any of us but roasts the two oozes. No more pyro ring, so I don't recover my second level spell slot (going to miss that...). The oozes roll dex saves against my DC 17-  (1d20)[ 16 ]  for the left one and  (1d20)[ 3 ]  for the right. If any oozes remain Bokono will spit at them, floating up on the rock if he needs line of sight.  (1d20+7)[ 12 ]  to hit for  (1d6+5)[ 8 ] . Caelyn will use her movement to try to avoid foes, but I won't cry if she gets punched or attacked by a living jam. Rolled 32 fire damage for the fireball on Discord.
 
Amnestic
Grok's glaive cleaves the remaining monk, finishing him off. Grepha and her wolves lay into the nearest slime, with the wolves suffering on their master's demands. Caelyn's fireball finishes it off, scorching the sizzling oozes into oblivion, and calling the fight to a close.

In the ooze's remnants, the bodies of the wheelbarrow have yet to be fully digested. Two of them appear to be forest gnomes dressed for travel, while two are human wearing the same white robes marked with a lotus that the monks wore. You note that the path the monks were traveling upon has a well-worn groove from their wheelbarrow, implying that they have traveled it with some regularity.

 
 Spoiler: OOC 

North wolf takes  8  acid and south takes  7  from biting. Their damage dice is reduced by a further -1.

One ooze is left on around half hit points, and since it can dash a maximum of 40ft a turn, it's not really a threat at this stage, I'll call the combat there.

The oozes weren't able to contribute much due to terrain but by pure CR this was a  Deadly  encounter granting  15  experience.
 
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 82/93  PP: 11 PIv: 10 PIs: 11
SR 2/2, Conditions:
 
In the aftermath of the blast, and the death of the second monk, Grok looks over, and abruptly, starts swearing.  " Damn and blast.  Meant to take one of them alive for answers. "  Shaking his head in annoyance, he cleans off his glaive, re-sheathes it, and starts checking the dead monks and the corpses for any documents or other hints as to who they were, why they were here, and who was responsible.

 
 Spoiler: OOC 

Yes, there is also a path.  But where is the fun in that.
 

 
 
  
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 61/69 | AC: 16 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 2/3 (regain 1/dusk)
| Breath Weapon: Recharge 0 
 Prone | 15 ft. Up, Raven Form, Mage Armor, Concentrating (Conjure Animals) | Summonings: 0/1
Dire Wolf 1: 26/37 HP, 14 AC, Decayed Teeth (-2 damage)
Dire Wolf 2: 13/37 HP, 14 AC, Decayed Teeth (-2 damage) 
 "Um, I think we were hoping to-,"  Sam mentions as he dusts himself off, but stops when Grok scolds himself first. Grepha and her wolves trail over, with Aergid looking sympathetically at their acid-burned teeth and mouths.  "Shouldn't we treat their wounds?" 

With a roll of her eyes, Grepha waves a claw.  "They are most likely magical constructs or fiends bound into a corporeal form." 
 "Well, how would you feel if you were stuck as a wolf and ordered to bite a bunch of acidic slimes?"  the half-dragon prods, squatting to help Grok search the remains for evidence. He tries not to think too much about how natural it feels by now.

 "Sure. Let's unionize the summoned minions, why not,"  his imp comments sarcastically. She lands on each wolf in turn, and with a minuscule expenditure of her warped warlock healing attempts to ease their pain.  "They left us a rather useful trail, Caelyn, but please, allow  my minions  to assist you in tracking them should they go off the path."  There is a certain infernal pride swelling in her head like hot air.

 
 Spoiler: Actions 
Grepha spends two cult dice to heal each wolf for  1 . If magical healing restores any of their bite damage, let me know.

Sam will Investigate the bodies with Grok's help.
 (1d20+6)[ 10 ] 
 (1d20+6)[ 20 ] 

Wolves will provide Help to Caelyn for tracking the monks' trail.
 

 
 
  
Amnestic
The monks carried nothing with them, save for their robes, and their bodies don't seem to hold any secrets that you couldn't glean from their initial appearance - though you do note evidence of cuts and bruises scarred over, cut again, and then scarred again. Their training appears to be significantly taxing and painful, whatever it is.

The healing mends the wounds of the wolves, though it does not fix their teeth - their bites are still hindered, and likely will remain as such until their summonings are dismissed.

The tracks lead you to the western edge of a secluded glade. The trees partially obscure what appear to be several wooden structures in the clearing, but these are dwarfed by a tower-sized monument at the far end resembling a giant lotus blossom, hewn out of solid rock and bursting from the earth. Towering over you is a gate with two carved stone columns and a gabled roof made from bark tiles. Above the gateway hangas a wooden plaque painted with a white lotus on a black circle. Beyond the gate is a well kept gravel path that passes through a small forest of vertical stone slabs and ancient trees.

  "Very few people would dare to come here!"   says a voice from above. Perched twenty feet above you is a man balanced with his legs braced between two of the larger stone columns. His piercing green eyes bore into you with confident malice. Four others, younger than the first, surround him, similarly balanced. With the grace of a bird he floats down from his perch, silently landing. From his hip he draws a nine-sectioned chainwhip.   "You've got courage. I'll give you that. But before you get a chance to fight Bak Mei, you have to deal with me, Steel Crane!"  
 
 Spoiler: Map 


Hope all your heals were healed.

 

Steel Crane in the centre is at ground level. The other monks are between 15-20 feet up, and may have partial cover depending on the angle attacked from. To the north and south is thick tree cover, which imposes difficult terrain and partial cover, or total depending on how deep in you go.

Sam and Caelyn are up.

 Initiative: 
Sam: (1d20+5)[18]
Caelyn:(1d20+5)[18]

SC: (1d20)[18]

Grok:(1d20)[17]
Grepha: (1d20+5)[11]

MR: (1d20)[11]
MB: (1d20)[7]

Senna: (1d20)[5]
 
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 61/69 | AC: 16 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 2/3 (regain 1/dusk)
| Breath Weapon: Recharging 1d6 (on 5-6) 
 10 ft. Up | Raven Form, Mage Armor, Concentrating (Conjure Animals) | Summonings: 0/1, ~15 ft. Up
Dire Wolf 1: 26/37 HP, 14 AC, Decayed Teeth (-2 damage)
Dire Wolf 2: 13/37 HP, 14 AC, Decayed Teeth (-2 damage) 

Sam points accusingly at the descended monk.  "Your banditry and library vandalism end here, bird man!"  As Aergid takes wing to confront the other monks looming above, Sam's eyes flash with a pulse of mental force to stun their leader. He takes to the wing after the dragon, hurling force projectiles down to pummel Steel Crane into the dirt.

Taking a deep breath, Aergid exhales a thick cloud of misty white smoke over two of the monks perched on the pillars.

 
 Spoiler: Actions 
 Sam 
Fly 10 feet up.
Mind Thrust at Steel Crane as a bonus action:
 (1d20)[ 19 ]  DC 16 Int save to halve  (3d6)[ 11 ]  psychic damage, on a fail the target can only take one action, bonus action or movement on their next turn
Then EB as an action:
 (1d20+8)[ 27 ]  to hit Blast 1
 (1d10)[ 6 ]  force damage and  (1d4)[ 3 ]  bump damage into the ground
 (1d20+8)[ 21 ]  to hit Blast 2
 (1d10)[ 10 ]  force damage and  (1d4)[ 3 ]  bump damage into the ground

 Aergid 
Fly 3 NE, 2 E and as far up as needed to catch the blue and red monks in a cone.
Paralyzing Breath on the two nearby Monks as an action.
 (1d20)[ 13 ]  DC 13 Con for Red Monk
 (1d20)[ 8 ]  DC 13 Con for Blue Monk
Failure results in Paralysis for 1 minute (new save at end of each turn)
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 66/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 9 / 9 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 1/2 4th, 1/1 5th 
 1/2 Wildshape 
 "Enough of this..."  Caelyn tapped her staff on the ground and summoned a glimmer of flame above the staff that went flying out towards the densest concentration of monks.  "If you will not cease, you will be ceased."  With a barked utterance to Bokono, the rebellious pyre elemental fired off an ember at the leader, planning on keeping up a bombardment to harry him.
 
 
  
 
 Spoiler: OOC 
 Entangle out of her staff.  (1d20)[ 4 ] ,  (1d20)[ 18 ] , and  (1d20)[ 3 ] , from north to south, in case I can hit all three.  Bokono will start firing embers at the lieutenant monk-  (1d20+7)[ 14 ]  for  (1d6+5)[ 11 ]  fire damage. Not sure how many I can fit under a fireball, but I rolled 15, 4, 10, 7, 5 to blast them, followed by  2, 13, 9, 11, 9 for their advantage if they are monks worth our time and have evasion lol
 
Amnestic
Steel Crane shrugs off Sam's mind-spell, and punches aside one of the beams, though the second strikes him. Aergid's paralysis breath also catches one of the monks, causing them to fall to the ground, though the other remains high up. That paralysis causes three to fall victim to Caelyn's fireball, though none fall over as a result of it. The singes may have thrown off Steel Crane's aim, since his chainwhip just hits Grok's armour, and doesn't do much else.

 
 Spoiler: Map 

 

Mind Thrust resisted, one beam deflected by deflect "arrows", one hit.
Paralysis breath hit blue monk, 1 fall damage.
Paralysis did, however, cause dex save fail, meaning SC and both blues failed saves vs fireball's 27 damage.

Steel Crane then rolls 7, 8, and 8 on attack rolls, meaning three misses. Stupendous.

Grok and Grepha are up.


 Initiative: 
Sam: (1d20+5)[18]
Caelyn:(1d20+5)[18]

SC: (1d20)[18]

Grok:(1d20)[17]
Grepha: (1d20+5)[11]

MR: (1d20)[11]
MB: (1d20)[7]

Senna: (1d20)[5]
 
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 82+5/93  PP: 11 PIv: 10 PIs: 11
SR 2/2, Conditions: Heroism(2 rounds)
 
As explosions go off, dragons charge, and monks advance, Grok just stands there, taking it, even as the chains bounce from his armor.  Then, he lets out a mighty hrumpf, and shakes his head.  " Bah, seems more like Blown Wind than anything steel. "  He slams his gauntleted fist against his breastplate as he readies his glaive.  " This here's good dwarven steel.  Nothing like that dumb stuff you apparently like.  It works. "
With that said, and his mild dislike of the other fellow conveyed, Grok sets his glaive, and thrusts it forwards, striking at Steel Crane.
 
 Spoiler: OOC 

Bonus: Vow of Enmity.(Also, gives heroism to Grok for  (1d4+1)[ 2 ]  Rounds.)
Action:  Attack!
 (1d20+12)[ 16 ] 
 (1d20+12)[ 19 ]  Advantage
 (2d10+14)[ 23 ]  Damage

 (1d20)[ 7 ]  Blazan's stealth
 


Further back, in the trees, an armored bear hides, watching the battle even as he munches down on a honeycomb.
 
 
  
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 61/69 | AC: 16 HP: 38/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 2/3 (regain 1/dusk)
| Breath Weapon: Recharging 1d6 (on 5-6) 
 10 ft. Up | 20 ft. Up, Raven Form, Mage Armor, Concentrating (Conjure Animals) | Summonings: 0/1, ~15 ft. Up
Dire Wolf 1: 26/37 HP, 14 AC, Decayed Teeth (-2 damage)
Dire Wolf 2: 13/37 HP, 14 AC, Decayed Teeth (-2 damage) 

With a flick of her beak, Grepha commands her wolves,  "Drag the lieutenant to the ground... but try not to kill."  Much as she would rather be done with him, information could be valuable. Taking to the air, she lends aid to the dragonling, sending a jolt of psychic pain at the monk who'd managed to resist the breath.

 
 Spoiler: Actions 
 Grepha 
Move 20 ft. up, 2 NE.
Mind Sliver on North Red Monk.
 (1d20)[ 17 ]  DC 14 Int save vs  (1d6)[ 1 ]  psychic damage, and - (1d4)[ 1 ]  on his next save this round

 Wolves 
Two bite attacks at Steel Crane, attempting NL damage.
 (1d20+5)[ 23 ]  to hit Wolf 1
 (1d20+5)[ 21 ]  Pack Tactics
 (2d6+1)[ 5 ]  damage
On hit,  (1d20)[ 4 ]  DC 13 Str save vs Prone

 (1d20+5)[ 8 ]  to hit Wolf 2
 (1d20+5)[ 15 ]  Pack Tactics
 (2d6+1)[ 7 ]  damage
On hit,  (1d20)[ 13 ]  DC 13 Str save vs Prone

If either attack somehow manages to drop Crane, the remaining wolf will move ahead and chomp the paralyzed monk instead.
 

 
 
  
Amnestic
Grok delivers a divine-assisted blow to Steel Crane, who is subsequently dragged to the ground by one of the wolves. Grepha's mind spell appears ineffective, and for her cast she is struck by a flying fist as the leaping monks hop and jump from their podiums and poles to close in on the party.  One targets the imp - striking once, though not interrupting her flight, while the others target Caelyn and the nearest wolf, their swift kicks and fists dropping both to the ground. Left alone, the remaining monk is able to overcome Aergid's paralysis, and shakes himself back to normal.


 
 Spoiler: Map 

 

Grok hits thanks to advantage.
Mind Sliver resisted, one wolf hits and prones SC, the other misses.

North red monk jumps over and hits Grepha once in midair for  6  force damage, but she narrowly saves against falling prone. He is now on ground level.
North blue monk narrowly made his end-turn save vs. paralysis breath, he's now unparalyzed.
South blue monk attacked the wolf, hits twice for  11  and  6  force damage, and prones them.
South red monk attacks Caelyn, hits twice for  6  and  7  force damage, and prones her.

Senna, Sam, and Caelyn are up.

SC is bloodied.

 Initiative: 
Sam: (1d20+5)[18]
Caelyn:(1d20+5)[18]

SC: (1d20)[18]

Grok:(1d20)[17]
Grepha: (1d20+5)[11]

MR: (1d20)[11]
MB: (1d20)[7]

Senna: (1d20)[5]
 
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 61/69 | AC: 16 HP: 32/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 2/3 (regain 1/dusk)
| Breath Weapon: Recharging 1d6 (on 5-6) 
 10 ft. Up, Bardic Inspiration on Grok (d6) | 20 ft. Up, Raven Form, Mage Armor, Concentrating (Conjure Animals) | Summonings: 0/1, ~15 ft. Up
Dire Wolf 1: 26/37 HP, 14 AC, Decayed Teeth (-2 damage)
Dire Wolf 2: 13/37 HP, 14 AC, Decayed Teeth (-2 damage) 

The flick of a fist catches Grepha and sends her wheeling back, but she manages to catch herself upon her wings once more.

Sam raises a hand and blasts the monk below him after he lands from his strike against Grepha.  "We'll keep the flanks clear!"  he tries calling down to reassure Grok.

Ahead of the group, Aergid sees the monk-bandit stirring and dives down to land on top of him, going in for a bite. Though he doesn't try to chomp down and tear the monk's throat out - only slam him down and get him out of the fight.

 
 Spoiler: Actions 
 Sam 
Fire EB down at North Red Monk
 (1d20+8)[ 14 ] +1 (Bless, rolled in Discord) Blast 1
 (1d10)[ 2 ]  force + (1d4)[ 3 ]  bump damage
 (1d20+8)[ 9 ] +2 (Bless, rolled in Discord) Blast 2
 (1d10)[ 9 ]  force + (1d4)[ 1 ]  bump damage

And bonus action to Bardic Inspire Grok.

 Aergid 
Breath recharge roll fails.
Fly down to proned Blue Monk below him and NL bite attack.
 (1d20+6)[ 16 ]  to hit
 (1d20+6)[ 11 ]  Advantage
 (1d10+4)[ 13 ]  damage on a hit
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 53/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 9 / 9 d8 HD 
 Spell Slots- 4/4 1st, 3/3 2nd, 2/3 3rd, 1/2 4th, 1/1 5th 
 1/2 Wildshape 

Caelyn reeled with the impact of the blows before feeling her feet swept out from under her. While on the ground, she bit her lip and barked out the name of a long lost ally, summoning the flickering glimmer of positive energy that nuzzled her bruises, easing them away. Standing up, she extended her staff at the monk in a quick but gentle thrust. The point wasn't to hurt him with force, but make contact. Her staff smoked with necrotic energy and puffed up soot at the monk, attempting to rot his flesh instead of bruise it.
 
 
  
 
 Spoiler: OOC 
Bonus action cast Healing Spirit under her own feet. Half movement to stand. Heal for  (1d6)[ 1 ]  plus  (1d8)[ 7 ]  from her bond with Bokono. Inflict wounds at the monk with a level 1 slot,  (1d20+9)[ 25 ] , or two higher if she can use her staff's bonus to deliver the spell. IF it hits, it does  (3d10)[ 18 ]  damage.
 
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 21 HP: 54/81   
 Spells: 1st: 3/4 2nd: 3/3 3rd: 2/3 4th: 2/2, 5th: 0/1 
 Channel: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: Bless (Grok, Sam, northern wolf) 

Senna ceases her protection spell only to be assailed again.  Why can't you cease these hostilities? In the name of Deneir, Grok, Sam, random wolf to my left? Stop them.  Divine vigor enhances your abilities.

She also advances towards in front of Grok.  I'm taking over here, Grok.  she says as she concentrates on her defenses.

 
 Spoiler 
With Grok's bad luck I want to give him some protection to start murderizing the monks if he does not fully close up to them.
 

 
 
  
Amnestic
Divine energy guides Sam's beam to strike the nearest foe, though it's still only a glancing hit. Caelyn's is more potent, though the monk still doesn't seem dissuaded from its task. With Senna delivering herself straight to him, Steel Crane rises with a flourish, kicking off the ground. He spins a pair of kicks one after another, knocking the sense from Senna in the process, though his third and finaly strike is absorbed by her armour rather than her body.

 
 Spoiler: Map 

 

Senna's Bless turns one Sam's misses into a hit. Aergid narrowly hits with their bite, bloodying the north blue monk.
Caelyn hits with Inflict Wounds.

Steel Crane stands up and hits Senna twice (hit 1:  12  force damage, stun save passed due to Grok aura, hit 2:  12  force damage, stun save failed even with Grok aura), before missing his third attack despite advantage on it. Senna's now stunned until start of SC's next turn.

Grok and Grepha are up.


 Initiative: 
Sam: (1d20+5)[18]
Caelyn:(1d20+5)[18]

SC: (1d20)[18]

Grok:(1d20)[17]
Grepha: (1d20+5)[11]

MR: (1d20)[11]
MB: (1d20)[7]

Senna: (1d20)[5]
 
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 82/93  PP: 11 PIv: 10 PIs: 11
SR 2/2, Conditions: Heroism(1 round)
 
His glaive lashing out past Senna as the foolish girl steps in front of him, stabbing at Foul Wind even as the creature punches at Senna, before he sets himself properly, and gives another stab, with all the weight of the heavy weapon behind it this time, and setting himself for another similar reaction attack as the flames of his fury start to rise.
 
 Spoiler: OOC 

Reaction on SC attacking(Rolled OOC, 29 attack for 11 damage.)

Move:  Stubby dwarf legs don't.
Attack:  Stab.
 (1d20+12)[ 18 ]   (1d20+12)[ 26 ]  Attack
 (2d10+14)[ 21 ]  Damage

Reaction:
Another stab?
 (1d20+12)[ 25 ]   (1d20+12)[ 28 ]  Advantage attack
 (1d10+7)[ 14 ] 
 

 
 
  
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 61/69 | AC: 16 HP: 32/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 2/3 (regain 1/dusk)
| Breath Weapon: Recharging 1d6 (on 5-6) 
 10 ft. Up, Bardic Inspiration on Grok (d6) | 5 ft. Up, Raven Form, Mage Armor, Concentrating (Conjure Animals) | Summonings: 0/1, ~15 ft. Up
Dire Wolf 1: 26/37 HP, 14 AC, Decayed Teeth (-2 damage)
Dire Wolf 2: 13/37 HP, 14 AC, Decayed Teeth (-2 damage) 

Diving down in a wide curve, Grepha lunges at the lieutenant's ally from behind. Flames lick from her beak, flashing out towards the monk leader. Her wolves continue to hound the heels of the chain-wielding martial bandit.

 
 Spoiler: Actions 
 Grepha 
Move behind the Blue Monk next to SC.
Green-Flame Beak
 (1d20+6)[ 25 ]  to hit
 (1d4+3)[ 7 ]  damage, + (1d8)[ 1 ]  fire, and  (1d20)[ 1 ]  DC 11 Con to halve  (3d6)[ 11 ]  poison
If it hits,  (1d8+2)[ 9 ]  fire damage to SC

 Wolves 
Wolf 1 bites SC.
 (1d20+5)[ 19 ]  to hit
 (1d20+5)[ 13 ]  Pack Tactics
 (2d6+1)[ 9 ]  damage, and  (1d20)[ 2 ]  DC 13 Strength vs Prone on a hit
Wolf 2 bites SC.
 (1d20+5)[ 11 ]  to hit
 (1d20+5)[ 21 ]  Pack Tactics
 (2d6+1)[ 9 ]  damage, and  (1d20)[ 18 ]  DC 13 Strength vs Prone on a hit
 

 
 
  
Amnestic
Grok's cleave nearly drops the struggling monk leader, and Grepha's fiery sting against the adjacent monk is enough to finish him. Though the bites to lay into the other monks, they're otherwise all still standing.

Irritated at the blasts from above, the monk nearest to Sam leaps into the air, spinning a pair of kicks that knocks him back to the ground. Opposite, his comrade attempts to strike Caelyn, though she manages to parry and duck away from the strikes. Infuriated at the death of their senior, the two remaining monks leap at Grepha, delivering a series of brutal strikes from both sides.

 
 Spoiler: Map 

 

Grok drops SC to 1, Grepha finishes him off, wolf attacks move to blue+red monk, the former of which is very low on HP but not quite dead.

North red jumps to hit Sam, prones him with an attack and hits on the follow up, dealing  6  and  9  force damage. The prone drops him to the ground, dealing  2  bludgeoning as well. Grok's reaction goes off and hits red, but doesn't interfere with the turn.
South red attacks Caelyn twice, but misses with both attacks.
Blue monks team up on Grepha since she killed SC. They hit and prone her, and their combined four attacks deal  4 ,  8 ,  7 , and  11  force damage, for  30  total over four attacks.

Senna is stunned so her turn is skipped, but otherwise Sam, Caelyn, Grok, and Grepha are up in that order.


 Initiative: 
Sam: (1d20+5)[18]
Caelyn:(1d20+5)[18]

SC: (1d20)[18]

Grok:(1d20)[17]
Grepha: (1d20+5)[11]

MR: (1d20)[11]
MB: (1d20)[7]

Senna: (1d20)[5]
 
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 82/93  PP: 11 PIv: 10 PIs: 11
SR 2/2, Conditions:
 
Seeing that the windy monk was dead, Grok calls out to the remaining monks, tauntingly.  " And there goes the foul wind.  The air's fresher already. "  Trusting that the combination of his hit, and the efforts of the rest of his allies would be sufficient to handle the pair of monks to the side and rear, he thrusts his glaive at the blue monk, one of the pair attacking Grepha.
 
 Spoiler: OOC 

Not moving.
Attacking blue monk to his east.
 (1d20+12)[ 20 ]  Attack
 (2d10+14)[ 25 ]  Damage

AoO(When relevant)
 (1d20+12)[ 30 ]  Attack
 (1d10+7)[ 11 ]  Damage
 

 
 
  
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 44/69 | AC: 16 HP: 2/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 2/3 (regain 1/dusk)
| Breath Weapon: Recharging 1d6 (on 5-6) 
 10 ft. Up, Bardic Inspiration on Grok (d6) | 65 ft. Up, Raven Form, Mage Armor | Summonings: 0/1, ~15 ft. Up 

Thrown down out of the air, Sam has the wind knocked out of him once again by the flying monks. Grunting, he rolls to his feet and backpedals with his wings, putting enough space between him and the monk for a ground-level barrage.

Grepha is far worse off, her avian bones pummeled from both sides. Whoever said it's hard to punch a bird has never practiced martial arts, it seems. Breaking off, she jets as far up as she can manage on an infernal updraft, hoping to escape the monks' supernatural leaps. With the thundering blows, her hold on the wolf servants fades, and they dissipate into a red mist.

Diving into her place, Aergid pursues his fleeing target.

 
 Spoiler: Actions 
 Sam 
Stand, and tumble 1 West.
EB on North Red Monk.
 (1d20+8)[ 12 ]  Blast 1
 (1d10)[ 4 ]  force damage, no push
 (1d20+8)[ 24 ]  Blast 2
 (1d10)[ 3 ]  force damage, no push

 Aergid 
No recharge.
Move and bite the Blue Monk he'd been biting before, for NL damage.
 (1d20+6)[ 15 ]  to hit
 (1d10+3)[ 12 ]  damage

 Grepha 
Disengage and fly 60 feet up.
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 53/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 9 / 9 d8 HD 
 Spell Slots- 2/4 1st, 3/3 2nd, 2/3 3rd, 1/2 4th, 1/1 5th 
 1/2 Wildshape 

Caelyn deftly intercepted the incoming kicks and punches with her staff, her natural agility combining with practice getting hit since Brother Marcus would smack her rump with a broomstick at Candlekeep and accelerated by their adventures since leaving home. Another trick she came up with by herself- rather than try to hit or prod the monk with her staff this time, she charged the stick with necrotic magic and parried the next fist with the touch of death and rot.  "Surrender and you may live. Persist and you will not. Make your choice." 
 
 
  
 
 Spoiler: OOC 
The maneuver is all fluff.  (1d20+9)[ 17 ]  to do  (3d10)[ 18 ]  necrotic damage.
 
Amnestic
Sam's retreat throws off his first shot, but the second lands against the monk who seems to have little interest in fleeing, even as Grok cuts down another one and Caelyn throttles a third with her necrotic grip. Indeed, the death of another only spurs them to fight harder. Their legs sweep as one, stealing the feet out from under Grok and Caelyn. Aergid's target ducks away from the drake, aiming to bring pain to the fallen Grok, but a lashed-out glaive stops him in his tracks, and forces him to instead knock the still-recovering Senna from her feet.


 
 Spoiler: Map 

 

Sam hits with one beam. Aergid hits with bite. This monk is also bloodied.
Caelyn hits with inflict wounds, bloodying 'her' monk.
Grok calls the wounded blue.
Grepha stands up from prone and disengages; this means she's only able to fly 30ft, but it won't really impact it since the monks can't reach her either way.

North red attacks Grok twice, hits once, for  6  force. Grok fails his dex save vs prone (DC14, 10 -1 Dex +4 Aura=13) and advantage lets the follow up attack also hit for  7  force.
South red attacks Caelyn and hits twice, proning her in the process, for  10  and  7  force.
The remaining blue BA disengages and moves towards Grok. His OA still hits, even with disadvantage from being prone, and stops him before he gets there. He attacks Senna twice, hitting once, for  4 , and also proning her.

Everyone - including the no-longer-stunned-Senna - is up.

North red isn't bloodied, just injured.
South red is bloodied.
Remaining blue is verge-of-death.

 Initiative: 
Sam: (1d20+5)[18]
Caelyn:(1d20+5)[18]

SC: (1d20)[18]

Grok:(1d20)[17]
Grepha: (1d20+5)[11]

MR: (1d20)[11]
MB: (1d20)[7]

Senna: (1d20)[5]
 
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 69/93  PP: 11 PIv: 10 PIs: 11
SR 2/2, Conditions:
 
Being toppled over like a rusty teakettle was not in Grok's list of favorite things to happen to him this day, but rather than pound the monk that had been thus far ignoring the fine dwarven craftsmanship, Grok leaps back up before spinning to thrust his glaive towards the monk threatening Caelyn.
 
 Spoiler: OOC 

Move:  Stand from Prone
 (1d20+12)[ 23 ]  Attack!
 (2d10+14)[ 31 ]  Damage?

AoO?
 (1d20+12)[ 25 ]  Attack
 (1d10+7)[ 13 ]  Damage
 

 
 
  
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 44/69 | AC: 16 HP: 2/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 2/3 (regain 1/dusk)
| Breath Weapon: Recharging 1d6 (on 5-6) 
 Bardic Inspiration on Grok (d6) | 35 ft. Up, Raven Form, Mage Armor | Summonings: 0/1 

Joining Sam's barrage of energy blasts, a slithering trail of darkness descends from Grepha's bird's-eye view, attempting to throttle the monk below. Aergid leaps into the fray, trying to take one of them down alive.

 
 Spoiler: Actions 
 Sam 
EB prioritizing Caelyn's Monk, then the other Red, then the Blue in order.
 (1d20+8)[ 19 ]  Blast 1
 (1d10)[ 4 ]  force damage and if targeting Blue,  (1d4)[ 4 ]  bump damage on the pillar
 (1d20+8)[ 11 ]  Blast 2
 (1d10)[ 7 ]  force damage and if targeting Blue,  (1d4)[ 3 ]  bump damage on the pillar

 Aergid 
NL bite attack on Blue
 (1d20+6)[ 22 ]  to hit
 (1d10+4)[ 10 ]  damage

 Grepha 
EB on Blue
 (1d20+6)[ 26 ] 
 (1d10)[ 5 ]  force damage, x2 damage from crit (10)
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 21 HP: 26/81   
 Spells: 1st: 3/4 2nd: 3/3 3rd: 2/3 4th: 2/2, 5th: 0/1 
 Channel: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 
 Conditions: - 

Holding up her shield and mostly using her endurance, Senna manages to get to her feet once more. Her head rings with the arcane energies these monks wield.  Death takes thee.  Senna chants as a bell tolls in the distance.

 
 Spoiler 
Stand up, Toll the Dead on blue monk  (2d12+5)[ 15 ]  Wis 16 to negate  (1d20)[ 18 ] 
 

 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 36/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 9 / 9 d8 HD 
 Spell Slots- 2/4 1st, 1/3 2nd, 2/3 3rd, 1/2 4th, 1/1 5th 
 1/2 Wildshape 

Her staff still smoking with necrotic smoke, Caelyn uses it to push herself to her feet. With an even stronger charge of necrotic energy, she tries to fell the monk bothering her.  "You. Will. FALL." 
 
 
  
 
 Spoiler: OOC 
 (1d20+9)[ 13 ]  to hit for  (4d10)[ 8 ]  necrotic with a 2nd level spell. Die, monk, die!
 
Amnestic
Senna stands tall, but clearly unbalanced, as her spell is shrugged off. From on high, Sam and Grepha rain blasts down upon the monks, one of which critically strikes, but it's Aergid that sneaks the kill on the injured one menacing Senna. Caelyn's spell is knocked aside by the monk, but it leaves him open to being beheaded by Grok. Though his back is open, the last remaining monk's strikes fail to do any damage.

 
 Spoiler: Map 


Map is essentially the same except only the north red monk is still alive, the other two are dead.

Senna's spell is saved against.
One Sam beam hits, Aergid hits, killing Blue.
Caelyn unfortunately misses.
Grok hits, finishing off south red.
Grepha crits north red, bloodying them.

North red monk fails to hit Grok, but they're just healthy enough that I don't quite feel confident calling the fight, they might still have one more turn left in them. Party's up.

 Initiative: 
Sam: (1d20+5)[18]
Caelyn:(1d20+5)[18]

SC: (1d20)[18]

Grok:(1d20)[17]
Grepha: (1d20+5)[11]

MR: (1d20)[11]
MB: (1d20)[7]

Senna: (1d20)[5]
 
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 44/69 | AC: 16 HP: 2/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 2/3 (regain 1/dusk)
| Breath Weapon: Recharging 1d6 (on 5-6) 
 20 ft. Up, Bardic Inspiration on Grok (d6) | 35 ft. Up, Raven Form, Mage Armor | Summonings: 0/1 

After wrestling the monk to the ground, Aergid drags his unconscious opponent off to the side away from crossfire, then leaps back into the fray with a flap of wings to follow up on the last foe.

Flapping his wings, Sam pushes himself far enough into the air to drive the monk into the ground with his propulsion blasts, raining an artillery barrage alongside Grepha.

 
 Spoiler: Actions 
 Sam 
Fly 20 up, EB on last Monk
 (1d20+8)[ 13 ] Blast 1
 (1d10)[ 10 ]  force damage and if targeting Blue,  (1d4)[ 1 ]  bump damage on the ground
 (1d20+8)[ 14 ]  Blast 2
 (1d10)[ 8 ]  force damage and if targeting Blue,  (1d4)[ 2 ]  bump damage on the ground

 Aergid 
NL bite attack on last Monk
 (1d20+6)[ 10 ]  to hit
 (1d10+4)[ 7 ]  damage

 Grepha 
EB on Blue
 (1d20+6)[ 15 ] 
 (1d10)[ 10 ]  force damage
 

 
 
  
Archmage1
      
      Grok     
 Dwarf Palacerer
AC: 20 HP: 69/93  PP: 11 PIv: 10 PIs: 11
SR 2/2, Conditions:
 
Spinning around, Grok extends the flat of his glaive, intending to slam it into the side of the monk as he turns, this time remembering the need for a prisoner to interrogate.
 
 Spoiler: OOC 

Remember, when attacking with Chesley Crusher, roll one attack, but double the damage.  This is great for smiting efficiently.
Also, when you channel divinity, you get heroism for 1d4+1 rounds thanks to the gloves of heroism
Nonlethal attack:
 (1d20+12)[ 15 ]  Attack
 (2d10+14)[ 25 ]  Damage

Reaction:  There shall be no retreat!  :P
 (1d20+12)[ 16 ]  nonlethal attack
 (1d10+7)[ 11 ]  Damage
 

 
 
  
Spore
      
      Senna     
 Human Arcana Cleric 
 AC: 21 HP: 26/81   
 Spells: 1st: 3/4 2nd: 3/3 3rd: 2/3 4th: 2/2, 5th: 0/1 
 Channel: 2/2, Short Rests: 2/2 (+d8) Harness Divine Power 2/2, 2nd 

In a rare moment of serenity, Senna raises her weapon hand. Halt! If you yield now and succumb to my next spell willingly, we will deliver you alive to face trial.  She watches the dwarf and monk fight on.

 
 Spoiler: If they yield 

 Grok, would you please grapple and shackle them? 
 

 
 Spoiler: Persuasion 
Nat 19 for 19 as a result.
 
 
 
  
purepolarpanzer
      
      Caelyn Syol'arael     
 Wood Elf Druid 
 AC: 15 HP: 36/66 
 PP: 19 PIv: 10 PIs: 19 
 Conditions:  
 Concentrating on: 
 9 / 9 d8 HD 
 Spell Slots- 2/4 1st, 2/3 2nd, 2/3 3rd, 1/2 4th, 1/1 5th 
 1/2 Wildshape 

Caelyn, sensing the fight is nearing it's end, waits to see if her allies either fell or convince the remaining monk to surrender, and if he lives and remains his willingness to fight, she will flick her wrist and attempt to extinguish him with a fire bolt.
 
 
  
 
 Spoiler: OOC 
Delay till last in the initiative and if the monk needs to die try to put him down.  (1d20+9)[ 27 ]  for  (2d10)[ 9 ][ 5 ](14)  fire damage and  (1d6)[ 1 ]  additional fire, rerolling 1 and 2. Going to need to retrain/replace that feat when the full moon comes and Caelee doesn't use fire much anymore.
 
Amnestic
The barrage of beams and bite fail to land, save for one, and even that was a narrow strike. Grok manages an equally narrow hit. The monk shows no signs of giving up the fight in the face of Senna's impassioned pleas, and rushes in to strike again at Grok. For his reward, Caelyn's firebolt strikes him and he collapses dead. The battle ends, and the rest of the glade is laid out before you.

The bodies provide little indication of what went on here, aside from being covered in the same scars and healed injuries that the others were, indicating a brutal training regimen. Steel Crane's body offers you a key formed of red lacquer and his whip, but nothing else.

There are four buildings before you. To your right, a construction of wood with a door coloured the same as the key you retrieved from Steel Crane. To your left, closest, another building of wood, though its doors are open. Beyond the left building appears to be a walled off courtyard with no roof, from which you can hear the distant stomps and yells of practice. It appears that your battle was not sufficient to alert them.

Beyond them all, at the far end of the glade, a massive structure that resembles a giant stone flower growing in the heart of the forest. Stone steps draped with a long red carpet rise to the entranceway, and soft torches at either side of the entrance keep it permanently illuminated.

 
 Spoiler: OOC 

Senna's persuasion attempt was ignored.
Sam and Aergid missed.
Grepha hit.
Grok hit.
Caelyn finished him off.

 Deadly  encounter complete. + 15 xp.

Only loot to speak of is the red key, and Steel Crane's whip: nonmagical, can sacrifice damage on a hit to automatically grapple. Sells for 10gp. Ascetics don't carry much...
 
RandomWombat
     
 
  
      Cheerful Sam   |   Grepha   |   Aergid     
 Half-Dragon Warlock/Bard | Imp Warlock | Silver Dragon Wyrmling 
 AC: 14 HP: 44/69 | AC: 16 HP: 2/38 | AC: 17 HP: 45/45 
 PP: 10|13|12 PIv: 15|12|10 PIs: 11|13|10 
 Features: Dark One's Blessing (remember you get 10 thp when you KO), Dark One's Luck: 1/1
| Ring of Vampiric Servants: 2/3 (regain 1/dusk)
| Breath Weapon: Recharging 1d6 (on 5-6) 
 Bardic Inspiration on Grok (d6) | Raven Form, Mage Armor | Summonings: 0/1 

After the fight, as the party loots the barely lootable bodies, Aergid drags the monk he'd knocked unconscious out of the bush, depositing him at Sam's feet like a cat dragging in a dead mouse. The little silver dragon raises his head proudly, having successfully carried out the lawful arrest.

 "Grepha, can you help get this guy conscious so we can ask him some questions?"  Sam asks, breaking out some rope to restrain the prisoner. Their track record with prisoners had been a pretty solid 50-50 in his recollection, so he's hopeful.

Less enthused about dealing with the obligations that entails and with little faith that an ascetic order's cult-like discipline will be broken, Grepha groans and flies down to land next to the monk after Sam props him up against a pillar, arms and legs tied with rope. She stretches out a wing and allows shadowy magic to stabilize their new guest. The half-dragon squats in front of him.  "Alright, guy. You're very dishonored right now, so your career here is probably at an end. If you want some options besides a gallows or whatever your,"  Sam waves at the monastery,  "People do to failures, let's talk. Start with your name and what you know about this place." 
 
 Spoiler: Actions 
Sam ties up the monk Aergid finished off with a NL attack
 (1d4)[ 1 ]  healing from a Cult die

 (1d20+12)[ 31 ]  Persuasion
 (1d20+12)[ 31 ]  if somebody offers Help
 

 
 
  
Amnestic
The monk looks around, blinking through his failure. He says only one thing:  "Death before surrender."  and then bites down on his tongue, severing it. Blood spurts from his mouth, and he chokes on it. Fanaticism won out over self-preservation.

 OOC:  New IC Thread Here:  HERE 