Amnestic
The afternoon sun beats down on you; the air is hot and still. The sparsely settled lands of Elsir Vale are starting to grow monotonous, with a seemingly endless line of dusty flyspecks of towns. One such town, Drellin's Ferry, lies a few miles ahead of you. It's a settlement hard on the borders of the Witchwood, and the best place from which to begin exploring the nearby forest. Your current destination - Vraath Keep, as directed to you by a map and a promise of treasure. When you inquired about Vraath back at Brindol it seemed to be long-abandoned, a relic of some noble's attempt to tame the forest that fell short of its goal, but the Witchwood denizens keep most from straying near or trying to repeat the noble's goal. Still, nobles mean treasure, and abandoned means it shouldn't have gone anywhere. If the map is correct, it could be enough to retire on for life, but getting your hopes up has backfired before.

Drellin's Ferry may be small but it does have the notability of being the first town on the Elsir Vale that travelers from the west pass through (even if that's not as common as the merchants in Brindol would like), and so may be a bit more bustling than the ones you passed through to get here. Hopefully you won't have died of heatstroke by the time you get there. Even the trees that flank your path offer little comfort or protection from the endless sun.
J-H
      
     Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: --  
 
  

Paul squints his eyes in the sunlight, grateful that the brim of his hat keeps the direct sun off.  He'd still rather have a cloudy day, or a moonlit night.  Too much time looking at small details, plus his natural heritage, have left him a bit over-sensitive to bright light.
Some sort of goggles to reduce the brightness of light could help, but there are always other projects to work on.

 "Abandoned and nobles may mean treasure, but I expect we'll have to search for it.  Unless everyone fled in the night, anything valuable and easily found probably went with the occupants." 

Paul's mechanical bird circles overhead, having been instructed to keep an eye out for any large animals or anything else out of the ordinary.
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2  
 
  

"Oh come on now, don't sulk," Leif says cheerily to the little ball of flame that sits on her palm as she makes her way towards Drellin's Ferry, "We're not far from the Witchwood now."

Leif understood Calcy's restlessness, though. The heat wasn't bothering either of them, in fact it was rather pleasant, but both of them much preferred the familiar comforts of a good forest - the grass under your feet, the animals singing and chattering, the gentle swishing of trees in the wind.

 Okay, maybe not that last one , Leif thinks to herself,  there'd be a stronger breeze if someone farted .
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, AC: 16
 
 
 
  
Ayalla Nazonda is an air genasi with light blue skin that matches the clear midday summer sky, long white hair that almost floats in defiance of gravity, and eyes the color of the golden rays of sunlight at dawn. She is wearing a brown leather duster over a blue coat of plate. As she moves her feet barely touch the ground as she seemingly glides around. An unusual timber wolf accompanies her. It's coat is deep black and there are motes of light glow faintly and move around on it.

  "A parasol would be nice, though I'm not sure if I could get one that matches my traveling cloths."  
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 18 HP: 54/54 
 Hit Dice: 5/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: --  
 
  

The eldest of the group trails behind the others, his face covered in a misting of sweat and a bright white stripe of zinc across the nose, to protect from the sun.

 "Water y'all, I wanna see everyone drinking water. That goes for the dog too, the sun'll get ya if you're not drinking water." 

He trots up to join in stride with others and draws his waterskin to take a swig. His heavy metal armor clanks and glints in light, a pitiable situation to be in for most, but Bernie has yet to slow or drag his feet. It even seems like a rough march in the sun is almost invigorating for him. He takes a slow sweeping glance around his companions, checking their condition and making a mental note for when they'll all need to break. They were hardly slouches, but he's inclined to worry.
Amnestic
 Day 1 

The road crests a small rise and descends into a dusty grove in a large, shallow dell. An abandoned farmhouse, partially visible through trees, stands to your south. You've passed a dozen spots much like this one already today, but this one sets your teeth on edge. Then you glimpse the glint of mail through the brush by the side of the road. Fierce warriors - tall hairy humanoids with wide mouths and flat faces - are lying in wait. They notice  you  noticing  them , and stand to attack with bows in hand. They're dressed uniformly, with identical equipment and armour spaced out between them, and from a glance each bears a similar brand somewhere on their face - a red claw. Alongside them comes the howl of a hellish hound - short sanguine fur, gleaming orange eyes, and a maw dripping with raw flames that steps up out of the trees.

 
 Spoiler: Map 

 

Passive perception determined how far into the ambush you got, if at all.

The hobgoblins you can see are wearing chainmail and holding longbows. A shield and longsword are kept in reserve.

Enemies in the treeline will receive cover (1/2 or 3/4, depending on how far you are from them). Climbing from the 'road' to the 'grass' just counts as difficult terrain, no check required.

Players win initiative ties vs. enemies.

Despite there being four enemy sets and five players, it basically turned into side initiative. Wuffles and Bernie up first (though I'm not sure Wuffles can attack without a command to do so?). The Red and Blue markers on the hobs in the trees are just to separate them by initiative, though it didn't matter in this case. I'll do similar stuff in the future though, so better to note it now :P

 Initiative Order: 
 Wuffles: (1d20)[18]
Bernie: (1d20)[18] 

HH: (1d20)[18]
LH: (1d20)[15]
BH: (1d20)[7]
RH: (1d20)[6]

Leif:(1d20)[5]
Ayalla:(1d20)[4]
Paul:(1d20+1)[4]
 
Amnestic
While Wuffles and Bernie take a moment to compose themselves and watch for attacks, the hobgoblins strike! On heavy feet the hellhound bursts from the trees and leaps at Leif, its jaws sinking into her arm, a burst of flame searing against skin as it does so. Overconfident as they are, perhaps having sated their previous attacks on easier prey, the hobs loose a volley of arrows at the party, each trying to take down a different target in a single shot, only to find the party more than capable of evading them. Only one finds its mark, skirting across Wuffles' flank when the spirit animal was distracted by the hellhound.

Seeing that you're clearly made of sterner stuff than they expected, one shouts out something in Goblinoid that you can't understand, and you hear a sudden movement in the farmhouse to the south - but no one emerges just yet.

 
 Spoiler: Map 

 

Leif is bitten for  5  piercing and  4  fire damage.
Despite dodging, Wuffles gets hit by an arrow for  14  piercing damage. The rest miss.

I'll say this regularly but damage numbers are always provided before resistances/reductions.

Everyone's up.


 Initiative Order: 
 Wuffles: (1d20)[18]
Bernie: (1d20)[18] 

HH: (1d20)[18]
LH: (1d20)[15]
BH: (1d20)[7]
RH: (1d20)[6]
 
Leif:(1d20)[5]
Ayalla:(1d20)[4]
Paul:(1d20+1)[4] 
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 29/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2  
 
  

Leif looks down at the hellhound with curiosity, then says in Infernal "Wmiz safdv haf ky vaulq myry?" (What would you be doing here?)

Leif then casts Entangle (DC 16 str save) on the hellhound and pats it on the nose, as heavy vines erupt from the ground and try to grab at it, telling the fiendish dog "By xe qaav kah vorv wuz wzudd oar xe pulfzy." (Be a good boy and sit still for a minute.)
J-H
      
     Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: --  
 
  
 "These are  not  the nobles we're looking for."   Paul taps on a silver circle clipped onto his collar, causing a rune on it to light up, although the purple glow is nearly invisible in daylight.  The metal and wood tube attached to the top of his pack by several metal rods pulls itself up and lands on his shoulder.  When he aims his wand at the hobgoblin to the south, it tracks his movement, as he fires a Fire Bolt, then turns and aims again, this time causing it to fire a purple ray of energy at the Hellhound.  Paul jogs towards the bushes behind the party to cover the farmhouse.
 
 Spoiler 

Homonculus is up in the sky somewhere.
BA activate and fire Eldritch Cannon, force beam mode.

Targeting the hobgoblin directly to the south with Fire Bolt
Infusion lets me ignore half cover.
Fire Bolt  (1d20+8)[ 11 ]  for  (2d10)[ 17 ] + (1d8)[ 2 ]  fire damage (1d8 from arcane firearm feature)

Force Beam on the Hellhound
EC force beam  (1d20+8)[ 18 ]  for  (2d8)[ 3 ]  force damage and 5' push back.

Move 30' east to get into the bushes some.  If Force Beam doesn't push back, I may take an OA.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 17/31, AC: 16
 
 
 
  
Seeing the hellhound run right up next to her Ayalla sends a mental command to Wuffles to attack it, or the highwayman that shot him. Then she reaches out out and tries to zap the hellhound herself.
 
 Spoiler: OOC 
Shocking Grasp:  (1d20+7)[ 13 ] , Lightning damage  (2d8)[ 10 ] , it can’t take reactions until the start of its next turn.
Edit: That might have advantage if it failed the save vs Entangle, but I didn't roll the extra D20.
 
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 18 HP: 54/54 
 Hit Dice: 5/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: --  
 
  

As his allies unleash a flash of magic, Bernie quickly steps into the space vacated by the Hellhound and swings his sword with full force. As his sword moves, he's already hoping to take up a better position.

 "Good job locking this pup down, but I think Paul's got the right idea, ladies! Follow him, I'll cover your retreat. We can't stay out in the open like this! 
 
 Spoiler 

 Reaction:  Interception Fighting Style reduces damage to Wuffles by 1d10+3 ( 8 )

Turn starts,  Move:  Bernie walks to the space vacated by the Hellhound so he is within five feet of all his remaining allies and the hound.

 Action:  Attack twice with Moon-Touched Longsword in two hands against Restrained Hellhound.

[roll]2d20b1+7[/roll] 13 vs Hellhound AC
 (d10+4)[ 9 ]  magical slashing damage

[roll]2d20b1+7[/roll] 21 vs Hellhound AC
 (d10+4)[ 6 ]  magical slashing damage
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 25/31, AC: 16
 
 
 
  
Wuffles snaps at the hellhound.
 
 Spoiler: OOC 
Bite:  (1d20+6)[ 21 ] , piercing  damage  (2d4+3)[ 8 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
 
Amnestic
The party piles on the foolish hellhound that ran out front of its masters. Vines spring up around it and lock around its limbs, holding it in place, only made worse when its dragged to the floor by Wuffles' bite. A blast from Paul's cannon thrusts it further into the entangling area, allowing Bernie and Ayalla to flank it with an electric grasp and a slashing blade. The infernal beast doesn't yelp or scream in pain as its belly is sliced and its fur singed, instead it continues to howl with defiant hellish rage. With great effort, it struggles free of its bonds and stands once more, growling as another volley of arrows speeds towards the party.

The projectiles skim past everyone, some further away than others, and only one cuts Ayalla. Paul retaliates with a bolt of flame, but it impacts the tree beside the hobgoblin, who allows himself a scoffing laugh.

From the farm house, another hell hound bursts forth, dashing directly towards Paul at maximum speed. Behind it, slower, and perhaps more carefully, you see the grass shift and move as two invisible figures emerge.

 
 Spoiler: Hellhound - Int (Arcana) or (Nature) 

 
 Spoiler: DC1 

Fire dog.
 

 
 Spoiler: DC5 

Fiends from hell that take the form of dogs, often used as guard animals due to their keen hearing and smell. Their bite holds burns.
 

 
 Spoiler: DC10 

They work well in packs, and in addition to their bite being fiery they can also - rarely - breathe fire in a short cone.
 

 
 Spoiler: DC15 

Creatures of hell that they are, they are immune to fire. They also understand Infernal language, but cannot speak it.
 

 

 
 Spoiler: Map 

 

Leif Entangles the hellhound successfully.
Ayalla (with restrain advantage) hits it, as does Wuffles. Hellhound fails its save vs. prone, so it is (or was, see below) prone  and  restrained.
Bernie hits once, misses once.
Paul's turret hits, but the firebolt misses.
The Hellhound is bloodied (i.e. below half health).

The hellhound uses its action to free itself from entangle, and stand up, but doesn't move away.
The archers loose another volley, hitting only Ayalla for  8  piercing total.

Two ? tokens are invisible creatures - so attacks against them have disadvantage and some spells which require you to see your target won't work on them until they're made visible.

Everyone's up.


 Initiative Order: 
 Wuffles: (1d20)[18]
Bernie: (1d20)[18] 

HH: (1d20)[18]
LH: (1d20)[15]
BH: (1d20)[7]
RH: (1d20)[6]
 
Leif:(1d20)[5]
Ayalla:(1d20)[4]
Paul:(1d20+1)[4] 
 
J-H
      
     Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: --  
 
  
 "More here, from the farmhouse!"  Paul calls.  He launches a glob of acid at the approaching Hellhound, targeting it with his cannon, which fires another bolt of energy with a high-pitched whine.
 
 Spoiler 

Acid Splash the bad doggy
 (2d6)[ 8 ]  plus  (1d8)[ 5 ]  acid damage, Dex DC 15 negates.  HH dex save  (1d20)[ 10 ]  plus modifiers

EC:  (1d20+8)[ 18 ]  for  (2d8)[ 10 ]  force damage and 5' push back.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 29/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 2/2  
 
  

"On it!" Leif calls back to Paul, then casts Spike Growth (20ft radius, difficult terrain, 2d4 damage for every 5ft of movement) ten feet south of the second hellhound.

"Why are we so popular all of a sudden?" she laughs, moving to the space five feet north of Paul so she can get a better look at who the new intruders are.
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 25/31, AC: 16
 
 
 
  
Ayalla moves closer to the nearby tree to try to avoid some of the incoming arrows.
 
 Spoiler: OOC 
Move 15 ft around to the other side of the hellhound to try to get her back up against the tree and possible get some cover from the arrows.
Readied action to cast Shocking Grasp on the hellhound after Wuffles bites it in case it falls prone.
Shocking Grasp:  (1d20+7)[ 12 ] , advantage if applicable  (1d20+7)[ 13 ] , lightning damage  (2d8)[ 8 ] , it can’t take reactions until the start of its next turn.
Bite:  (1d20+6)[ 12 ] , advantage form pack tactics (forgot about it last time)  (1d20+6)[ 19 ] , piercing damage  (2d4+3)[ 7 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
 
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 18 HP: 54/54 
 Hit Dice: 5/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: --  
 
  

Bernie watches as Ayalla drifts away from the others in their group and beats on the Hellhound,
 I guess we'll take this side?! Don't get into any trouble! 

He similarly circles around the hound and brings a few strikes down on it in the hopes of finishing it and making space to regroup.

 
 Spoiler 

 Reaction:  Interception Fighting Style reduces damage to Ayalla by 1d10+3 ( 12 )

Turn starts,  Move:  Bernie walks two spaces left and one up, to be within 5 feet of Ayalla, Wuffles, and the Hellhound.

 Action:  Attack twice with Moon-Touched Longsword in two hands against Hellhound.

 (2d20b1)[ 12 ][ 10 ](22) +7 vs Hellhound AC
 (1d10+4)[ 14 ]  magical slashing damage

 (2d20b1)[ 14 ][ 14 ](28) +7 vs Hellhound AC
 (1d10+4)[ 8 ]  magical slashing damage
 
Amnestic
Ayalla's electric touch is evaded by the surrounded hellhound, but the follow up bite from Wuffles pins it in place, making him an easy target for Bernie to cut down with two flashing swipes of his sword. The beast slumps over, its corpse oozing a sickly red-black liquid that bursts and pops with flames when it touches the ground.

A mass of spikey thorns spring up around the other hellhound, locking it in place thanks to Leif's incantation. It paws tentatively at them, so that when Paul blasts it with acid and force, it takes them head on, scraping back through the painful overgrowth. Choosing not to risk further spiked agony the hound locks itself in place and watches the you warily. The spikes don't last long however. From one of the invisible creatures comes a chanted spell, and he reveals himself with a burst of light as a bolt of magic streams across the battlefield to slam into Leif. She stumbles, and as quickly as the come the spikes fall away. The spellcaster - dressed in a chain shirt and wielding a mace - moves into the treeline behind one of the archers, while the other still-invisible creature leaps across the road and enters the trees closest to Paul and Leif, but doesn't yet reach you.

Seeing their attacks repeatedly intercepted, the hobgoblin archers swap targets away from the squishy air genasi and instead targeting the heavily armoured man. One rushes into melee, swinging their longsword down while the pair behind him loose arrows, but Bernie parries the blade and spins, deflecting the arrows that come his way.

The other set of arrows bursts forth from the treeline at Paul. Two scrape against armour, but the third one bites into flesh.

 
 Spoiler: Map 

 

Leif's spike growth goes up.
Ayalla misses with Shocking Grasp, but Wuffles and Bernie come in with the follow up and kill the hellhound.
Paul's acid splash and turret hit the south hellhound, and the knockback causes an additional  3  damage. The Hellhound is bloodied.

The hellhound, injured and surrounded by spikes, refuses to move, and  Dodges .
One of the invisible creatures casts Guiding Bolt and hits Leif for  16  radiant. Leif unfortunately rolled a 9 (4 + 5 modifier) on their concentration save, so spike growth drops.
The remaining invisible creature moves in, entering the treeline on the right.

The red hobs attack Bernie, with one getting into melee. They miss with all their attacks.
The blue hobs attack Paul, with two missing and only one hitting for  9  piercing damage.

Everyone's up.


 Initiative Order: 
 Wuffles: (1d20)[18]
Bernie: (1d20)[18] 

HH: (1d20)[18]
LH: (1d20)[15]
BH: (1d20)[7]
RH: (1d20)[6]
 
Leif:(1d20)[5]
Ayalla:(1d20)[4]
Paul:(1d20+1)[4] 
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 27/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 1/3, 3rd: 2/2  
 
  

"A Cleric?" Leif says through gritted teeth, more anger and fear than pain, " Your kind  won't kill anyone I care about again."

Touching her chest, Leif's hand sets ablaze as a warm light emanates from it and her wounds instantly heal. She never takes her eyes off the Cleric and with the same hand, reaching up and clenching into a fist, more vines erupt from the ground and lash at the Cleric and attempt to drag them closer to Leif.

 Just a little longer... 
 
 Spoiler 
Leif casts Healing Word, upcasted to second level, on herself.  (3d4+4)[ 14 ]  hp restored.
She then casts the cantrip Thorn Whip at the Cleric.
To hit:  (1d20+8)[ 22 ] 
Damage:  (2d6)[ 2 ]  piercing damage, target pulled 10ft towards Leif
 
J-H
      
     Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: --  
 
  
A magic shield briefly appears, blocking the inbound arrow.

Wary of the invisible creature approaching, Paul thumbs the rune on a hollow wooden ball and uses his wand to float it between the hellhound and whatever is coming, where it detonates with a thunderous boom.  He then points his wand at the enemy cleric, and his cannon fires at it.

He then retreats 40' to the north.
 
 Spoiler 

Shatter,  (3d8)[ 16 ]  thunder damage to the invisible enemy and the Hellhound.  CON DC 15 half.  Arcane Firearm gives  (1d8)[ 2 ]  bonus damage to "a damage roll" and I'm assuming that's only to one target - we'll say the invisible creature gets that.

EC vs the cleric  (1d20+8)[ 25 ]  for  (2d8)[ 6 ]  force damage and 5' pushback.
Ignore half cover if he has any.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 25/31, AC: 16
 
 
 
  
Ayalla and Wuffles shift their attention to the nearby hobgoblin.

 
 Spoiler: OOC 
Shocking Grasp:  (1d20+7)[ 23 ] , Advantage  (1d20+7)[ 15 ]  (Note on discord said the target is wearing chainmaille), Lightning damage  (2d8)[ 7 ] , it can’t take reactions until the start of its next turn.
Bite:  (1d20+6)[ 22 ] , Advantage  (1d20+6)[ 26 ]  (Pack Tactics), piercing damage  (2d4+3)[ 8 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 1 ]  or be knocked prone.
Edit: Crit on the bite.
 
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 18 HP: 54/54 
 Hit Dice: 5/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: --  
 
  

As the hobgoblin in front of him falls, Bernie turns his attention to Leif and makes a break for it. He takes up a position interposed between her and the myriad enemies approaching and tosses a bit of reassurance,

 Let's not tire ourselves out just yet, Ayalla handled one of these fools without me having to lift a finger, so I've got your back here. Try to conserve some strength, kiddo, we're not even to the starting line yet.. 
 
 Spoiler 

Turn starts,  Move:  Bernie runs to be within 5ft of Leif, in the space that Paul vacated. I dont believe any enemies are close enough for me to also be adjacent to them, but if Im mistaken please put me in a spot thats next to Leif and an enemy.

 Action:  Dash to double move speed.
 
Amnestic
Buoyed by her healing, Leif's thorny whip lashes out at the cleric and drags him forwards, but just as quickly he's blasted back by Paul's cannon, twisting and turning him this way and that. Despite the swift back-and-forth he manages to maintain his spell. The deafening blast of Paul's magical orb don't deter either hellhound or the invisible foe. The canine rushes in first, its injuries bleeding fire as it calls up a burst of flame to wash over Bernie and Leif, though the injuries its sustained and your natural skills allow you to evade the worst of the burning sensation. Their assault does not hold there, however. Invisible warriors are tricky to fight at the best of times, and this one is no exception. A whistling blade cuts through air as its only indicator and Bernie's reaction comes too late as a critical strike pierces past his armour. The second blow comes up, too slow, and Bernie deflects it away.

Injured by your attacks, the cleric turns away and mutters a short incantation, patching the wounds you've caused.

Ayalla's lightning touch gravitates towards the hobgoblin who evades it too late, shocking him into submission for a moment, allowing Wuffles to leap atop the warrior and savage its throat, tearing the life from your foe. In response, two more of the archers drop their bows and move in, trying to flank. One swordswipe goes wide, but the other one cuts the spirit animal on its side. The remaining three archers loose another set of arrows, but none of them find their targets, all being deflected or dodged.


 
 Spoiler: Map 

 

Leif hits with thorn whip for 2.
Both creatures made their saves vs. Shatter (20, 17 premods) so they took 9 each. The hellhound looks one or two attacks from death.
Cannon hits the cleric for 6. Surprisingly had made the consaves on concentration  for it and thorn whip (12, 11 premods) for invisibility.
Ayalla and Wuffles double team the hobgoblin and kill it.
Bernie dashes over to Leif.

The hellhound moves in and uses its firebreath, but Bernie (barely) and Leif both make their dex saves, so they take  9  fire damage, before resistances.
The cleric moves back slightly and casts Cure Wounds on itself for 10, healing back to full.
The invisible hobgoblin attacks Bernie - his invisible advantage turns a miss into a crit for  32  total slashing damage. He misses with his offhand attack.
Two of the hobs toss aside their longbows and rush at Wuffles with swords. One misses, the other hits for  10  slashing damage.

The remaining archers fire their arrows at Ayalla and Bernie, but they miss.

The formerly-invisible hobgoblin is wielding two shortswords and is wearing chain mail.

Everyone's up.


 Initiative Order: 
 Wuffles: (1d20)[18]
Bernie: (1d20)[18] 

HH: (1d20)[18]
LH: (1d20)[15]
BH: (1d20)[7]
RH: (1d20)[6]
 
Leif:(1d20)[5]
Ayalla:(1d20)[4]
Paul:(1d20+1)[4] 
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: --  
 
  

Paul aims his wand at the Hellhound and the new enemy, flinging a ball of conjured acid, and having his cannon fire yet again as he sidesteps into more cover.  The movement spoils his aim, as the only success he has is dropping some acid on the fiendish canine.

 
 Spoiler 

Acid Splash the Hellhound and the Hobgoblin
 (2d6)[ 7 ]  acid damage, Dex DC 15 half.  (1d8)[ 6 ]  bonus damage on the Hellhound to kill it from Arcane Firearm.
HH dex  (1d20)[ 8 ] +mods
Hob dex  (1d20)[ 17 ] + mods

Eldritch Cannon at the Hob  (1d20+8)[ 12 ]  for  (2d8)[ 6 ]  force damage and 5' pushback on hit
If it hits, should let Leif back up safely.
Ignore half cover.

Move 15' west into some bushes.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 23/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 1/3, 3rd: 2/2  
 
  

Leif gives Bernard a grateful nod for his arrival and is shocked when the invisible foe strikes him so hard. "Calcy, we need some room!"

Leif then moves 5ft to the east and summons Calcifer, her Wildfire Spirit, 10ft south of her dealing  (2d6)[ 5 ]  fire damage to any enemy within ten feet of Calcifer (except Leif) if they fail the DC 16 dexterity save. She then asks Calcifer to move to the space 5ft west of her so that she and Bernard are both within 5ft of Calcifer and use Fiery Teleportation to move both Leif and Bernard 15ft north while dealing  (1d6+3)[ 4 ]  damage to any creature within 5ft of where Calcifer teleports from if they fail the DC 16 dexterity save.

(That's a lot so...)
 
 Spoiler 
 

The red arrow indicates where Leif moves.
The encircled C is where Calcifer is summoned and the 10ft fire damage AoE it causes. The arrow indicates where Calcifer moves after he is summoned.
The blue arrows indicated the 15ft teleportation. Only the hobgoblin is within range of the AoE fire damage caused by this teleportation.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, AC: 15, Resistance: Lightning
Conditions: Conentration (Spirit Guardians)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 1/2
Wuffles (Wolf Familiar)
HP: 15/31, AC: 16
 
 
 
  
Seeing two more hobgoblins move forward to attack Wuffles, Ayalla calls upon the spirits to protect them. Motes of light spring forth from the nearby trees, the grass even stones and fall into orbit around Ayalla.

 
 Spoiler: OOC 
Casting Spirit Guardians and moving 1 square to the right so both the hobgoblins are within range. Allies are unaffected.
DC 15 Wis save  (1d20)[ 19 ] ,  (1d20)[ 8 ]  or  (3d8)[ 13 ]  radiant damage when they start their turn. On a successful save, half damage.

Bite the one on the left:  (1d20+6)[ 23 ] , piercing damage  (2d4+3)[ 11 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 9 ]  or be knocked prone.
 
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 18 HP: 28/54 
 Hit Dice: 5/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: Stubborn Survivor (After being reduced to half hit points or less, you add +2 to all saving throws you make for 1 minute. 10/10 rounds)  
 
  

Bernie quickly interposes himself between Leif and the flames, the barest embers making it past him, but his quick thinking lands him in hotter water as the invisible hobgoblin strikes him with vigor. He's winded as Leif sends them careening backwards in a blast of fire, and takes a moment to catch his breath.

 They're perhaps a bit tougher than I gave them credit, don't get shot Leif. I've got to step away for a moment. 

Without looking back, Bernie steps back towards the hobgoblin and lifts his leg to deliver a kick to it's chest.

 
 Spoiler 

 Reaction:  Interception Fight Style to prevent 1d10+3 (6) fire damage to Leif. After damage prevention and her resistance, she takes 1 fire damage.

Turn starts,  Move:  Bernie steps into the space he vacated by the teleport, adjacent to the Hellhound and Hobgoblin with two swords.

 Action:  Attack, first attack is a Shove with advantage from Human Tenacity  (2d20)[ 19 ][ 20 ](39)  +10 Athletics vs  (d20)[ 16 ]  Athletics or Acrobatics. If they fail, they are knocked prone and I will grapple them.  (2d20)[ 16 ][ 7 ](23)  +10 Athletics vs  (d20)[ 14 ]  Athletics or Acrobatics. If they beat my check, I'll shove again instead.

 Bonus:  Second Wind to gain  (1d10+5)[ 15 ]  Hit Points.

 Action Surge:  Attack twice with one-handed Moon-Touched Longsword against presumably prone Hobgoblin. 2d20 (5 or 16) +7 for  (d8+4)[ 9 ]  magical slashing damage. And another 2d20 (18 or 16) +7 for  (d8+4)[ 6 ]  magical slashing damage.
 
Amnestic
Another burst of acid from Paul spells a searing end to the hellhound who jumps and writhes, trying to remove the liquid from itself, but it quickly becomes too much and the creature flops over, a stinky, ugly mess. The burst of flame from Leif's spirit arriving takes the hob by surprise, but he's more prepared when the teleport occurs and manages to waft away the second blast of fire with his swords. The distraction works though, as a charging Bernie slams into him from behind and knocks him over, holding him down as he's wailed on by the vicious strikes. Held down though he is, it also puts Bernie in blade range, and the hob swivels beneath the human to lash out, cutting deeply with his shortswords once more.

The spirit wolf leaps at another hobgoblin, tearing a chunk of its flesh away and pinning it to the ground. When Ayalla's spiritual guardians appear the two warriors find themselves assailed by spectral light. It's too much for them, and they both fall, their eyes burned out by the magic.

Tutting with fury the cleric calls upon his own flame, summoning a draconic claw to swipe at Wuffles while calling down a fiery storm upon their master. It proves inconsequential however, as both spirit medium and spirit wolf dodge away from the attacks. An archer does manage to clip Ayalla with one of their arrows as the remaining forces move up to attack in melee and assist their leaders, but the other two - flying at Leif and Paul - strike grass and trees.

 
 Spoiler: Map 

 

Paul kills the Hellhound, but his shot misses the hob.
Leif's spirit-spawn damages the hob, but he evades the teleport damage.
Wuffles kills one hob, and Ayalla kills the other with spirit guardian damage due to a failed save.
Bernie shoves prone, grapples, and then hits twice.

The dualwielder rolls ridiculously (24/20, 25/24) and hits Bernie for  9  +  9  slashing damage. Disadvantage did save him from getting crit though!
The cleric casts Spiritual Weapon and attacks Wuffles - misses. He also casts Sacred Flame on Ayalla - who evades.

The archers move up. One hits Ayalla for  6  piercing damage (I didn't roll concentration), the other two miss their targets (Paul and Leif).

Everyone's up.


 Initiative Order: 
 Wuffles: (1d20)[18]
Bernie: (1d20)[18] 
 HH: (1d20)[18] 
LH: (1d20)[15]
BH: (1d20)[7]
RH: (1d20)[6]
 
Leif:(1d20)[5]
Ayalla:(1d20)[4]
Paul:(1d20+1)[4] 
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: --  
 
  

Red and purple lines, accompanied by a brief whooshing sound of fire, connect Paul and his targets, as he shoots flame and a beam of force at the cleric.
 
 Spoiler 

At cleric, ignore half cover.
Fire Bolt  (1d20+8)[ 24 ]  for  (2d10)[ 8 ]  plus  (1d8)[ 7 ]  fire
EC  (1d20+8)[ 19 ]  for  (2d8)[ 7 ]  force and 5' pushback.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 26/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 1/3, 3rd: 1/2  
 
  

With the dog taken care of, Leif waves a gesture of thanks to Paul. "Now let's deal with the rest of them."

Lifting her hands aloft, Leif mutters an incantation in Druidic and four bolts of fiery energy appear above her. As she points to the Cleric and the hobgoblin that just attacked Bernard, the bolts fly towards them, burning the air itself as they screech ahead. She then calls out to Calcifer to attack the Cleric too.

After they attack, Leif and Calcifer will move closer to Ayalla.

 
 Spoiler 
Leif casts Scorching Ray at third level, aiming two bolts at the Cleric.
To hit:  (1d20+8)[ 9 ] , damage:  (2d6)[ 9 ] 
To hit:  (1d20+8)[ 13 ] , damage:  (2d6)[ 8 ] 

And two at the hobgoblin:
To hit:  (1d20+8)[ 15 ] , damage:  (2d6)[ 12 ] 
To hit:  (1d20+8)[ 28 ] , damage:  (2d6)[ 8 ] 

Calcifer's Flame Seed is targeting the Cleric:
To hit:  (1d20+8)[ 18 ] , damage:  (1d6+3)[ 6 ] 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 27/33, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 2/3, 3rd: 1/2
Wuffles (Wolf Familiar)
HP: 31/31, AC: 16
 
 
 
  
The mots of light dissipate after Ayalla gets struck by an arrow and looses focus.
 
 Spoiler: OOC 
Cure Wounds 2nd level spell slot  (2d8+4)[ 16 ]  on Wuffles, then move into cover behind the nearby tree. Will drop prone if necessary.
Send Wuffles to attack the one just north of the building.
Bite:  (1d20+6)[ 9 ] , piercing damage  (2d4+3)[ 6 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 7 ]  or be knocked prone.
 
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 18 HP: 10/54 
 Hit Dice: 5/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: Stubborn Survivor (After being reduced to half hit points or less, you add +2 to all saving throws you make for 1 minute. 9/10 rounds)  
 
  

As they tussle, Bernie takes two quick strikes on the downed hobgoblin, hoping to finish them off before they can down him in return.

 
 Spoiler 


Turn starts,  Action:  Attack twice against prone Hobgoblin with one-handed Moon-Touched Longsword.  (d20+7)[ 11 ]   (d20+7)[ 8 ]  vs AC for  (d8+4)[ 8 ]  magical slashing damage.
 (d20+7)[ 25 ]   (d20+7)[ 16 ]  vs AC for  (d8+4)[ 8 ]  magical slashing damage.
 
Amnestic
A barrage of flame flies towards the cleric, who erroneously believed himself nestled safely in the treeline. The scorching rays and elemental blast of Leif burn holes through his chest, while Paul's firebolt slams into the face, igniting his facial hair and causing a brief scream of agony before he collapses, death mercifully taking the man. The dragon claw blips out of existence as the magic maintaining it fails. The spellcaster dealt with, Paul's cannon retargets to the other priority, sending a blast of arcane into its side. Such a movement doesn't breake Bernie's stoic grip on the writing dual wielder though. He shifts beneath the warrior's grasp as they exchange blows - one of Bernie's landing, while both of the hobgoblin's find on glancing blows on the thick metal armour.

Wuffles leaps southward to strike at the remaining pair, but the warriors are emboldened by their leader continuing to fight even stuck on the ground. They push up their arm to take the beast's jaws full on, and swiftly retaliate with a slash against its back, though Wuffles stays standing thanks to Ayalla's swift blessing of healing magic. Another arrow flies Paul's way, but he deftly ducks beneath it.

 
 Spoiler: Map 

 

Between Leif and Paul, they kill the Cleric from max to 0, within enough damage to move the cannon shot back to the leader-hob (disadvantage roll: 19=hit).
Bernie hits once, for 8, on the leader. He swings back and misses with both attacks - one of which due to disadvantage from being stuck prone. Leader hob looks maybe 1-3 attacks from death.
Wuffles misses their attack on the hob-warrior. It takes  16  from a slash in return. The other blue hob misses.

The remaining red hob runs up and shoots an arrow at Paul, that misses.


Everyone's up.


 Initiative Order: 
 Wuffles: (1d20)[18]
Bernie: (1d20)[18] 
 HH: (1d20)[18] 
LH: (1d20)[15]
BH: (1d20)[7]
RH: (1d20)[6]
 
Leif:(1d20)[5]
Ayalla:(1d20)[4]
Paul:(1d20+1)[4] 
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 26/38, AC: 16
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 1/3, 3rd: 1/2  
 
  

Content that the Cleric little more than a charred corpse, Leif pat's Calcifer on the head and then turns her attention to the hobgoblin deep in combat with Bernard.

 
 Spoiler 
Leif casts Healing Word on Bernard, healing him for  (2d4+4)[ 9 ]  hit points.
Then she casts Thorn Whip (melee spell attack so it won't have disadvantage against a prone enemy); to hit:  (1d20+8)[ 28 ] , damage:  (2d6)[ 3 ] 
 
J-H
      
      Paul Mauser      Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: --   Concentrating: --  
 
  
 "Bernie, you doing okay?"   Paul moves 15' to the west and starts flinging spellfire at the standing hobgoblins near Wuffles.
 
 Spoiler 

Shooting at Hob Blue, then the Hob Red near him.  Ignore half cover if Wuffles gets in the way.
Fire Bolt  (1d20+8)[ 19 ]  for  (2d10)[ 12 ]  plus  (1d8)[ 3 ]  fire
Eldritch Cannon  (1d20+8)[ 25 ]  for  (2d8)[ 7 ]  force damage and 5' pushback on hit
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 27/33, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 2/3, 3rd: 1/2
Wuffles (Wolf Familiar)
HP: 15/31, AC: 16
 
 
 
  
Ayalla calls upon the spirits to strike down the archer before ducking back behind cover.
 
 Spoiler: OOC 
Hit the last red with Sacred Flame, Wuffles will try again on the warrior.
Sacred Flame: DC 15 Dex save  (1d20)[ 5 ]  or take  (2d8)[ 7 ]  radiant damage. The target gains no benefit from cover for this saving throw.
Bite:  (1d20+6)[ 25 ] , piercing damage  (2d4+3)[ 10 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 8 ]  or be knocked prone.
 
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 18 HP: 19/54 
 Hit Dice: 5/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: Stubborn Survivor (After being reduced to half hit points or less, you add +2 to all saving throws you make for 1 minute. 8/10 rounds)  
 
  
 I've got it! I'm okay. 
Bernie waves off Paul and Leif and slams the hobgoblin against the ground by its collar.

 Just one minute, I promise! 
 
 Spoiler 


Turn starts,  Action:  Attack twice against prone Hobgoblin with one-handed Moon-Touched Longsword.  (d20+7)[ 17 ]   (d20+7)[ 27 ]  vs AC for  (d8+4)[ 8 ]  magical slashing damage.
 (d20+7)[ 15 ]   (d20+7)[ 13 ]  vs AC for  (d8+4)[ 11 ]  magical slashing damage.
 
Amnestic
A scraped fiery thorn whip rakes across the dual wielder's face and when Bernie reaches down with his sword once more it swipes across the creature's open neck, removing head from shoulders in a single clean slice that sends the formerly-attached noggin rolling into the bushes. Wuffles and Paul together bring down the pair assailing the wolf, another bolt of fire and blast of magic skewering one through the neck, while the wolf's maw tore out the belly of the other.

Scorched by Ayalla's sacred flame, the final standing hobgoblin breaks, dropping his weapons and turning on the spot to flee into the woods. His flight avails him nothing, however, and the party descends on him swiftly, bringing an end to the final combatant.

An investigation of the bodies finds them with minimal equipment - the bare essentials for what looks to have been a regimented job of ambushing travelers on the roads. Checking the farmhouse from which the cleric and dual wielder appeared from finds a moderate sum of gold in a pouch, along with some sundries and other wares that were likely carried by merchants. Crates of salted food, broken open and feasted on, indicate they've been here for at least longer than a day or two.

 
 Spoiler: OOC 

With only one severely injured hob warrior remaining, I'll not waste everyone's time on another round of turns. No longer a threat at this point.

Notable Loot:-
The cleric's holy symbol which can be identified with a DC10 Religion check as
 
 Spoiler: Religion 

Tiamat, the Chromatic Queen of evil dragons.
 


In addition, one potion of healing and two scrolls: One of Armour of Agathys, and one of Continual Flame.

Gonna give the party a moment to recover and do any patching, short rest, sheet updating, etc. and then we'll move along.
 
J-H
      
      Paul Mauser      Half-orc Artillerist Artificer 
 AC: 18 HP: 32/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: --   Concentrating: --  
 
  

Paul picks up the holy symbol as they drag the bodies together.   "I recognize this.  Tiamat, the evil goddess of dragons.  5 heads, different colors?  I didn't think goblins followed a dragon god.

Everyone equipped the same, no extra gear, no old loot... this wasn't just an isolated camp of bandits.  There are going to be more of them somewhere around here." 

As the group bandages their wounds, Paul sends his homunculus up to fly around high in the sky and look for any bandits or anything moving for a couple of miles around, and report back.

 "What do we do with the bodies?  Leave them, spend some time digging, or burn them and make a pillar of smoke?" 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 27/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 2/3, 3rd: 1/2
Wuffles (Wolf Familiar)
HP: 24/31, HD: 4/5, AC: 16
 
 
 
  
With the hobgoblins dispatched Ayalla makes some tea and restorative snacks.
 
 Spoiler: OOC 
As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
Wuffles HD roll:  (2d8)[ 9 ] 
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 33/38, AC: 16
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 1/3, 3rd: 1/2  
 
  

"Why would an organised group set up ambushes like this?" Leif wondered aloud, "They weren't exactly picky about their targets, either, if they were willing to attack us."

A moment later. "You think there are more groups like this on other roads? We should warn the nearest town."

Calcifer, the little ball of fire that he is, puffs up his face in annoyance.

 
 Spoiler 
Short rest heal, one hit die plus Ayalla's snacks for  (2d8+2)[ 7 ]  hit points.
 
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 18 HP: 47/54 
 Hit Dice: 4/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: --  
 
  
 No need to bother with any of that I'd say, whoever these ones were working for will know something's wrong when nobody's around. Not fooling anybody with a couple shallow graves. 

Bernie clips a bandage around his middle and sips some of Ayalla's fresh brewed tea.

 All things considered, this is about what we expected, right? Though a bit more organized an opposition maybe... I'd bet they already know about it up in Drellin's Ferry. Maybe there's even a reward. We'll grab their colors, and Paul's got the symbol, that oughta be enough. 

He smiles and finishes his cup, standing to look around again,
 Lovely as always, young Ms. Ayalla. I'm sufficiently patched up, so no need to wait on me. Are we ready to keep marching? Gotta keep up the pace if we wanna reach town before evening. 
 
 Spoiler 


Spend 1 Hit Die for 1d10+4 (13) doubled by Periapt of Wound Closure plus 1d8 (2) for a total of 28 healing.
Tavern Brawler retrained to Heavy Armor Master.
 
Amnestic
Once you finish patching up and taking a quick breather, you leave the bodies where they lay - save perhaps for dragging them from the path - and continue on for the remaining miles of your trek.

After some time, the road descends into a small town built mostly along the side of a broad, sluggish river. Six old stone piers jut from the water, marking the spot where a bridge once stood, but the spanning stone itself is long gone. Instead, a couple of long thick ropes cross the river, each secured to a flat-bottomed ferryboat. Brown fields and green orchards surround the town. A group of armed townsfolk - three in leather, one in mail - stand guard. They watch you with some wariness, but in truth their concerned glances seem beyond you, towards the trees and fields. One speaks up.  "Halt and state your business, strangers." 
 
 Spoiler: OOC 

Forgot to mention it, but the encounter was a Deadly one, so you're all up 15 experience (out of 100) at the moment.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 27/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 2/3, 3rd: 1/2
Wuffles (Wolf Familiar)
HP: 24/31, HD: 4/5, AC: 16
 
 
 
  
  "Well met, we are travelers in search of fame an fortune."  
 
 Spoiler: OOC 
Persuasion:  (1d20+10)[ 24 ] 
 
Amnestic
 "Adventurers, are ye?"  The townguard ruminates for a moment, giving you another once over but evidently deciding you're a threat (from your attitude, rather than skill, the trio behind him don't look too enthusiastic about putting up a guard against you).  "You staying or just passing through? Might be the town's got paying work for you, if you're not already on a job." 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 27/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 2/3, 3rd: 1/2
Wuffles (Wolf Familiar)
HP: 24/31, HD: 4/5, AC: 16
 
 
 
  
  "I think we could spare a few minutes to help the town."  
Ayalla looks at her companions for confirmation.
  "May I introduce myself, I am Ayalla Nazonda."   She says with a bow.
J-H
      
      Paul Mauser      Half-orc Artillerist Artificer 
 AC: 18 HP: 37/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: --   Concentrating: --  
 
  
 "Paul."   The half-orc tips his wide-brimmed hat slightly.   "We were planning to pass through, but extra work that pays is always good.  Already took care of some hobgoblin bandits a few miles back...would your problem be related to them?" 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 33/38, AC: 16
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 1/3, 3rd: 1/2  
 
  

Almost on reflex, when the guard calls to the group Leif lifts her hood to cover her face and stays behind the others.

"Just call me Leif," she says quietly.
Amnestic
 "You saw them? Where?"  The guard is quick to respond, but reins himself in just as quickly.  "No, no, better you speak to our Captain more than us - she'll want to hear it from you direct. We've been having problems with bands of the blighting savages for days now. Travelers have slowed to a trickle and everyone's on edge. Normally it'd just be one of us out here, but now we've got four at a time."  He gives a quiet nod to one of them, who heads off running.  "Welcome to Drellin's Ferry. Probably don't need to tell you but don't cause any trouble."  He turns and points beyond himself down into the little town, noting locations.

 "Area in the middle with the big tree is the Green, that's the centre of town. Far side is the town hall, that's where the Captain'll be. To the north and south are inns - Green Apple and Old Bridge Inn. That one's where you want to go if you've got coin to burn. There's a Pelor shrine over yonder too if you want to pray. I'd like to tell you to go see the Captain first, but...eh, I wouldn't worry too much. If you go grab a drink or go for a stroll I'm sure she'll find you soon enough. Town ain't that big,"  he adds with a chuckle.  "Can answer any questions if you've got 'em, but chances are the Captain will know better about the hobs, so you'd be better speaking to her about them." 
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 18 HP: 47/54 
 Hit Dice: 4/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: --  
 
  
 No need to hold yourself back, buddy! They were a couple miles up the road. Set for ambushes, more than a half dozen of them with a couple of fiendish hounds. Not exactly an overwhelming force, but more than the unprepared could handle nine times out of ten. We've taken care of the lot of them, but it sounds like they weren't exactly acting independently. 

Bernie laughs and tries to be a bit friendly to the militia from the middle of nowhere, but his body language is clear, he's hoping to walk right past them to the Captain. He looks to his traveling companions and gestures to the town at large,

 Let's go talk to this "Captain" and see what kinda war chest they're working with. Lots to do, not much time to do it and all that. 

He chuckles again, his eyes pointedly looking as if to say "let's keep a wrap on the whole business with the Keep" and "I bet we can get paid for things we were already going to do."
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 27/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 2/3, 3rd: 1/2
Wuffles (Wolf Familiar)
HP: 24/31, HD: 4/5, AC: 16
 
 
 
  
Ayalla thanks the guards and follows their advise, heading to see the Captain before doing anything else.
Before going inside she sends Wuffles to his pocket dimension to rest.
Amnestic
The guards wave you through with nods of appreciation, their gazes set harder on the horizon than before, more alert.

Drellin's Ferry isn't much of a town - it might have perhaps 500 residents total in the town proper, plus perhaps as many on outlying farms and cottages. Despite its prominent position on the Dawn Way, trade goes  through  the town, it doesn't  stay  in the town, and this is barely more than a stopover for most travelers. It's certainly no hub of activity. Still, its quaint rural charm can't be denied. The threat of encroaching hobgoblins hasn't kept people in their homes; rather the Green has lines of market stalls around the edge, the doors to the taverns are open with the sounds of chatter bubbling out, and children playing around the great central tree. The guards on the edges of town allow - for now - a more peaceful existence.

The largest and sturdiest building (dwarven built, if your eyes don't mistake you) stands at the foot of where the bridge used to be. The Toll House, once upon a time, now clearly converted into a place not of business but instead of administration. Just across the way is a small, squat watch tower, manned by similarly garbed guards from before, their eyes set on the horizon, though half of them seem more interested in lazily enjoying the summer sun than actually keeping watch.

Just as you're walking into the Toll House, you're bumped into by a tall balding man of perhaps 50 years, followed by a taller-still woman in armour with a blade at her hip. They look somewhat taken aback, but quickly recover.  "The adventurers I presume? We were just coming to see you. Come in, come in."  He ushers you inside, and you get a better look at the interior. It seems it serves not just as a town hall, but through open doors you spot jail cells, bunk beds, and a few guards playing cards. Upstairs and across a landing, the pair take you into a small office, decorated primarily with woodcarvings and textiles - local fare, rather than anything from the big city. Whether he planned for your arrival or not, there are adequate seats for all six in the room to take a chair.

From his hands and gait, you can judge the man is unlikely to have committed much in the way of physical labour, yet the lines of work have clearly set into his aged face and salt-and-pepper beard. He speaks with a calm tenor, the measured words of someone who has had to placate customers and negotiate prices.  "Introductions first, I think. I am Norro Wiston, Speaker for Drellin's Ferry, and this,"  he gestures to the red-headed soldier at his side, perhaps ten or twenty years his junior,  "is Soranna Anitah, Captain of the Guard. I'll get right to the point: We are in a lot of trouble, and I was hoping to persuade you to help." 

He takes a deep breath, before continuing.  "I believe you've already encountered them, but our town is under attack. Hobgoblin raiders have been harrying our lands for several days now. Some of the outlying homesteads have been burned down and their occupants killed, and they've been attacking travelers - like yourselves." 
Soranna pipes up, her voice rough with the edge of command.  "We've had some trouble with them before - a raid here, a robbery there, but this...is different. It's too frequent, and almost too many of them. If they're not dealt with I'm worried that it will embolden other nearby tribes, and they'll have enough manpower to take the town."  Norro nods in agreement, adding with undisguised concern:  "Furthermore, the road is our lifeblood - if people stop traveling the Dawn Way for fear of hobgoblin attacks, our town will die a slow death just as surely as it would from an actual raid. So...can you help?" 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 33/38, AC: 16
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 1/3, 3rd: 1/2  
 
  

"Do you know where they're coming from? Even a rough direction?" Leif asks, still hiding under her hood, "The ones that attacked us, they looked... organised. Equipped, even. It's possible they have somewhere they're using as a stronghold, somewhere they store whatever they steal."

Then a thought enters her mind. "Maybe even someone they're  answering  to. They had hellhounds with them and I'm pretty confident you can't buy those at a pet shop."
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 27/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 2/3, 3rd: 1/2
Wuffles (Wolf Familiar)
HP: 24/31, HD: 4/5, AC: 16
 
 
 
  
  "Ayalla Nazonda at your service. Perhaps it is the will of the great spirits that I am to help you in this time of need."  
J-H
      
      Paul Mauser      Half-orc Artillerist Artificer 
 AC: 18 HP: 37/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: --   Concentrating: --  
 
  
 "All of them were equipped with the same type of armor, made in the same way, and built for them instead of for proportioned for my shoulders or you full-blooded humans.  Bandits don't usually have standard equipment, they have whatever they have individually stolen or deserted with.  Have you seen raiders like this before?" 
 "We can try to help, at least as far as finding them for you and maybe taking out a few individual bands of raiders like the last one." 
Amnestic
Norro nods at the mention of the hellhounds.  "We've heard similar stories. When we thought this was a smaller raiding party we sent a dozen men west into the Witchwood. Only one returned, telling of fire breathing hounds and manticores." 
Soranna retrieves a rolled up paper from the shelf behind them and rolls it out over the desk for you to look at, revealing it as a map.  "If they're anywhere, I'd expect them to be in Vraath Keep. Owned by some fool landowner who thought to tame the Witchwood once upon a time, but after a giant attack saw his end it's gone abandoned. It's not in perfect condition but there's nowhere else I could see them using as a stronghold. Word is that it's haunted, but even if they know, they might not care. The Dawn Way will take you to it, or you could cut through the woods - there's an old trail not many people use. It's more direct as the crow flies, but over rougher terrain." 

She finally taps a small symbol for a home.  "You might also want to seek out Jorr. He's lived in the woods most his life and knows them better than anyone. It's a bit out of the way to get to his cabin, but it could be worth it if you need a woodsman's eyes." 
 "The raider groups we've dealt with in the past...none have been like this."  Norro sighs.  "Usually a squad of the town guard would be enough to scare them off, but these ones are bolder, more organised, and the monsters too..." 
 
 Spoiler: Map 

 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 27/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 2/3, 3rd: 1/2
Wuffles (Wolf Familiar)
HP: 24/31, HD: 4/5, AC: 16
 
 
 
  
  "Manticores and a haunted keep, sounds like the Witchwood is no place to trifle with. You say that this keep was attacked by giants, are they still active in this area?"  
Amnestic
Norro looks to Soranna, who answers for him.  "Not as much these days - they mostly keep to the hills and the northern edges. The lordling who established Vraath thought to remove them permanently which is what caused his end. They mostly come to the woods to hunt for food but if you show you're more trouble than you're worth as a meal they should leave you alone." 
J-H
      
      Paul Mauser      Half-orc Artillerist Artificer 
 AC: 18 HP: 37/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: --   Concentrating: --  
 
  
 "We were thinking of heading to Vraath Keep anyway, but we thought it would probably be vacant.  I'm assuming there's some sort of pay or bounty for helping take care of the bandits?" 
 "Are there any stories about the haunting and what caused it?  Simply getting killed off by giants doesn't sound like, no ill respect meant, anything special." 

Paul looks at the map, walking his fingers across it to measure distances.   "We know they're watching roads.  Finding Jor and going through the woods may be slower, but it would also let us approach unseen.  When faceting gems or enchanting items, it's always worth listening to an expert instead of plunging ahead blindly." 
Amnestic
 "Of course, we wouldn't expect you to do this for free. I'm happy to offer 500 gold for a job complete. I'll also source some magical items from around town for you - our local druid and wizard doubtless have some things stashed away for a rainy day, and at the moment it does seem to be pouring." 
 "I wouldn't put much stock in the tales of the haunting myself."  Norro continues.  "As the tale goes after the former owner perished his vengeful spirit - angry at being killed 'before his time' - continues to haunt the keep, and that at night you can hear his ghastly wailing throughout the Witchwood."  The Speaker waves a hand dismissively.  "Superstition, I say. The woods have giant spiders, owlbears, trolls and the occasional shambling mound, but despite these rumours persisting for years we've not had a single case of someone actually being attacked by a ghost reported. Not one! It's just the wind and the mind playing tricks on people." 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 33/38, AC: 16
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 1/3, 3rd: 1/2  
 
  

“I look forward to meeting this Jorr,” Leif says, perking up at the information of someone who seems to prefer the woods to the towns and villages of the land, “And I wouldn’t worry about the forest or its inhabitants. I’ll see us safely through.”

When Norro mentions the haunted fort, Leif just chuckles. “Oh Ayalla and I know all about  those . If there’s any truth to these superstitions we’ll find out and do what we can.”
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 27/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 2/3, 3rd: 1/2
Wuffles (Wolf Familiar)
HP: 24/31, HD: 4/5, AC: 16
 
 
 
  
After the meeting Ayalla goes to pay respects at the shrine to Pelor, though she doesn't worship the sun god directly.
Amnestic
Captain Soranna escorts you out once your agreement is reached, and with little else to do that day you while away the hours relaxing, perusing the market, and enjoying the rural atmosphere until night comes, passes, and dawn rises once more. You leave early, all the better to have the most time traveling in the woods. It's a lightly clouded day - warm, but not stifling. Some might even say ideal! Indeed, it could be taken as a good omen.

 Day 2 

Before you leave Drellin's Ferry proper, you take a brief stop in at a grove of menhirs on the western side of the river, closest to the Witchwood. There the local druid - a young half-elf named Avarthel - tends the area. Though outwardly relaxed and amiable, there's a sense that a deeper anger and rage lurks beneath the surface of the otherwise pleasant young man. When questioned on details he knows about the Witchwood, he cautions against going entirely though once he hears of your task he relents. There is little in the way of specialised advice about avoiding animal attacks aside from the standard - give them a wide berth and try to look like more trouble than you're worth. On the subject of fey, there's little. Indeed they seem mostly absent from the woods, which he puts down to the generally hostile nature of the area. He does, however, point you towards a path through the woods, the "Witch Trail", by which you can proceed to Jorr's cabin. Few know of it, and Avarthel expects that the hobgoblins are unlikely to be watching it like they are the roads.

Armed with this knowledge, you set off to the woods proper. Finding the Witch Trail is relatively simple once you've had its existence pointed out. It leads out from the fields north of Drellin's Ferry and crisscrosses the woods. They're mostly used by animals these days, but you can still see evidence of hunters, woodcutters, and trappers having used them in the recent and not-so-recent past. It crosses over a number of streams and small ravines, occasionally requiring balancing atop a log to avoid getting your feet wet. Thankfully, all of you seem to have your balancing shoes on today and avoid an inadvertent dip into the mud.

Traveling the Witch Trail is slower going but you still arrive at Jorr's Cabin by late morning. The trail you're following leads past a small cabin in a deep forest glad. A ramshackle front porch is littered with fishing baskets and skinning frames hung with drying furs and hides. The cabin overlooks a dark lake, with old grey cedar-trees draped in moss rising out of the water. An old skiff is tied up on the shore nearby, and a small tendril of smoke curls from the fieldstone chimney.

Some 60 feet out from the cabin you spot three hunting hounds lying beneath the porch. In turn, they notice you, awakening with a start and rushing up with loud barks. Rather than close the distance fully though, they stop some 30 feet away, about the halfway point between you and the cabin, and continue to loudly snap and growl, though approach no closer.
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2  
 
  

Leif casts Speak with Animals and then squats down. "We mean you no harm," she says, lowering her hood, "We're just passing through and looking for a man called Jorr. Do you know him?"
J-H
      
      Paul Mauser      Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38   PPer: 14 PInv: 18 PIst: 11  
 Conditions: --   Concentrating: --  
 
  
 "Uh, nice doggies?"   Paul decides to stand back and trust the expert.  There weren't many dogs in the part of the city he grew up in.
Amnestic
The dogs halt their barking and instead turn quizzical.  "Master. Master. Friend. Feed. Hunt."  is about the long and short of what they offer in the way of insight, which to say, isn't that much. Nevertheless, the approach seems to work to calm them.

The cabin door opens and a lean woodsman of indeterminate age steps onto the porch, cradling a heavy crossbow that's loaded. It's not aimed at you, but nevertheless it's held at the ready. He has a seamed, leather look to his face and arms, and a big curved knife sits in a sheath strapped to one thigh.  "Well now, don't get too many visitors out here,"  he rasps.  ""What brings y'all to me'n'mine?"  In response to the door opening, the hounds leave you be and rush to their master, crowding around his legs.
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
  "Well met Sir. I am Ayalla Nazonda. We have been hired to investigate the increasing hobgoblin activity in the area and were told that it would be prudent to talk with you."  
Amnestic
 " Goblins ."  Jorr says the word with such disdain it almost sounds like a slur, and he punctuates it with an aggressive spit of disgust.  "Can't stand 'em. If you're headin' to put 'em down then call me an open book. What can ol' Jorr do for ye?" 
J-H
      
      Paul Mauser      Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38   PPer: 14 PInv: 18 PIst: 11  
 Conditions: --   Concentrating: --  
 
  

Dogs, no.  Talking to an expert, yes.... this is closer to Paul's comfort zone.  The group walks a bit closer as they speak, so they aren't yelling to Jorr.  Paul keeps his hands in plain sight as they do so, though.

 "We killed some of them yesterday on the road east of Drellin's Ferry.  The Speaker and Guard captain seem to think there are a lot of them around, and possibly organized.  They've asked us to check on the ruins of Vrath Keep to see if there are hobgoblins there.

Since they're watching the roads east of the Ferry, we think they'll be watching the roads around here, too.  Can you lead us through any paths in the woods that might escape their notice?"

Also, if there's anything else we should know about the woods - haunted areas, rumors of lost treasures, and the like, everything you can share would be helpful." 
After all, the group started on this trip trying to find hidden treasure at the keep.  Enchanting is expensive.
Amnestic
 "Aye, I can show you through the woods. Know 'em like the back of my hands. Five gold a day, or ten if you're going somewhere dangerous - sounds like y'are."  He lets the crossbow fall a bit more limp and lights up a tobacco pipe.  "Ain't many landmarks in the Witchwood. Vraath's the only real one - s'posed t'be haunted. Other than that your best bet for treasure is a giant camp, but most of 'em are up in the Wyrmsmokes. Might be if the goblins are organised they came down from Skull Gorge, but Vraath's on the way, so best to hit that first." 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla feels the lightness of her coin purse.
  "We probably wont be able to pay you that much until after the job is finished and we get the reward."  
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 19 HP: 54/54 
 Hit Dice: 4/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: --  
 
  
 Now now Ayalla, that's not how we negotiate. 

Bernie raises a hand to the young girl and steps in briefly,

 Let's not say anything we can't take back, we pay people for their skills and we pay them appropriately.  First , we'll set a travel plan, assess necessary provisions and quarter, and THEN we'll talk payment. We're acting under the authority of Norro and Captain Soranna, so they'll act as our guarantor, make sure your compensation is appropriate. I'm a sailor, myself, so how about we take a sit and chart our course, eh my man? 

Bernie chuckles and draws his map case from his bag, doing his best to seem genial.
Amnestic
Jorr huffs, audibly and with not a little bit of cantankerousness.  "I told you my rates, you can either pay - in advance - or don't, s'no skin off my nose. If you're going to Vraath you got two choices, main road or trails."  He thumbs westward.  "West to the road, then maybe eight hours north, you're there. Trails'll take longer since they're not as direct, but less likely to run into a warband on patrol. If you're hustling you can cross the entire wood north to south in about two days by the main road. As for quarter..."  The woodsman gestures to the surrounding forests.  "You're roughing it lad. No warm tavern hearths or soft beds. Woods are warm this time of year though. Steer clear of owlbear holes and stirge nests and it might even be pleasant." 
J-H
 Paul Mauser 
 "Expert help is almost always worth it.  As an enchanter and craftsman myself, I know it's not just payment for time, but for knowledge."   He starts counting out coins in stacks of 10 to pay the man.

Paul glances over at Ayalla.   "You came on a multi-day trip without any spare money?  Planning on sleeping rough if anything goes wrong?  There's always some unexpected expense, somewhere.  Nothing ever goes according to the planned budget." 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2  
 
  

Leif brightens up at the notion of  roughing it , as Jorr said. She much prefers the sound of that than staying in an inn or townhouse. Owlbears aren't as nosy as humans, either. "I hope we don't miss out too much of the scenery," she says with a little disappointment in her voice, "There seem to be fewer undisturbed forests every year."
Amnestic
Jorr takes the coins and bites down on one. Apparently the result of his test is satisfactory, since he pockets the rest with a nod. He takes a few moments to gather his things, leave some food out for his dogs, and lock up. The perceptive among you also note that he sets up no fewer than three traps inside his house for any would-be intruders while he's gone.  "Witchwood ain't been undisturbed for years. Natural predators, giants, men,  goblins ...but you take what you can get."  His crossbow in hand, he points at a small trail leading around the lake's edge.
 "We'll skirt the water edge, then head through the forest proper." 

The lakeside is a mix of stifflingly hot and humid, coupled with the occasional refreshing breeze, creating an oasis that is unpleasant more often than not. It is thankfully a short time at the water edge, and though not terribly nice to be alongside physically, aesthetically the beauty of nature is enjoyable to behold. It's not hard to see why Jorr made his home here. Still, he leads you on, breaching through into a small trail that would be easily looked over if you weren't seeking it, and guiding you through a narrow line of trees.

It's not exactly slow going - Jorr pushes you to keep a pace that you might not have expected from an older man - but it's not hard to see how going on a well trod main road would be faster. More than once you're forced to hop a particularly large tree root or duck beneath a collection of underbrush. Just as you might be falling complacent though, reality returns with a vengeance to ensure that doesn't happen. Jorr holds up a hand for you to stop and bends down, pressing his ear to the ground, then quickly bolts up, looking to the northeast. The ground shakes, and you catch a glimpse of black fur, followed by an enormous roar and the sounds of a tree splintering. The trees spread for just a moment and you're greeted by a black fur gorilla, over 10 feet in height and likely weighing more than your entire party put together. The pure muscle tightens as it stands to its full height on two legs and flexes its four arms.

 "Girallon! Can't run, fight!"  Jorr's shout cuts clear through the din as he readies his weapon.

 
 Spoiler: Int (Nature) on Girallon 

 
 Spoiler: DC1 

Big ape. More like Giral long  amirite?
 

 
 Spoiler: DC5 

Territorial apes, their origins are unknown but most often thought to be magical experiments to create weapons. Their natural aggression makes them difficult to tame, though there have still been attempts to do this.
 

 
 Spoiler: DC10 

Typically they live in groups lead by a dominant male. A girallon's bite is not quite as deadly as its four-fists, but it's close. During combat, these monstrosities pummel without remorse, moving from target to target until everything is down and they can feast at their leisure. Predators and omnivorse, a girallon will eat anything people will - and also eat people.
 

 
 Spoiler: DC15 

Like many gorillas, the Girallon is immensely fast and when hunting it easily outstrips humans in speed. When engaging one, your only option is to fight or run faster than the people next to you. Climbing trees and flying are only marginally effective, as the Girallon is able to climb as swiftly as it runs and its jumps are known to tear birds from trees.
 

 

 
 Spoiler: Map 

 

5 to 30ft: Half cover
30ft to 60ft: 3/4 cover
60+ feet: Total cover, no line of sight.

Ayalla, Leif, Bernie, and Wuffles are up.

 Initiative Order: 
 Ayalla:(1d20)[20]
Leif:(1d20)[15]
Bernie: (1d20)[13]
Wuffles: (1d20)[12]
 
Girallon:(1d20)[5]

Paul:(1d20+1)[3]
Jorr: (1d20)[2]
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 2/2  
 
  

"Eyes sharp!" Leif calls out, "They rarely travel alone. There might be others nearby!"

Then she lets out an awkward chuckle. "I just hope this is the leader of the group otherwise there might be a bigger one hiding under a log."

 
 Spoiler 
Leif casts Scorching Ray, aiming all three bolts at the big monkey, and maintains her distance.

To hit:  (1d20+8)[ 18 ] , to damage:  (2d6)[ 8 ] 
To hit:  (1d20+8)[ 13 ] , to damage:  (2d6)[ 11 ] 
To hit:  (1d20+8)[ 26 ] , to damage:  (2d6)[ 7 ] 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  

 
 Originally Posted by J-H 
 Paul glances over at Ayalla.   "You came on a multi-day trip without any spare money?  Planning on sleeping rough if anything goes wrong?  There's always some unexpected expense, somewhere.  Nothing ever goes according to the planned budget."  
 

  "It's not that I didn't bring extra coin on this trip intentionally, I don't have any extra coin to bring."  

 
 Originally Posted by Amnestic 
  "Girallon! Can't run, fight!"  Jorr's shout cuts clear through the din as he readies his weapon. 
 

Not wanting Wuffles to get too far away, Ayalla orders him to stay close and wait.
 
 Spoiler: OOC 
Ready action to cast Sacred Flame as soon as the Girallon gets within 60 feet and can be targeted.
Have Wuffles move 10 feet forward and Dodge for this round.
Sacred Flame: DC 15 Dex save  (1d20)[ 6 ]  or take  (2d8)[ 5 ]  radiant damage. The target gains no benefit from cover for this saving throw.
 
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 19 HP: 54/54 
 Hit Dice: 5/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: --  
 
  
 I'll try and put it down, no promises though. 

Bernie moves through the brush and positions himself between the ape and his companions, darting out a hand to restrain it from approaching them.

 
 Spoiler: OOC 


Action: Dash to double movement to 60ft.

Move: Move adjacent to the Gorilla.

Action Surge: Attack, first attack to Grapple the gorilla. Using Human Tenacity to give it advantage.
 (d20+10)[ 29 ]  (d20+10)[ 20 ]  Athletics vs  (d20)[ 18 ]  Athletics or Acrobatics from the Gorilla. If the grapple is unsuccessful, attempt to Grapple again:  (d20+10)[ 24 ]  Athletics vs  (d20)[ 16 ]  Athletics or Acrobatics from the Gorilla. If the first grapple is successful, second attack with one-handed Moon-Touched Longsword  (d20+7)[ 13 ]  for  (d8+4)[ 8 ]  magical slashing damage.
 
Amnestic
A combination fire attack from Leif and Ayalla scorches the monster, with radiant flame descending on it and two beams striking it in the shoulder. The third one strikes a nearby tree, boring a perfectly circular hole through its centre. Bernie follows up by charging through the trees, and with such ferocity that it seems like it takes the girallon off guard. The warrior grabs at one of the ape's four limbs and locks it in an iron grip that it struggles to escape from, while still having time to slip forward with his sword and cut the creature's leg. The ape retaliates, with both jaw and fist, but only one of the multitude of strikes passes Bernie's armour.

Jorr looses a crossbow bolt and though for a moment it looks like it will land true, at the last moment it impacts a rogue branch, splintering wood on wood and missing the massive monster.

 
 Spoiler: Map 

 

Two scorching rays hit, the third misses due to cover.
They're in range for Sacred Flame, and fail their dex save.
Bernie both successfully grapples and (barely) hits with his follow up attack.

The girallon rolls pretty poorly on their turn, and with five attacks hits Bernie only once, for  8  bludgeoning damage.

Everyone's up. I took Jorr's turn here, and he misses due to cover.

 Initiative Order: 
 Ayalla:(1d20)[20]
Leif:(1d20)[15]
Bernie: (1d20)[13]
Wuffles: (1d20)[12] 

Girallon:(1d20)[5]

 Paul:(1d20+1)[3]
Jorr: (1d20)[2] 
 
J-H
      
      Paul Mauser      Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: --   Concentrating: --  
 
  
Paul moves slightly forward towards the Girallon, and conjures some temporary lights that float around it.
 
 Spoiler 

Faerie Fire, Dex DC 15 or everyone has advantage on attacks on it.
Placed to not hit Bernie.
G Dex save  (1d20)[ 6 ]  + ?
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla sends Wuffles to help Bernie and moves a bit closer herself.
 
 Spoiler: OOC 
Move to within 30 ft.
Sacred Flame: DC 15 Dex save  (1d20)[ 17 ]  or take  (2d8)[ 12 ]  radiant damage. The target gains no benefit from cover for this saving throw.

It looks like Wuffles has just enough movement to make an attack this round.
Bite:  (1d20+6)[ 18 ] , piercing damage  (2d4+3)[ 8 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 10 ]  or be knocked prone.
Advantage  (1d20+6)[ 16 ]  (Pack Tactics)
 
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 19 HP: 49/54 
 Hit Dice: 5/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: --  
 
  

With the monster flailing at him, unable to hurt him, Bernie starts to wail on it as his comrades pepper it with fire.

 
 Spoiler: OOC 

8 bludgeoning damage is reduced to 5 from Heavy Armor Master

Action: Attack with Moon-Touched one-handed long sword with advantage from Faerie Fire  (d20+7)[ 13 ]  (d20+7)[ 19 ]  vs AC for [/roll]d8+4[/roll] (8)magical slashing damage. And another  (d20+7)[ 19 ]  (d20+7)[ 19 ]  vs AC for [/roll]d8+4[/roll] (7)magical slashing damage.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 2/2  
 
  

“C’mon Calcy, let’s give Berny a hand,” Leif says, summoning her little ball of flame as she moves towards the large beast. Calcifer appears in a burst of flame near where the action is happening, forms a tiny arm and gives Bernie a cute thumbs up before using the arm to pluck a little bit of itself and throw a mote of flame at the girallon.

 
 Spoiler 
Leif moves to the furthest space from the girallon that’s still within 30ft of it and summons her Wildfire Spirit within 10ft of the girallon but 15ft feet from Bernard.

Girallon must make a DC 16 dex saving throw or suffer  (2d6)[ 11 ]  fire damage.

Then Leif uses her bonus action to command Calcifer to fire a Flame Seed at the big monkey.
To hit:  (1d20+8)[ 13 ] , to damage:  (1d6+3)[ 9 ]  fire damage.
 
Amnestic
The burst of light explodes around the girallon from Paul's magic, highlighting it in stark contrast to the surrounding greenery. Even grabbed by Bernie the monster is able to duck away from the bursts of fire from Ayalla and Leif's elemental summoning, though it's still taken off guard by the subsequent seed of flame. Bernie continues to hold the beast down and delivers two more crushing blows, aided by Wuffles who grabs another arm and pulls the ape to the ground.

It flails against Bernie, but from its prone position it can't get a good angle and the blows clang against metal and swipe against air, doing nothing. Downed and injured, the girallon is easy to finish off, and after a few more moments of slashing and crashing the girallon falls still and you're left alone. Though they normally are pack beasts, it seems this one was hunting alone, for whatever reason.

 
 Spoiler: OOC 

You left it on 2hp after Jorr's (second) turn, so while I could wait for a whole other round of attacks to see if you somehow miss AC13 with advantage...I think it's fair to say battle concluded.

He missed all his attacks due to disadvantage, though one of them would have hit were it not for the infusion.

This was an  Easy  fight, so the party nabs 5 exp.

I'm presuming you'll take a 10 minute short rest to top up, but I'll be moving on soon enough.
 
J-H
 Paul Mauser 
 "Good, that was dealt with quickly and quietly.  We don't want to start any fires or do anything that would draw attention from far away."   Paul gives his companions a thumbs-up.
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla says a prayer for the girallon and apologizes for having to kill it.
Amnestic
After you take a breather and recover yourselves, Jorr continues leading you north. You don't appear to be pursued by any girallon from their pack. It's another hour or two before there's a break in the treeline and you're faced with a wide expanse of dark water, flooded through a low valley. Trees still protrude up from the calm, still, dark waters here and there, but many large reaches seem to be little more than open pools of algae-choked waters. The trill of frogs and the whine of insects fill the air. The forest road leads down to the edge of the flooded section, up to a rickety causeway made of thick planks of wood lashed together with mossy rope. The causeway runs for several hundred feet through the boggy patch, only a foot or so above the water.

The depth is difficult to judge due to the murk. At times, perhaps only a foot or two at most, but in other spots it seems like it might swallow you whole. Jorr seems undeterred and steps onto the wood which creaks slightly but does not bend or break beneath him. It's slippery though, and you're forced to slow your pace somewhat to avoid falling, lest you take an undesired plunge.

While you're still a few hundred feet from either end of the causeway you spot a half-overturned wooden wagon in the bog, a short way from your wooden path. Judging by how sunk (or not, as the case may be) it is the water here appears shallow, and though it may be a trick of the light you could swear there's a glint of sun on metal reflecting off something in its bed, though it's hard to tell from the angle. Jorr slows in response and looks to the party expectantly - he's just a guide, and has no say on if you want to get your feet wet on the promise of whatever the wagon was carrying.
J-H
      
     Paul Mauser    
 Half-orc Artillerist Artificer   AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: --   Concentrating: --  
 
  
 "We did originally set out to find valuables.  I don't know what a wagon would be doing out here, though.  Does someone who doesn't have a bunch of armor on want to swim over and check it out?" 
He looks around, hoping someone else will volunteer for the job.
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 2/2  
 
  

"I didn't know you were so sheepish," Leif gently prods at Paul, "I'll go have a look."

Leif then hops into the water and, when she's within thirty feet of the wagon, casts the Shape Water cantrip to get a better look at what the metal might be.
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 19 HP: 49/54 
 Hit Dice: 5/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: --  
 
  
 "Don't touch anything, and shuffle your feet so you don't step on a ray! Are there rays out here? Better to be safe. Jorr, is this some sort of floodplain, or is it waterlogged like this all the time? Are these ways well known enough that there'd be carts just casually tipping over out here? I was under the impression you wouldn't find yourself around here without a sufficiently proficient woodsman, and you're the only one in the area, so what's the deal? How would this end up here? 

Bernie gives Jorr a non-accusatory grilling as he swivels his head around the area, is this a hobgoblin trap? Are they traveling along well trod territory and getting taken for a bit of a ride by a cranky old coot looking for some cash? Did they stumble upon the ill-gotten gains of some smugglers that weren't ready for the terrain? It could be anything, but rarely does that mean anything  good  in this line of work.

 Just really don't touch it till we're sure it's not cursed or a trap or a sleeping, cart shaped monster or anything. 

He wrings his swords pommel under his palm to soothe his nerves as he half watches Leif mess about with everything.
Amnestic
 "Could be some fool travelers trying to take a shortcut and slipped into the muck, could be some of them goblins doing the same."  He sniffs the air and turns his gaze skyward, scanning the horizon.  "Seems a bit far for just a slip, might be something knocked it in, a manticore or a dragon maybe. Not too common to see dragons round these part but every now and again one will pass through. If something dragged it in, could be a shambling mound or some river trolls. They're like sea trolls, except allergic to salt water. Can placate them with fresh meat, though that usually only holds them up for a bit and it's better to..."  the man begins a somewhat circuitous ramble about the nature of river trolls which - while certainly enlightening - doesn't seem terribly relevant. After a few minutes he finally circles back around to the wagon, finishing on  "Wasn't here last time I came this way some...two, no, three weeks back." 

Leif's magic swirls the water around the wagon and tugs free the metal object. It floats on the surface for a moment before sinking, and you get eyes on what looks to be a chainmail shirt, one that has remained remarkably clean and shiny despite the bog, which typically hints at magic.
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 2/2  
 
  

Leif checks the surrounding area and, if she believes it's safe, picks up the chainmail shirt and returns to dry ground.

 
 Spoiler 
Perception check:  (1d20+6)[ 13 ] 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla keeps an eye out for a potential ambush.
 
 Spoiler: OOC 
Perception:  (1d20+5)[ 23 ] 
 
Amnestic
As Leif hops down into the squishy bog she feels mud and algae cling to her boots and legs. They would no doubt be a thrill to clean, especially once the mud cakes on in the summer heat. Tentatively so as not to fall she paces forwards, and roughly halfway between the wooden platform and the wagon Ayalla spots something lurking behind the tipped-over machine. A long, scaled head, its eyes beaded, near invisible amongst the reeds, rocks, and dark water, but unmistakeably something. A quick shout of alarm is enough to save you from being surprised by it, but equally alerts the creature that its deception has failed, and that more active participation is required. It's difficult to see due the bog, but now that you're aware of it, you could swear there's more than one head.

 
 Spoiler: Map 

 

Terrain concerns:
Light green areas are difficult terrain due to being boggy. It also takes 10ft of movement to climb up to the causeway again.
Darker blue areas are deeper, and will force you to swim.
The hydra is currently only partially visible and is otherwise entirely submerged, giving it resistance to fire damage, and attacking it - even if you're out of the water - is subject to the Underwater Combat limitations.
Moving along the causeway is slippery, and must be done at half speed. You can move at normal speed if you first succeed on a DC10 dex save. Failure means you can only move 5ft this turn as you struggle to maintain your balance.
Likewise, depending on your angle, cover may come into play.

 
 Spoiler: UC 

When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.

A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).

Creatures and objects that are fully immersed in water have resistance to fire damage.
 


Sometimes the initiative order seems to have a mind of its own.

Everyone except Leif is up.

 Initiative Order:-
Ayalla:(1d20)[18]
Bernie:(1d20)[12]
Wuffles: (1d20)[8]
Paul:(1d20+1)[7]
Jorr: (1d20)[6] 

Hydra:(1d20)[5]

Leif:(1d20)[4]
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 1/2  
 
  

"Suddenly I'm missing the giant killer monkeys," Leif laughs, "But I've never met a fish like this before!"

As much as Leif would love to find out more about this creature, she knows it is not a beast and therefore cannot be reasoned with. The next best thing, then... Lifting her arms up high, Leif concentrates her magical energy between her hands and after a few momentary sparks an ball of flame erupts, suspended in the air. Then Leif points both hands towards the hydra and the ball of flame shoots forth.

 
 Spoiler 
Leif casts Fireball.
To damage:  (8d6)[ 31 ] 
Hydra must make a DC 16 dexterity saving throw to take half damage.
 
J-H
      
     Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: --   Concentrating: --  
 
  

Paul steps back and to the left, causing the wagon wheels to no longer block his view.   "That's no lizard..." 

He aims his wand at the firmly depresses the rune on his shoulder-mounted device, causing it to light up with a whining noise before it spits a bolt of purple energy at the hydra, which passes the glob of acid he fired at the same time.
 
 Spoiler 

Move down 1, left 2, still on the causeway.

Acid Splash, Dex DC 15 negates, otherwise  (2d6)[ 7 ] + (1d8)[ 5 ]  acid damage
Dex  (1d20)[ 1 ]  plus mod

Eldritch Cannon  (1d20+8)[ 21 ]  for  (2d8)[ 4 ]  force damage and 5' pushback on hit
Ignore half cover
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla switches positions with Wuffles and brings down more divine light.
 
 Spoiler: OOC 
Sacred Flame: DC 15 Dex save  (1d20)[ 1 ]  or take  (2d8)[ 8 ]  radiant damage. The target gains no benefit from cover for this saving throw.
 
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 19 HP: 49/54 
 Hit Dice: 5/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: --  
 
  
 "I'm coming Leif, defensive positions! Were not gonna let anyone become fish bait today! 
Bernie makes an attempt to hop off the causeway and take up position between Leif and the monster.


 
 Spoiler 

Move Action: Move between the hydra and the team, adjacent to Leif.

Action: Dodge
 
Amnestic
The party maneuvers around and flings spells and magic (and a crossbow bolt, in Jorr's case) at the emerging creature. Still stumbling from its resting place it seems to evade poorly and takes hit after hit. Roaring with anger it emerges and clambers halfway onto the bog, part of its body still concealed beneath water and behind wagon, and lashes out at Bernie, being the closest. Even with his moves to evade, the six maws of the hydra bear down upon his with ravenous teeth, tearing at armour and grabbing at whatever flesh they can find. His training saves him from making some of the blows worse, but they nevertheless take their toll on him immediately.

 
 Spoiler: Map 

 

Leif didn't actually get a turn yet - so fireball hasn't been used. Can change your turn this time if you want, or keep it the same.

Dex save failed vs. Acid Splash.
Cannon hit.
Sacred Flame hit.
Jorr hit with his crossbow shot - not thrown - for minimum damage (4).

The six headed hydra attacks Bernie. Dodge unfortunately didn't do much this turn, but it did turn a crit into a hit. It hit 5 times out of 6, for  6 ,  11 ,  6 ,  11 , and  10  damage, which I think comes out to 29 post-Armour Master reductions on each hit.

Everyone is now up.

Terrain concerns:
Light green areas are difficult terrain due to being boggy. It also takes 10ft of movement to climb up to the causeway again.
Darker blue areas are deeper, and will force you to swim.
Moving along the causeway is slippery, and must be done at half speed. You can move at normal speed if you first succeed on a DC10 dex save. Failure means you can only move 5ft this turn as you struggle to maintain your balance.
Likewise, depending on your angle, cover may come into play.


 Initiative Order:-
Ayalla:(1d20)[18]
Bernie:(1d20)[12]
Wuffles: (1d20)[8]
Paul:(1d20+1)[7]
Jorr: (1d20)[6] 

Hydra:(1d20)[5]

 Leif:(1d20)[4] 
 
J-H
      
     Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: --   Concentrating: --  
 
  

Stealth by the wayside in battle, Paul recalls something he'd read and yells to the party:   "That's a hydra!  When you cut off a head, use fire on the stump to keep it from re-growing!" 

He moves closer and triggers the device on his shoulder, as well as firing a ball of flame from his wand.

 
 Spoiler 

Move 20' north.
Eldritch Cannon  (1d20+8)[ 23 ]  for  (2d8)[ 14 ]  force damage and 5' pushback on hit, ignore half cover

Fire Bolt  (1d20+8)[ 26 ]  for  (2d10)[ 14 ]  +  (1d8)[ 5 ]  fire damage, ignore half cover
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla sends Wuffles in to help Bernard.
 
 Spoiler: OOC 
Wuffles will run down the boardwalk a little bit and jump towards the hydra. Wuffles has a 10 ft flying speed so he won't have to enter the water.
Bite:  (1d20+6)[ 18 ] , piercing damage  (2d4+3)[ 6 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 14 ]  or be knocked prone.
Advantage  (1d20+6)[ 25 ]  (Pack Tactics)
Sacred Flame: DC 15 Dex save  (1d20)[ 1 ]  or take  (2d8)[ 14 ]  radiant damage. The target gains no benefit from cover for this saving throw.
 
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 19 HP: 35/54 
 Hit Dice: 5/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: Stubborn Survivor (+2 to all saving throws for 1 minute. 10/10 rounds)  
 
  
 Head back up the causeway Leif, I'll keep it's attention here as best I can. 
Bernie steps into the soft ground, plants his feet as best he can, and swings forcefully into the hydra's necks.

 
 Spoiler 


Bonus Action: Second Wind to regain 1d10+5 (15) HP.

Move Action: Step adjacent to Hydra.

Action: Attack twice with two-handed Moon-Touched longsword.
 (d20+7)[ 10 ]  vs AC for  (d10+4)[ 7 ]  magical slashing damage.
 (d20+7)[ 19 ]  vs AC for  (d10+4)[ 5 ]  magical slashing damage.

Action Surge: Attack twice more.
 (d20+7)[ 27 ]  vs AC for  (d10+4)[ 12 ]  magical slashing damage.
 (d20+7)[ 10 ]  vs AC for  (d10+4)[ 11 ]  magical slashing damage.
 
Amnestic
The fireball washes over the hydra, exploding with such force the one of its heads is forcibly detached from its body. It's followed by two impactful blasts from Paul's firearm and his cannon detach another head. Jorr and Ayalla both blast it from afar, though the creature stays standing even as Wuffles' jaws bite down on its side. Bernie moves in for the kill. Though some of his attacks bounce off the creature's thick hide, a critical slice detaches yet another head from the beast, leaving it with a mere three of its previous six. Screaming with pain the monstrosity moves to retreat back into the bog, seeking to flee beneath the dark waters, but Bernie strikes out again, thrusting his blade up into the creature's soft underbelly and pulling it away covered in guts and gore. It takes another step, then two, then flops over dead.

An investigation of the wagon, now that you're no longer being harassed by great six-headed beasts, reveals a number of partially rotted and mostly-chewed hobgoblin bodies. Their gear and equipment is almost entirely ruined, save for the gleaming chain shirt you spotted.

 
 Spoiler: OOC 

After the party+Jorr's turn, it was left on 2hp. It tried to move into the water to Hide, but Bernie's OA that I rolled hit, killing it. Combat over. You burned through ~130 hit points in total that round, which ain't too shabby.

The chain shirt is a  Chain Shirt of Gleaming +1 . Armours of Gleaming "never gets dirty".

This was a  Medium  encounter so you all earn 8 experience points.

Will give a moment to recover, then move along.
 
J-H
 Paul Mauser 
 "More hobgoblins, and this time a couple of weeks old?  Looks like they ran afoul of the hydra.  I'd say we're on the right track." 
Infernally Clay
[QUOTE=Infernally Clay;25738026]      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 1/2  
 
  

Leif trudges over to the wagon and picks up the chain shirt. "So which one of you guys wants this?" she asks, as she returns to dry land and waits for their guide to point the way forward.
Amnestic
Once you've finished sorting (or storing) the gear, you hustle the last few hundred feet off the causeway for fear of another hydra attack or similar jumping out of the bog. Thankfully, you experience no such threat, and are able to make out to the relative safety of the other side to take a quick breather. Once you've appropriately rested, Jorr takes you back on the trail. During your push, you cross the main road, albeit only briefly, and only after checking both ways for patrols, of which you experience neither.

It is late in the day when you start to approach Vraath Keep, doing so towards its southern face, rather than from the main road towards its east. It's a haunting sight, an old castle atop a rocky hillside, with a half-broken tower. From your position in the treeline, you can see the main footpath, though it appears to be clear. The building is in poor repair, with a partially collapsed gatehouse, and a gap in the southern wall. A small wooden building sits next to the remains of a long-abandoned garden on the eastern side. The walls surrounding the keep are perhaps fifteen feet high, with a two story tower looming in the southwest corner of the courtyard within. Large boulders are strew amid the ruins and the exterior, and the walls are pockmarked by dents and holes that match their size. From your current position, you're not able to see any inhabitants, or lack thereof, and approaching any further would likely require stealth if there are any creatures you wish to remain undetected from - if you even wished to do so today. Night is but a few hours away, and waiting is always an option, whether it be for a cloak of darkness or the refreshing morning of dawn's new light and the spell slots it would bring.
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
  "How are you feeling Bernard, do you need your wounds healed?"  
 
 Spoiler: OOC 
Ayalla will ritual cast Speak with Animals and try to find a bird to question.
 
Amnestic
It's not hard to track down a bird in the forest, and takes only a small amount of time after the spell is cast. After some mild figurative prodding, the bird (who seems mildly amused that no-feathers would deign to ask it questions) confirms that there are some larger creatures than just person-sized. At least three that it had seen, though sometimes they come and go. One of them had wings.

As for anything that makes bright lights that's  not  fire, the bird  does  mention seeing a weird colours at night over the building, including a colour that - when named by the bird - the spell fails to translate, due to it lacking an equivalent term in your tongues; a colour that the bird can perceive, but people cannot. It does only show up at night though.
J-H
 Paul Mauser 
 "Great, they have something with wings.  I've never heard of a winged hobgoblin, have any of you?"   Paul says, after the bird-interview is over and the results relayed.   "If we go during the day, we can be spotted from farther away, but we can also attack the winged whatever, if it's there and not just a big eagle or something, from farther away.  Too bad it can't tell us about sentry patterns so we could attack when they're mostly asleep." 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla seeks out a tree near the keep to commune with a local forest spirit.
  "What is the large winged creature that resides in the castle? Are there giants in the castle?"  
 
 Spoiler: OOC 
Speak with Spirits: Starting at 2nd level, you can speak with the spirit of a tree, a brook, an animal, the air, a stone, or any other part of nature that you can touch. You can ask spirits questions with one word answers. You can only ask a specific spirit one question per day. At 5th level, you can ask a single spirit an amount of questions equal to your proficiency bonus, with one word answers for each question. Generally, only natural things have spirits, wood made into a door or water in a fountain has lost its spirit. The spirit is not omniscient. It knows all observable facts about its surroundings, and can answer any such question with 100 percent accuracy. For example, if a you asked the spirit of a river if any people on horseback had crossed it in the last three days, it would be able to answer the question. A spirit’s surroundings are never more than a 100-yard radius, however a river that is miles long will have many spirits. It is possible that a spirit knows the answer to a question about things farther afield (GM’s discretion). They never know the answer to a question pertaining to the future or to the thoughts of another. When you use this ability, it generally takes at least a minute to coax a spirit to appear. These spirits may take on a translucent humanoid form or simply make a face appear in the water, wood, or other substance they inhabit. To convince the spirit to give an answer the GM might ask you to make a Persuasion check. A failed check might result in no answer, or it might result in a lie (GM’s discretion). You can use this ability twice. When you finish a short or long rest, you regain your expended uses.
 
Amnestic
Unfortunately, Paul's mastery of bird-language proves insufficient to deduce what the [U N T R A N S L A T E A B L E] colour is or what it might refer to, though perhaps if you hang about you'll see something for yourself. When the tree spirit is prompted with its two questions, it lacks the knowledge to correctly describe the creature, but it does answer " Spined " to the first question and " No " to the second.
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 19 HP: 54/54 
 Hit Dice: 4/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: Stubborn Survivor (+2 to all saving throws for 1 minute. 10/10 rounds)  
 
  
 Don't waste your time on these nicks and cuts, it'll close up quick. 
Bernard wraps the wounds on his torso and listens to Ayalla's report from their bird and tree.

 Sounds like a chore, whatever it is. Can birds see magic? That sounds like some magical business. Probably just an alarm or something. I think it'd be a bit of an unforced error to just go trapsing into the enemy's stronghold. Perhaps we can coax them out, take care of them in batches. Maybe set a fire nearby, force some out to handle it, take their heads. Rinse and repeat for a couple nights. Or maybe just do to them what they tried to do to us. Camp on their supply line and stop anything from making it in, starve them. Although you can manage for a while without food if you had to... Hm... 
 
 Spoiler 

During the short rest I spend a HD and use the Fast Healer racial trait and Periapt of Wound Closure to regain 28 HP.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
  "Back in town they spoke of manticore sightings, those have wings and spines do they not? At least we don't have to del with any giants, the other larger creatures might be beasts of burden or land mounts. I like the idea of killing off their supply lines and patrols. When it comes time to attack the castle there will be fewer enemies to face."  
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 1/3, 3rd: 1/2  
 
  

While the others are talking to birds and trees, Leif casts Pass Without Trace on herself and her allies and then Wildshapes into a small brown cat with speckles of red fur. She then tries to enter the keep through the gap in the southern wall, moving slowly and carefully watching for any movement or signs of life.

 
 Spoiler 
Leif casts Pass Without Trace, granting all allies within 30ft a +10 to stealth checks for the next hour or until Leif's concentration ends.
Stealth:  (1d20+14)[ 15 ] 
Perception:  (1d20+6)[ 25 ] 
 
Amnestic
As Leif-Cat picks their way through the hole in the southern wall they are faced with the main courtyard. It has made of hardpacked earth, with an eerie air of desolation. Jagged boulders embedded in the ground seem to have been dropped here, or thrown from a great distance. The walls bear the same large dents and cracks where the boulders likely once struck. Two massive skeletons lie at opposite ends, one propped up by the watchtower to your right, another sprawled at the far end by a building that could be a skeleton. The rocks shift slightly as you move, revealing that crushed beneath the fallen wall you now stand on is the skeleton of a third giant.

The cat's keen nose picks up the stench of animal parts and half-rotted food emanating from a building to your immediate right. To your left is an opposite building, its own wall with a crumbling hole in it. Prowling forward, you look in to an open and spacious building. Wooden timbers, still solid, support the roof above, and there remains evidence of what were likely once interior dividing walls. Rubble from the hole in the wall has been piled in a circle to form a crude fire pit, and around the room are strewn bunk beds, each strewn with filthy covers, along with one much larger bed. More pressingly are the four hobgoblin warriors sat around the fire pit, and the minotaur sat idly polishing a greataxe. Your shadowy movement catches their eye and they perk up, eyes narrowing. They hold for a moment, and then yells something in goblin. The hobgoblins jump, and scramble in response.

 
 Spoiler: OOC 

The minotaur has a PP of 17 which unfortunately beats the stealth roll, and they rolled better on 'initiative', though we're not quite at full blown fighting yet. They spent it yelling at the hobgoblins.

Leif has one turn of actions to take. I assumed you'd approached alone since you did it while they were interrogating birds/trees.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 1/3, 3rd: 0/2  
 
  

Leif reverts back into her Tiefling form, gives the hobgoblins and minotaur a brief shrug and says "Well you can't fault me for  trying  to be stealthy. It's harder than it looks!"

She then stretches out her palm before her and breathes onto it, like blowing a kiss, and freezing rain and sleet begins to fall just ahead of her. She then tries to hide in the building to the left, hoping the noise and sudden weather change alerts her allies to the situation.

 
 Spoiler 
Leif deactivates her Wild Shape as a bonus action.
Leif then casts Sleet Storm, heavily obscuring a 40ft radius area and dousing any flames within it. She will aim to avoid herself but catch as many of the enemies as possible in it, preferably all of them. The area is also difficult terrain and each creature that starts its turn within the area or enters it must make a DC 16 dexterity saving throw or fall prone.
Leif then uses her move action to hide in the building to her left, being as quiet as possible.
 
Amnestic
A sudden flurry of ice is and sleet and snow and rain and cloud is thrown up around the five foes, throwing what preparations they had made into stark chaos. The ice seems to have served as an adequate signal to your party, and Jorr doesn't leave Leif hanging, instead rushing from the treeline to reach her, his heavy crossbow held at the ready for anyone who might appear.

 
 Spoiler: Map 

 

The party (save Leif) start 30ft below the map's edge, so 30ft movement gets you onto the map, and 60ft gets you adjacent to where Leif is currently.

Crossing the stone rubble counts as difficult terrain.

Blue circle=Sleet Storm. Be aware that everything inside it is  heavily obscured  - spellcasters can't see in or out of it, for spells that require sight as a target aspect.

Jorr rolled high on initiative, he used cunning action to dash in and has a crossbow attack readied for anyone entering his sight range.

You don't know what G or K did on their turns, if anything.

Bernie is up.

 Initiative Order:- 
Jorr: 19

G: 16
K: 13

 Bernie: 11 

M+H: 11
Man: 10

Paul: 6
Ayalla: 5
Wuffles: 3
Leif: 1
 
Amnestic
Bernie rushes in to back up Leif while, inside the storm, the collected enemy forces all fall over. They struggle to their feet, and make for the exits. Leif hears a shuffling from the building to your right where the animal scents came from, but so far nothing appears.

 
 Spoiler: Map 

 

The party (save Leif and Bernie) start 30ft below the map's edge, so 30ft movement gets you onto the map, and 60ft gets you adjacent to where Leif is currently.

Crossing the stone rubble counts as difficult terrain.
Blue circle=Sleet Storm. Be aware that everything inside it is  heavily obscured  - spellcasters can't see in or out of it, for spells that require sight as a target aspect.

As requested, Bernie dashes in.
The minotaur and hobs fall prone from sleet storm (no one made their save), so they then stand up and dash...not very far, due to the difficult terrain.

Paul, Ayalla, Wuffles, and Leif are up.

 Initiative Order:- 
Jorr: 19

G: 16
K: 13

 Bernie: 11 

M+H: 11
Man: 10

 Paul: 6
Ayalla: 5
Wuffles: 3
Leif: 1
 
 
J-H
      
     Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: --  
 
  

Paul moves forward.   "So much for secrecy.  That was fast."   He readies his wand, wreathing it in flame ready to be discharged.
 
 Spoiler 

Move 40' to get onto the map.
Readied Fire Bolt at the first enemy to become visible.
Attack  (1d20+8)[ 23 ]  for  (2d10)[ 8 ]  plus  (1d8)[ 4 ]  fire damage
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 1/3, 3rd: 0/2  
 
  

"Steer clear of the building to the right," Leif warns those near her, "It doesn't smell right."
Then she prepares to attack whatever comes out of the snowstorm first.

 
 Spoiler 
Leif readies a Produce Flame to hit the first enemy that she sees.
To hit:  (1d20+8)[ 25 ] , to damage:  (2d8)[ 3 ][ 8 ](11) 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: Concentration (Bless)
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
 
 Spoiler: OOC 
Move closer to the fort and cast Bless on Wuffles, Bernard, and Paul.
 
Amnestic
The party moves up to support Leif, and as they're getting into position, the stable doors at the north end of the courtyard burst open, and out come two goblins atop dire wolves, bows in hand. The noise clearly attracted attention. They raise their bows and loose arrows in quick succession down the gap towards the party. They find it difficult to land a target, but one lucky blow slips past Bernie's defenses. Paul looses a bolt of flame at the same time, and it strikes one of the riders hard, though they remain atop their mount as they guide their wolves into the gate area, taking cover.

From inside the icy tempest, you hear yelling back and forth, though it's difficult to make out what is being said over the sound of sleet and storm.

 
 Spoiler: Map 

 

Party's all on the map now.

No enemies appeared before Jorr's turn. On his next go he pops out and shoots at the sleet storm to try to hit one of the hobs, but misses.

A pair of goblins (wearing leather, wielding shortbows) on dire wolves emerges from the stables. Paul firebolts one with their readied action for 12 total.
Produce Flame's range is too short to reach them, unfortunately.

They retaliate by shooting at Bernie twice each. 3 miss, one hits for  7 .

You can't see it but another enemy emerges into the sleet storm from the northern room that was obscured. They fall over and spend their turn dashing. You hear yelling through the storm as they communicate back and forth.

Crossing the stone rubble counts as difficult terrain.
Blue circle=Sleet Storm. Be aware that everything inside it is  heavily obscured  - spellcasters can't see in or out of it, for spells that require sight as a target aspect.

Bernie is up.

 Initiative Order:- 
Jorr: 19

G: 16
K: 13

 Bernie: 11 

M+H: 11
Man: 10

Paul: 6
Ayalla: 5
Wuffles: 3
Leif: 1
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: Concentration (Bless)
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla goes towards the gap in the wall telling Wuffles to watch their backs.
 
 Spoiler: OOC 
Move to the gap in the wall. Cast Sacred Flame on the nearest available target. Try to end turn in cover. Have Wuffles be our rear guard in case the wolf rides come at us from behind.
Sacred Flame: DC 15 Dex save  (1d20)[ 17 ]  or take  (2d8)[ 9 ]  radiant damage. The target gains no benefit from cover for this saving throw.
 
IcemanJRC
[QUOTE=IcemanJRC;25744185]      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 19 HP: 50/54 
 Hit Dice: 4/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: --  
 
  

Bernie steps in front of Leif and Jorr in a defensive posture, covering against anything that might approach while the team peppers them with fire.

 
 Spoiler 

Move: Step in front of Leif

Action: Dodge
 
Amnestic
As Bernie approaches, two of the hobgoblins emerge from the sleet storm. They wear chainmail and carry longswords and longbows, though the blades are what they hold in hand. For the moment, they appear focused on defense. From within the sleet you can hear yet more fumbling around, though no more yet emerge.

However, to your east, you hear a great beating of wings and scrabbling claws as a great beast appears from a hole in the building's roof. Bearing the wings of a dragon, a long spined tail, a lion's body and a vaguely humanoid head, the manticore looks out upon the battlefield with mild amusement. Despite the hostilities being clear, it chooses not to act, instead observing warily.

 
 Spoiler: Map 

 

Bernie moves in and dodges.

All five fail their save vs. prone again. Two hobs emerge from the sleet,  dodging .
The other two and the minotaur  dash , though due to falling prone again do not escape the sleet.

The manticore emerges from above, standing atop a 10ft tall roof. It  dodges .

Crossing the stone rubble counts as difficult terrain.
Blue circle=Sleet Storm. Be aware that everything inside it is  heavily obscured  - spellcasters can't see in or out of it, for spells that require sight as a target aspect.

Everyone but Bernie is up.

I haven't taken Ayalla's turn since there are now targets to pick.

 Initiative Order:- 
Jorr: 19

G: 16
K: 13

Bernie: 11

M+H: 11
Man: 10

 Paul: 6
Ayalla: 5
Wuffles: 3
Leif: 1 
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: Web  
 
  

Paul moves a bit closer, eyeing the manticore warily.  Hearing the hobgoblins struggle, as well as something bigger, he decides to add to their misery by flinging a wooden cartridge in their direction, which hits the ground and explodes into a mass of lines of sticky good.  Almost as an afterthrought, he points his wand at the closest visible hobgoblin, directing his eldritch cannon to fire a purple blast at it.

 
 Spoiler 

Move up 4 and right 2.
 Web  at the 20'x20' cube that starts with the minotaur and extends to the edge of the group of hobs.

Eldritch Cannon  (1d20+8)[ 21 ]  for  (2d8)[ 12 ]  force damage and 5' pushback on hit, hopefully not pushing anyone out of the Web. Targeting the closest visible hob.

No saves rolled yet, as the Dexterity saves are triggered when the creatures start their turn in the web, or enter the web on their turn.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 1/3, 3rd: 0/2  
 
  

Leif calls up to the manticore, "That you haven't attacked us yet tells me you haven't decided who is weaker! But answer me this, whose side would you rather fight on? Ours?" she says, before gesturing to the hobgoblins before her, "Or the idiots who keep falling over?"

Leif then moves ten feet east, to the other side of Bernie, and her hands begin to blaze with flame. "Besides, they have way more meat on their bones than we do."

 
 Spoiler 
Persuasion check:  (1d20+2)[ 8 ] 
Leif will prepare an action, to cast Burning Hands when at least one but preferably more than one hobgoblin enters within fifteen feet of Leif's new position. Creatures must make a DC 16 dex save or take [rollv]3d6[/rollv] fire damage.
 
Amnestic
When the hobgoblin emerges, Ayalla unleashes a burst of sacred flame against it, but even stumbling from the sleet it manages a narrow evasion from the scorching radiance. As if to add insult to the sleet storm's injury, the sticky goo washes over the hobgoblins and minotaur who do their best to not get caught up within it. Unseen to you the bugbeaer stumbles through the ice and narrowly avoids likewise being caught in the spidersilk.

You hear the rumble of the dire wolves footfalls to your east, though none of you can see just what they're preparing.

The manticore yawns loudly at Leif's entreaty, almost lazily, almost  mockingly , a sly feline smirk crossing its features as she prepares a spell. Jorr steps out from behind her and follows up with Paul's cannon, firing at the same hobgoblin, before returning to his previous position. The sudden crossbow bolt flies true, striking the creature in its hip.


 
 Spoiler: Map 

 

Ayalla's sacred flame is avoided.
Web goes up from Paul, but no saves until their next turn start. The cannon hits and knocks one back into an ally square.
Leif prepares a spell, but has yet to get the opportunity to cast it.

Jorr successfully hides from the hobs and shoots one, hitting it for  16  piercing.

The unseen bugbear moves through the sleet storm. They make their save vs. prone, and then additionally make their save vs. Web to get past it, but since they're dashing, nothing else this turn.
The goblins circle around on their mounts, though none of you have line of sight on what they're doing at the moment.

The collective bubble of clumping these guys up is about to burst!

Crossing the stone rubble counts as difficult terrain.
Blue circle=Sleet Storm. Be aware that everything inside it is  heavily obscured  - spellcasters can't see in or out of it, for spells that require sight as a target aspect.

Bernie is up.

 Initiative Order:- 
Jorr: 19

G: 16
K: 13

 Bernie: 11 

M+H: 11
Man: 10

Paul: 6
Ayalla: 5
Wuffles: 3
Leif: 1
 
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 19 HP: 50/54 
 Hit Dice: 4/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: --  
 
  

Bernie's brow furrows in anticipation, feeling tense as the minotaur stumbles out of the ice into web and the manticore mocks them from above.
 The riders have slipped out, they're making their way around to flank us it seems. I can't go on without pointing out that we're outgunned and out-manned. I suggest we try again some other day. 
 
 Spoiler 


Action: Ready a grapple attempt on whoever gets within my reach, using Human Tenacity for advantage, plus bless.
 (2d20)[ 5 ][ 16 ](21)  +  (d4+10)[ 13 ]  vs enemy Athletics or Acrobatics  (d20)[ 19 ] 
 
Amnestic
Half of the attacking force seems to get stuck in the goo and struggle against it, though with some effort they all eventually break free and move out of it, circling around as best they can to avoid getting stuck in it. The already injured one, perhaps high on the adrenaline of their pain, rushes forward but all he receives in return is a face full of flame, scorching his front from head to toe. He stumbles forwards another few steps before collapsing forward and breathing his last. A yell from one of the hobs to the Manticore drives it to final action. It lazily flicks its tail in your direction, releasing three spines at you. Bernie parries his with a blade, but the other two strike Leif and Paul, cutting them.

 
 Spoiler: Map 

 

Three of the five fail their saves vs. Web. They all spend their action on making strength checks, and surprisingly all break it.
The two that made their save vs. Web move out and Dash forwards. One gets just within range of burning hands, which procs for 11 damage, which is barely enough to kill him.

The Manticore attacks with its ranged spines. The one targetting Bernie misses, but the other two hit - Leif for  8  and Paul for  4  piercing damage.

Also I should have deleted Sleet Storm before when Leif readied to cast a spell (this takes Concentration!) but I forgot. Oh well, gone now.

Crossing the stone rubble counts as difficult terrain.

Everyone but Bernie is up.

 Initiative Order:- 
Jorr: 19

G: 16
K: 13

Bernie: 11

M+H: 11
Man: 10

 Paul: 6
Ayalla: 5
Wuffles: 3
Leif: 1 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: Concentration (Bless)
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla calls down radiant flames on the minotaur.
 
 Spoiler: OOC 
Sacred Flame: DC 15 Dex save  (1d20)[ 5 ]  or take  (2d8)[ 9 ]  radiant damage. The target gains no benefit from cover for this saving throw.
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 34/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: Web  
 
  

Paul ignores the spine - for now - aside from a grunt, and points his wand at the big minotaur, firing a sizzling beam of fire at it, as well as a purple blast from his cannon.

 
 Spoiler 

Fire bolt  (1d20+8)[ 11 ]  for  (2d10)[ 15 ]  plus  (1d8)[ 1 ]  fire

Eldritch Cannon  (1d20+8)[ 26 ]  for  (2d8)[ 11 ]  force damage and 5' pushback on hit
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 30/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 0/3, 3rd: 0/2  
 
  

"You picked the wrong side," Leif calls out to the manticore, "Are you sure you don't want to change your mind?"

Turning to the minotaur, Leif smirks. "Are you  sure  you want to come closer?"

 
 Spoiler 
Leif casts Spike Growth, as shown below:

 

Any enemy that moves through the area takes 2d4 piercing damage for every 5ft they cross and must make a DC 16 Perception check to recognise the area as hazardous.
 
Amnestic
The minotaur cuts through the firebolt from paul with a slash of its axe, dissipating the flames even as the force of the cannon shot follow up knocks it back, opening him up for a combination spellstrike from Ayalla. Spikes spring up from beneath the hooves of the minotaur and cover the entranceway to the keep, locking at least one other hobgoblin in place.

In response, the bugbear floats up on figurative wings of magic, incanting a spell. Darkness wraps around the vision of Leif, Paul, and Ayalla, blinding them from the outside world, though with a few quick blinks and a shake of the head, Paul and Ayalla manage to overcome the magic and are no worse for wear. The goblin riders appear once more, curving around the southern side of the keep to loose arrows from their shortbows at Wuffles. The wolf evades two of the projectiles but a pair of arrows stick into the spirit wolf's flank. Before you can rush to retaliate, the mounted goblins spring back out of sight around the keep.


 
 Spoiler: Map 

 

Paul hits with the cannon, though not the firebolt.
Ayalla hits with Sacred Flame.
Leif casts Spike Growth.
Jorr misses shooting a hobgoblin.

The bugbear flies up, apparently magically, and casts Blindness on Leif, Ayalla, and Paul - Leif fails their save (can make new DC14 saves at the end of their turns to end early) but Ayalla and Paul pass theirs.
The goblin riders dart down and loose four arrows between them at Wuffles. Absent any instructions, they were Dodging. Two miss, but two still hit for  7  and  8  respectively.

Bernie is up.

 Initiative Order:- 
Jorr: 19

G: 16
K: 13

 Bernie: 11 

M+H: 11
Man: 10

Paul: 6
Ayalla: 5
Wuffles: 3
Leif: 1
 
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 19 HP: 50/54 
 Hit Dice: 4/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: --  
 
  

Bernie slings his sword at one of the incoming spines from the Manticore, knocking it away from it's target. He keeps his head on a swivel, looking for ways to make a difference in the middle of the roaring fire fight.

 
 Spoiler 

Since the Minotaur and Hobgoblins didn't make it to me, Reaction: Interception fighting style to prevent  (1d10+3)[ 8 ]  damage to Leif from the Manticore's attack.

Same as last turn, Action: Ready a grapple attempt on whoever gets within my reach, using Human Tenacity for advantage, plus bless.
 (2d20)[ 2 ][ 1 ](3)  +  (d4+10)[ 14 ]  vs enemy Athletics or Acrobatics  (d20)[ 13 ] 
 
Amnestic
Bernie readies himself for a charge, and a charge he receives. The minotaur lowers its head and rushes through the spikes, apparently willing to endure the pain if it means getting closer. Throwing caution to the wind the minotaur slams its horns directly at Bernie, one of them piercing past armour to draw blood. The warrior stands resilient against the full force, and though he doesn't manage a grab on the hulking beast, he does stand his ground and avoids being thrown away, instead pushing the monster back himself.

The spikes are more concerning to the hobgoblins, who opt to instead sheathe their weapons and reach for their longbows, watching closely to avoid being caught out as they switch to their ranged options. The manticore though, holds no such concerns. Another lazy flick of the tail sends another trio of spikes at Paul, Ayalla, and Leif. The former two manage to dodge away from the projectiles, but blinded as she is Leif finds herself victim of the slicing pain.


 
 Spoiler: Map 

 

The minotaur charges through the spike growth and takes [B]19[/B ]for his troubles. He  Recklessly  attacks Bernie with a Gore, hitting for  16  pre-reductions. Bernie makes his strength save against being knocked away, but unfortunately the low rolls on the grapple narrowly miss a success (2 + 14=16 vs. 13 + 4=17).

The hobgoblins all sheathe their longswords and  Dodge , reaching for their longbows.
The manticore flings three more spines from its position at the same targets - Leif being blind turns a miss into a hit, for  4  damage. Needs to roll Concentration on Spike Growth.

Paul, Ayalla, Wuffles, and Leif are up.

 Initiative Order:- 
Jorr: 19

G: 16
K: 13
Bernie: 11

M+H: 11
Man: 10

 Paul: 6
Ayalla: 5
Wuffles: 3
Leif: 1 
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 26/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 0/3, 3rd: 0/2  
 
  

Being blind, Leif doesn't see Bernie cover her from the first barrage of spikes and she is unable to react to the second barrage either. Then there's a burst of flame, which shocks even Leif who can only feel the gentle heat she recognises so well. "Calcifer?" she says, surprised, "How did you...?"

Calcifer looks at the manticore, not with the familiar eyes of the cute spirit but something darker, angrier, but returns to normal when he hears Leif's voice. Forming a little hand to give the manticore the middle finger, Calcifer then flings a mote of flame at it.

 
 Spoiler 
Leif summons Calcifer (or did he summon himself?) to the square right of the dead hobgoblin. All creatures within 10ft (I believe this is the manticore, the minotaur and one of the hobgoblins) must make a DC 16 dex save or take  (2d6)[ 12 ]  fire damage.
Calcifer then uses Flame Seed, aimed at the manticore.
To hit:  (1d20+8)[ 28 ] , to damage:  (1d6+3)[ 7 ] 

Con save to attempt to end blindness:  (1d20+5)[ 23 ] 
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 34/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: Web  
 
  

Paul fires a purple blast at the minotaur, then aims his wand at the flying bugbear, firing a jet of flame.
 
 Spoiler 

Eldritch Cannon  (1d20+8)[ 20 ]  for  (2d8)[ 7 ]  force damage and 5' pushback on hit at Minotaur, which should trigger  (2d4)[ 6 ]  spike growth damage.

Fire bolt  (1d20+8)[ 17 ]  for  (2d10)[ 10 ] + (1d8)[ 6 ]  fire damage.
If needed to get line of sight to flying blinding bugbear, move left.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: Concentration (Bless)
Spell Slots: 1st: 2/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 25/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla heals Wuffles and sends him to bite the minotaur as he isn't going to be much use against the mounted archers. Then she dives into cover.
 
 Spoiler: OOC 
Cure Wounds:  (1d8+4)[ 9 ] 
Hide between the boulder and the wall to the right of Paul where the archers can't aim.
Bite:  (1d20+6)[ 12 ] , piercing damage  (2d4+3)[ 9 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 1 ]  or be knocked prone.
Advantage  (1d20+6)[ 16 ]  (Pack Tactics)
 
Amnestic
Paul's cannon blast thrusts the minotaur back from the party, scarring its legs yet more against the spikes.  When he flings the firebolt at the flying bugbear it looks like the searing projectile will strike true, but at the last moment an ephemeral shield appears and disperses the flame. Wuffles leaps past their master, floating on air to avoid the spikes and bites down on the bullman, knocking it off its hooves and causing it to crash down among the deadly spikes. Held down by the spirit wolf, the minotaur is unable to evade the flame burst from Calcifer, and when the elemental flings a fire at the previously lazy Manticore, it's taken off balance and receives the flame bolt directly to its smug face. Jorr nails it in the flank with another crossbow bolt to add insult to injury, and it screams with anger.

The floating bugbear meets fire with fire. With a vicious incantation six tiny balls of flame appear surrounding the flying spellcaster. With a gesture, it flings two at the grouped up party, detonating them in your midst, though as telegraphed as they are, they are (mostly) simple to evade.

At the same time, the mounted goblins continue their hits-and-runs, darting back into sight and firing another four arrows, this time at Jorr. He dodges away from two, but two more bite true.

 
 Spoiler: Map 

 

Paul hits with the cannon on the minotaur, and would have hit with Firebolt had the bugbear not  Shield ed.
Wuffles narrowly hits the minotaur.
The hob makes their save vs. Calcifer's appearing, but the minotaur - reducing it to 0 hp - and manticore do not. The crit, of course, hits.

Jorr shoots the Manticore for a further 12 damage. It's bloodied.

The Bugbear floats north and calls up six minute meteors, two of which he flings at the collected party of four.
First Meteor:  2  damage. Everyone makes their saves, so  1 , before resistances.
Second Meteor:  8  damage. Leif and Bernie fail their saves, Paul and Ayalla pass, so they only take half.

I rolled Concentration for Spike Growth and Web this time since it might inform Bernie's turn. Concentration broke on both (Spike Growth: 1+5 mod, Web: passed one, failed with 2+6 on the other).

The goblins shoot Jorr, hitting twice out of four, for  10  total.

Bernie is up.

 Initiative Order:- 
Jorr: 19

G: 16
K: 13

 Bernie: 11 

M+H: 11
Man: 10

Paul: 6
Ayalla: 5
Wuffles: 3
Leif: 1
 
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 19 HP: 50/54 
 Hit Dice: 4/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: --  
 
  

As the ground clears and the minotaur falls, Bernie takes this opportunity to leap into action, peeling off and taking a running leap at the building the manticore perches on. With a short huff and the clank of his armor, he grasps the edge of the roof and pulls his massive metal frame atop it with just his arms. As he stands, he grips his sword in both hands, steps surely towards the spined beast, and brings it down with gusto.

 
 Spoiler 

Reaction: Using the Readied Grapple

Action: Dash for extra movement.

Move: Run and jump to grab the lip of the roof, pull myself up, and get in the Manticore's face.

Action Surge: Attack with two-handed Moon-Touched Longsword  (d20+7)[ 15 ]  vs Manticore AC for  (d10+4)[ 13 ]  magical slashing damage.
Extra Attack with two-handed Moon-Touched Longsword  (d20+7)[ 9 ]  vs Manticore AC for  (d10+4)[ 6 ]  magical slashing damage.
 
Amnestic
With a running leap, Bernie clambers up the side of the building, jumping far higher than the manticore perhaps expected from a man clad in full plate. It allows the fighter to strike first, cutting a gash down its flank, but the follow up is knocked aside by the creature's tail. It lunges for Bernie, but the skilled fighter twists his armour to absorb fang and claw and the beast doesn't manage to deal any damage beyond aesthetic. With a vast wingbeat it turns to fly away, exposing its back. A foolish move, it seems, as Bernie strikes it from behind, drawing yet more blood. The manticore seems to ignore the yelling of the flying bugbear as it flies away north, away from the party - and the battlefield.

The hobgoblins do not give up. Two run in with blades drawn at Calcifer. One misses, perhaps kept at bay by the heat, but the other one lops off a length of flame. The final remaining hob choose not to get close, instead preferring a ranged assault against Ayalla, but the genasi simply dodges it with an elegant shift.


 
 Spoiler: Map 

 

Bernie hits on the first attack, sadly misses with the second.

The manticore attempts to claw and bite Bernie, but (narrowly) misses on one thanks to the infusion , and flubs the other two.
It then flies away, provoking an OA which I rolled, which turned out to be a crit for  16 . It is  barely  still alive and now appears to be in retreat. It's 75ft in the air on its map position.

Now that the web is gone, two of the hobs rush in with swords. One hits Calcifer for  8 , the other misses. The other shoots at Ayalla with their bow, and also misses.

Everyone but Bernie is up.

 Initiative Order:- 
Jorr: 19

G: 16
K: 13

 Bernie: 11 

M+H: 11
Man: 10

Paul: 6
Ayalla: 5
Wuffles: 3
Leif: 1
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 34/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: --  
 
  

Paul moves forward slightly as acid is drawn from a flask at his belt into a glob on his wand before shooting forth at the flying enemy, followed up by an energy blast.
 
 Spoiler 

Move forward 10' and right 10', which puts me just within 60' range of the flyer.  Targeting him with both spells.

Acid Splash, Dex DC 15 or  (2d6)[ 5 ]  plus  (1d8)[ 8 ]  acid damage
Wizard Dex save  (1d20)[ 1 ] 
Wizard Conc save  (1d20)[ 8 ]  if applicable
Eldritch Cannon  (1d20+8)[ 25 ]  for  (2d8)[ 9 ]  force damage and 5' pushback on hit
Wizard Conc save  (1d20)[ 17 ]  if applicable
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 29/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 25/31, HD: 5/5, AC: 16
 
 
 
  
The meteor causes Ayalla to loose focus on the blessing fo her allies.
She steps into the bailey of the fort and around the wall to get clear of the mounted archers, calls forth scared flames on the Bugbear, and sends Wuffles to attack the nearest Hobgoblin.
 
 Spoiler: OOC 
Sacred Flame on the Bugbear: DC 15 Dex save  (1d20)[ 12 ]  or take  (2d8)[ 12 ]  radiant damage. The target gains no benefit from cover for this saving throw.
Bite Hob on the left:  (1d20+6)[ 23 ] , piercing damage  (2d4+3)[ 7 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 11 ]  or be knocked prone.
 
Amnestic
The combined ranged assault from Paul and Ayalla leaves the Bugbear spellcaster battered, bruised, and bleeding, though still floating. It lashes out with another two meteors as Wuffles moves up, catching three of you in its area. Wuffles is ever nimble, and evades deftly as it charges the nearest hobgoblin and drags it to the ground with a ravaging bite, but Ayalla and Paul are marginally less able to avoid it. With two floating meteors still remaining it darts out of sight, downing a potion. Before it vanishes, you note that the potion seems to mend some of it's injuries, though clearly not many.

Leif and Jorr both coordinate their strikes, delivering critical blows of flame and steel to the hobgoblins in melee. They are, barely, still alive, though clearly severely injured. The goblins swoop in from behind, harrying you all the more. They take aim at Jorr once more, striking the woodsman in the back with a trio of arrows that drop him to the ground atop the scattered stone.

 
 Spoiler: Map 

 

The bugbear gets hit by acid splash, the cannon, and Sacred Flame. He is now bloodied. He also spends another spell slot on shield, though to no effect this time.
In absence of a post, Leif defaults to a cantrip and crits with produce flame for  6  total on the left hob - sadly rolled low on the damage.
Wuffles hits and prones the left hob. Jorr sneak attacks the right one and crits for  34 , nearly killing it outright.

The bugbear stays flying - evidently the flight is not concentration based. He flings two more meteors at the intersection of Paul, Wuffles, and Ayalla.
Paul: 1 save passed (1 damage), 1 save failed (11 damage)
Ayalla: Two saves failed (3 damage, 11 damage)
Wuffles: Two saves passed (1 damage, 5 damage)

Damage numbers are post-save but pre-resistances

The bugbear then retreats around a corner, downing a potion of healing as it goes, though it's still bloodied.

The goblin riders curve around. One crits Jorr and the other hits twice, dropping him to 0. He'll start rolling death saves on his next turn if not healed.

Bernie is up. Leftmost hob is less injured but is proned, for advantage purposes. Rightmost hob is more injured but still standing up.

 Initiative Order:- 
Jorr: 19

G: 16
K: 13

 Bernie: 11 

M+H: 11
Man: 10

Paul: 6
Ayalla: 5
Wuffles: 3
Leif: 1
 
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 19 HP: 50/54 
 Hit Dice: 4/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: --  
 
  

With the Manticore turning tail and the battlefield disorganized, Bernie takes the opportunity to take a leaping dive off the building and bring his sword down on the prone hobgoblin just a few feet away.

 
 Spoiler 

Move: Run and jump on top of the prone Hobgoblin.

Action: Attack with two-handed Moon-Touched Longsword  (d20+7)[ 27 ]  (d20+7)[ 19 ]   vs Hobgoblin AC for  (d10+4)[ 6 ]  magical slashing damage.
Extra Attack with two-handed Moon-Touched Longsword  (d20+7)[ 19 ]  (d20+7)[ 25 ]   vs Hobgoblin AC for  (d10+4)[ 7 ]  magical slashing damage.
 
Amnestic
Bernie's rapid descent from above crashes down atop the hob warrior, delivering potent stabs through the man's guts and spilling blood across the dirt. Against all expectation he survives, channeling pure fury into standing and slashing back at Bernie with a vicious strike. His comrade aids him from the other side, cutting across Wuffles' flank, though the longbow shot from their uninjured fellow goes wide.

As expected, the manticore continues to flee - it offers no further ranged volley, and instead beats a hasty retreat over the keep walls and then disappears.


 
 Spoiler: Map 

 

The Bernie crits+hits the prone hob, dealing severe damage, but not quite finishing it. It stands and hits back, dealing  19  slashing damage.
The other melee hob hits Wuffles for  15 

The ranged hob looses a shot, but misses.

Both the melee hobs are now near death, the longbow hob is uninjured.

The manticore abandons the battlefield, dashing up over and then dipping below the walls out of sight.

Paul, Ayalla, Wuffles, and Leif are up.

 Initiative Order:- 
Jorr: 19

G: 16
K: 13

Bernie: 11

M+H: 11
Man: 10

 Paul: 6
Ayalla: 5
Wuffles: 3
Leif: 1 
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 17/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: --  
 
  
 "I'll get the wizard."   Knowing it's dangerous to let a spellcaster run away and come back with a plan, he runs past the corpse of the minotaur and into an area still littered with rapidly-melting ice to get line of sight on the hobgoblin wizard, firing a ray of fire as well as another cannon blast.

 
 Spoiler 

Move 40', going west past the minotaur corpse and then up to stand about 10' east of the lower left pillar that has an S shape on its picture.
Ignore half cover.  Target the wizard.

Fire Bolt  (1d20+8)[ 11 ]  for  (2d10)[ 15 ]  plus  (1d8)[ 5 ]  fire
Eldritch Cannon  (1d20+8)[ 17 ]  for  (2d8)[ 11 ]  force damage and 5' pushback on hit
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 15/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 25/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla pushes through the pain and steps into the gap in the wall and calls forth scared flames on the dire wolf that the goblin is riding then ducks back into the bailey and crouches down to avoid arrows.
Wuffles tries to bite the Hobgoblin again.
 
 Spoiler: OOC 
Sacred Flame on the left dire wolf then drop prone in cover.
Sacred Flame: DC 15 Dex save  (1d20)[ 2 ]  or take  (2d8)[ 9 ]  radiant damage. The target gains no benefit from cover for this saving throw.
Bite:  (1d20+6)[ 14 ] , piercing damage  (2d4+3)[ 6 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 20 ]  or be knocked prone.
Advantage  (1d20+6)[ 9 ]  (Pack Tactics)
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 26/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 0/3, 3rd: 0/2  
 
  

“Jorr!” Leif calls out before whispering a few words in Druidic, imprinting the same phrase upon Jorr’s sight in fiery script, like staring at a flame for too long, then with a quick beckoning motion to Calcifer she calls the little fire spirit to her side and gives him a small embrace.

 
 Spoiler 
Leif casts Cure Light Wounds on Jorr, healing him for  (1d8)[ 2 ] + (1d4)[ 4 ] +4 hit points.
Calcifer then teleports, dealing  (1d6+3)[ 8 ]  fire damage to any creature within 5ft that fails a DC 16 dex, and appears next to Leif.
 
Amnestic
Paul fires another one-two volley at the hiding spellcaster, but they narrowly throw up another magical shield just in time. It pulls a wand from in the depths of its robes and flicks it towards Paul in retaliation. Five gleaming silvery bolts burst forth at once, all striking down upon the cannoneer. He also throws his final two meteors at Bernie, who - taken by surprise - doesn't dodge away from the flames in time.

A quick healing spell brings Jorr back to consciousness, he swiftly stands, bringing his crossbow to bear and landing a shot on the injured goblin rider through the throat, sending him tumbling from the mount. The wolf - bereft of its rider - darts in to bite down on Leif, as Jorr has already ducked away, but the nimble tiefling evades, aided by a sudden burst of sacred flame from Ayalla.The other archer seeks to do the same, but when Calcifer suddenly appears in front, it is forced to switch targets. The sudden movement sends the arrows skittering against flame, and little else. The fiery movement had helped as much as hindered. One of the injured hobs sees the flames rush into its wounds and sends it to the ground writhing, before falling still, but Wuffles - surprised by the sudden burst - likewise takes it head on, and the sudden inflammation prevents it from bringing down the final hobgoblin in the melee.

 
 Spoiler: Map 

 

Paul's cannon would have hit, were it not for another  Shield  spell. I confess some confusion by the movement directions, since for the life of me I can't work out what the pillar with an S mark is meant to be, so I put you where it felt correct? I can move it if it needs correcting.
Ayalla hits the dire wolf with her sacred flame, but Wuffles misses.
Jorr is healed. Calcifer's teleport finishes off one of the two hobs, the other saves, but Wuffles also fails their save and takes  8  fire damage.

Jorr stands up and crossbow's the injured rider, killing it. He cunning action dashes into cover.

The bugbear spellcaster flings its last two minute meteors at Bernie, who fails both saves, for  3  and  5  fire damage respectively. It also pulls out a wand and launches a barrage of (5) magic missiles at Paul for  15  total force damage.

The now-unmounted dire wolf and moves into bite Leif, who dodges.
The remaining goblin archer shoots at Calcifer, and misses twice.

Bernie is up.

 Initiative Order:- 
Jorr: 19

G: 16
K: 13

 Bernie: 11 

M+H: 11
 Man: 10 

Paul: 6
Ayalla: 5
Wuffles: 3
Leif: 1
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 17/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: --  
 
  

As the magic missiles fly towards him, Paul raises his shield, incanting quick phrase that blocks the bolts of magic. ( Shield )

He moves north, keeping the flying caster in sight.  He's said he'd take care of it, so he will...

 
 Spoiler 

Move 30' north
Scorching Ray
 (1d20+8)[ 28 ]  for  (2d6)[ 5 ]  fire  crit! 
 (1d20+8)[ 20 ]  for  (2d6)[ 7 ]  fire
 (1d20+8)[ 25 ]  for  (2d6)[ 7 ]  fire
First one that hits does + (1d8)[ 8 ]  damage from arcane firearm class feature

EC  (1d20+8)[ 10 ]  for  (2d8)[ 10 ]  force damage and 5' pushback
 
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 19 HP: 26/54 
 Hit Dice: 4/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: --  
 
  
 
 Spoiler 

Action: Attack with two-handed Moon-Touched Longsword  (d20+7)[ 13 ]   vs Hobgoblin AC for  (d10+4)[ 10 ]  magical slashing damage.
Extra Attack with two-handed Moon-Touched Longsword  (d20+7)[ 10 ]   vs Hobgoblin AC for  (d10+4)[ 6 ]  magical slashing damage.
 
Amnestic
Desperate and on its last legs, the hobgoblin assailed by Bernie pushes himself to his limits, parrying both sword slashes and then ducking away, intent on their survival. Guarding himself against the magical assault, Paul strides up and unleashes a terrifying blast of magic against the bugbear and the hobgoblin in his path. One ray strikes the bugbear in the face, the fire rushing through the mouth and burning it from the inside out. It falls to the ground, its head still smoking and stinking of burning fur. The two remaining blasts go to the hobgoblin, who takes both directly. Its retaliatory arrow would hit, save for Paul's magical safeguard still existing for a few moments more.

 
 Spoiler: Map 

 

Bernie unfortunately misses twice against the Hob.

Injured, it disengages and moves to run.
The other remaining hob shoots at Paul, but misses due to Shield still being active.

Paul kills the Bugbear with the crit first scorching ray, and the second two move to the nearest hob, injuring it with both blasts. The cannon misses.

Ayalla, Wuffles, and Leif are up.

 Initiative Order:- 
Jorr: 19

G: 16
K: 13

 Bernie: 11 

M+H: 11
 Man: 10 

Paul: 6
 Ayalla: 5
Wuffles: 3
Leif: 1 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 15/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 1/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 25/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla pats Wuffles with some healing magic and sends him after the Hobgoblin that is trying to run away.
 
 Spoiler: OOC 
Cure Wounds:  (1d8+4)[ 8 ] 
Bite:  (1d20+6)[ 19 ] , piercing damage  (2d4+3)[ 5 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 14 ]  or be knocked prone.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 26/38, AC: 16
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 0/3, 3rd: 0/2  
 
  

Leif turns on the Wolf that just tried to attack her and summons a great whip of thorns to attack it. Giving Calcifer a quick nod, the fiery spirit plucks a little flame from itself and throws it at the wolf as well.

 
 Spoiler 
Leif casts Thorn Whip.
To hit:  (1d20+8)[ 13 ] , to damage:  (2d6)[ 8 ]  piercing damage.
Calcifer uses Flame Seed.
To hit:  (1d20+8)[ 22 ]   to damage:  (1d6+3)[ 4 ]  fire damage.
 
Amnestic
Ayalla's healing helps buoy Wuffles on its way, it chases down the fleeing hob, biting into its ankle, but it manages to shake free in a panic before it can be brought to the ground. Calcifer sears the nearby wolf but it leaps again towards the fleshy-Leif instead of the fiery elemental, snapping its jaws down on her shoulder and pushing down with its full weight. The blow knocks her off balance and her whip of thorns scratches only air. The remaining goblin rider tugs a shortsword from its belt and rides in, delivering two wicked blows to the wildfire.

 
 Spoiler: Map 

 

Ayalla heals Wuffles, Wuffles hits the Hob for  5 , leaving it on 1hp, but it makes its save vs. Prone.
Leif misses with Thorn Whip, Calcifer hits even with disadvantage on Flame Seed for 4.
Jorr pops out and shoots the wolf, for  11  before darting back around the corner again.

The remaining goblin runs up with their shortsword and slashes Calcifer. It hits once for  4  and then crits for  10 .
The wolf bites down on Leif again, critting for  24  damage. She also fails her save (6 vs DC13) to remain standing, so she is  Prone 

Bernie is up.

Health update on who's left standing:
Northmost hob is injured, but not bloodied.
Hob next to Wuffles is 1hp.
Unmounted dire wolf is bloodied.
Mounted dire wolf and rider are unharmed.


 Initiative Order:- 
Jorr: 19

G: 16
K: 13

 Bernie: 11 

M+H: 11
 Man: 10 

Paul: 6
 Ayalla: 5
Wuffles: 3
Leif: 1 
 
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 19 HP: 33/54 
 Hit Dice: 4/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: --  
 
  

Bernie wipes the sweat from his eyes and runs back, joining Leif and Calcifer against the giant wolves. He brandishes his sword, interposed between the wolves and his allies as best he can.
 Stand up Leif, we're almost through. I've got your back. 
 
 Spoiler 

Action: Dash to double movement.

Move: Run to the space adjacent to Leif, Calcifer, and mounted goblin.

Bonus: Second Wind for 1d10+5 (7)
 
Amnestic
Calling up the reserves of his strength Bernie leaps to aid his fellows. The remaining hobgoblins begin to beat a retreat, at the loss of their spellcaster. The most injured one ducks away from Wuffles, while the injured archer looses another arrow at Paul, but blood in his eyes sends the projectile far wide.


 
 Spoiler: Map 

 

Bernie moves.
The super-injured hob disengages and moves.
The other hob shoots at Paul and misses. Stark difference from the double crit of the other gobs.

Health update on who's left standing:
Northmost hob is injured, but not bloodied.
Hob next to Wuffles is 1hp.
Unmounted dire wolf is bloodied.
Mounted dire wolf and rider are unharmed.


 Initiative Order:- 
Jorr: 19

G: 16
 K: 13 

Bernie: 11

M+H: 11
 Man: 10 
 
Paul: 6
Ayalla: 5
Wuffles: 3
Leif: 1 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 15/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 1/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 25/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla leaves Wuffles to watch their backs while they deal with the dire wolves. She calls forth scared flames on the dire wolf that the goblin is riding then reaches out with her mind and tries to pull the goblin off the dire wolf and onto the ground next to Bernard.

 
 Spoiler: OOC 
Sacred Flame: DC 15 Dex save  (1d20)[ 8 ]  or take  (2d8)[ 12 ]  radiant damage. The target gains no benefit from cover for this saving throw.

As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw  (1d20)[ 5 ]  (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 4/38, AC: 16
Conditions: None
Spell Slots: 1st: 1/4, 2nd: 0/3, 3rd: 0/2  
 
  

Leif rebounds from the vicious attack, holding her hand against the worst wound and chants a brief phrase in Druidic, searing the wound close. Then Calcifer teleports himself, Leif and Bernie northeast so that they can regroup with Ayalla and Jorr.

 
 Spoiler 
Leif casts Cure Light Wounds on herself, restoring  (1d8)[ 5 ] + (1d4)[ 2 ] +4 hit points.
Calcifer then uses Fiery Teleportation, teleporting himself, Leif and Bernie next to Ayalla and dealing  (1d6+3)[ 4 ]  fire damage to all creatures within 5ft of the square Calcifer was in if they fail a DC 16 dex save.
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 17/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: --  
 
  

Paul conjures an orb of acid and flings it at the two hobgoblins east of his position.   "A little more than you can handle, huh?  Welcome to the life of a bandit.  It's short."   He follows up with a cannon blast at whichever one is more injured.
 
 Spoiler 

Acid orb  (2d6)[ 4 ]  plus  (1d8)[ 2 ]  acid damage, Dex DC 15 to dodge
North hob  (1d20)[ 3 ] 
South hob  (1d20)[ 20 ] 

EC  (1d20+8)[ 9 ]  for  (2d8)[ 3 ]  force damage and 5' push
 
Amnestic
Paul's acid splashes over the hobgoblins, though in their panicked retreat the most injured one darts away in time, while the one who had missed their arrow shot takes the full brunt of the searing liquid with a roar of pain. Ayalla first slams the mounted wolf with a blast of sacred flame and follows up by knocking the goblin from his steed. He tumbles away, caught -as the two canines are - by Calcifer's fireblast. Jorr adds to it with a further crossbow bolt strikes into the wolf's flank. Blinded by blood, the pair of beasts leap forwards to strike at Leif - unable to reach the rest of the party, and unwilling to trade meaty arm for fire. The first bite is evaded, but the second one finds her hip and tears a chunk of flesh away.

Bereft of his steed that leapt away, the goblin scrambles to his feet and takes two potshots at Ayalla through the melee. Luck must have been on his side, as both of them strike true on the genasi.

 
 Spoiler: Map 

 

Paul hits the north hob, bloodying them, misses the south hob.
Ayalla hits with sacred flame on the wolf, then pushes the goblin off its mount.
Leif cures herself and teleports away, all three fail their saves.
Jorr shoots the left wolf for  8 , it is on 1hp.

The wolves enter the gap and attack Leif. The first one misses, the second crits due to pack tactics for  20  damage. If Bernie Intercepts it she  might  stay up, but that's up to him :P
The goblin stands up from prone and shoots Ayalla with two arrows, for  5  and  7  respectively.

Bernie is up.

Health update on who's left standing:
North hub is bloodied, south hob is on 1hp.
North wolf is in 1hp, south wolf is injured.
Goblin is injured.


 Initiative Order:- 
Jorr: 19

G: 16
 K: 13 
 Bernie: 11 

M+H: 11
 Man: 10 

Paul: 6
Ayalla: 5
Wuffles: 3
Leif: 1
 
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 19 HP: 33/54 
 Hit Dice: 4/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: --  
 
  

As the giant wolf lunges for Leif and clamps its jaws on her, Bernie quickly slips a gauntleted hand into it's mouth and pulls it away by the snout,
 Oop. Gotcha little pup, no biting. 

As he throws the wolf's head back from the young tiefling, he brings both hands to his blade and takes an old-fashioned baseball swing at it's head.

 
 Spoiler 

Reaction: Interception Fighting Style to prevent 1d10+3 (6) damage to Leif.

Action: Attack the wolf with a rider with two-handed Moon-Touched Longsword  (1d20+7)[ 9 ]  vs Wolf AC for  (1d10+4)[ 9 ]  magical slashing damage. Extra Attack with two-handed Moon-Touched Longsword  (1d20+7)[ 26 ]  vs Wolf AC for  (1d10+4)[ 11 ]  magical slashing damage.
 
Amnestic
Bernie narrowly turns away the jaws of the wolf before it can totally bring Leif down, though it still takes a chunk out of her. His first slash is evaded, though the second one lands true.

The hobgoblins hesitate for a moment beside the corpse of the bugbear, but ultimately choose not to take him with them. They clamber over the makeshift defense of crates and aim to get out of sight as quickly as possible.

 
 Spoiler: Map 

 

Bernie is misses with attack 1, hits with the second.

The hobs  Dash  and disappear around the corner of the walls.

In what I expect might be the final turn of the combat (depending on rolls), everyone but Bernie is up.

Health update on who's left standing:
North hub is bloodied, south hob is on 1hp.
North wolf is in 1hp, south wolf is bloodied, and single digit HP.
Goblin is injured.


 Initiative Order:- 
Jorr: 19

G: 16
 K: 13 

Bernie: 11

M+H: 11
 Man: 10 
 Paul: 6
Ayalla: 5
Wuffles: 3
Leif: 1 
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 17/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: --  
 
  

Paul glances south, and sees that his allies have the few remaining enemies in check.   "No, you're not escaping to warn others..."  he mutters as he runs after the goblins, grateful that his strong build lets him move fast even in  armor.
 
 Spoiler 

Move speed is 40', so dash is 80'.  Looks like about 60' to get to the crates, then maybe 10' more to get on top of one and use the other for cover in case they shoot back.

BA Eldritch Cannon at whoever is more wounded  (1d20+8)[ 14 ]  for  (2d8)[ 8 ]  force damage and a 5' push
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 14/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 1/4, 2nd: 3/3, 3rd: 1/2
Wuffles (Wolf Familiar)
HP: 25/31, HD: 5/5, AC: 16
 
 
 
  
 
 Spoiler: OOC 
Call Wuffles to attack the North wolf, 3rd level cure wounds on self.
Cure Wounds:  (3d8+4)[ 11 ] 
Bite:  (1d20+6)[ 19 ] , piercing damage  (2d4+3)[ 8 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 12 ]  or be knocked prone.
Advantage  (1d20+6)[ 8 ]  (Pack Tactics)
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 1/38, AC: 16
Conditions: None
Spell Slots: 1st: 0/4, 2nd: 0/3, 3rd: 0/2  
 
  

"Phew... They really have it in for me, huh?" Leif laughs, before giving Bernie a nod, "Thanks for the save. Again."

Leif then turns to the two wolves, her hands erupting in flame.

 
 Spoiler 
Leif casts Burning Hands, aimed at the two wolves, inflicting  (3d6)[ 1 ][ 3 ][ 4 ](8)  (so 9 because 1s are treated as 2s) fire damage on any creature that fails the DC 16 dexterity saving throw.
Calcifer also targets one of the wolves, or the goblin to the south if both are killed, with Flame Seed. To hit  (1d20+8)[ 25 ] , to damage:  (1d6+3)[ 7 ]  fire damage.
If the wolves are both dead, Leif will then move inside one of the buildings for a brief respite.
 
Amnestic
The party unleashes a barrage of spells against the goblin and wolves, cutting them down. Paul gives chase to the fleeing hobgoblins, proving himself the faster one, and before long likewise brings their lives to a swift and merciless end.

With the hostiles dealt with, you get a chance to explore the keep at a more leisurely (even if not unguarded) pace. The stables to the north are about as expected - a thin layer of dry, moldering straw strewn across the floor, a decrepit dust-caked forges, and a larger mound of moldy straw that likely served as the wolves' bed. A battered table with four chairs sits in the centre of the area, along with four bedrolls in a corner

The manticore nest's original purpose is unclear, as all furniture inside has been crushed into rubble and a large mound of a nest made of branches, bones, and animal parts - along with a few dozen manticore spikes - sits in the centre. Concealed within the nest appears to be the payment or treasure hoard of the manticore. A small trove of gold coins, precious jewels, and a filthy (non-magical) sill cloak that might become quite fetching if properly cleaned.

The barracks, which Leif got a brief look at, has little in the way of treasure, but underneath the large bed (likely the minotaur's) you do spot a sack bulging with gold coins, along with a spell scroll and a potion.

North of the barracks is an adjacent room from which the bugbear spellcaster exited from. A large table fills this room, barely leaving enough room for the half dozen chairs arrayed around its edge. Pinned to the table's surface by daggers is a massive map of the region, with scratched notes in Goblinoid, that Jorr helpfully translates for you.

 
 Spoiler: Map 

 
 


You note that Vraath Keep is referred to as "Koth's Base", indicating most likely that the Bugbear was the leader here, and his name was Koth. How useful the other notes are varies drastically.

The other door that enters into the barracks, to the southwest, is a large circular chamber that has stairs leading up the tower. It has been outfitted with a large desk, a massive four-poster bed, and a large easel that holds a sizable canvas, though the artwork depicted leaves something to be desired. Strewn across the desk are countless papers and letters, though they're all written in Infernal script.

 
 Spoiler: Letters 

Anyone with the Infernal language can attempt a DC15 Intelligence (History) check in order to de-cipher the codes used in the letters.
 


Heading to the top of the tower above the leader's sleeping arrangements reveals a half-torn down tower. A huge gap in the tower's east wall allows a brisk breeze in, and three large boulders lie on the floor amid a halo of ractures and cracks. Mounted about ten feet from the hole in the wall is a human corpse, lashed to a framework of wooden beams with its arms upraised. A glow from beneath it illuminates the figure in a pale light that, in the light of the sun is drowned out, but in the dark of night might beam out beyond the tower. The reek of rotting flesh fills the room.

Secreted away in the leader's sleeping chamber, hidden beneath the art easel but easily spotted with a cursory exploration of the room, is a trap door leading down into the bowels of the earth via a rusty - but still sturdy - ladder. Forty feet down you emerge from the narrow tunnel into a small vault of worked stone, with a heightened ceiling. The air is thick, stale, and slightly smoky. Three alcoves have been cut into the walls, each sealed by an iron gate and locked with chains and a large padlock.

Beyond one alcove are several shelves bearing no less than ten small coffers. In the second is a small desk and chair, piled high with papers and books. And in the third is a single large trunk. A human skeleton lies slumped against the eastern alcove's gate, still dressed in tattered chainmail and feebly gripping a sparking longsword. The skeleton has a massive arrow protruding from its ribs.

Without the pressure of time, it's a simple matter for anyone with mild lockpicking abilities (such as Paul) to take apart the chains and begin extracting the items inside. The coffers in the first alcove contain a (literal) treasure trove of coinage, along with a faded deed to the keep and long-since expired letters of credit.

The second alcove would require much greater time to work through, though from a cursory glance through the tomes, it's nothing of special value - primarily journals or other historical documents relating to the local area, though they're long since outdated and do not touch on the most recent event (the destruction of the Keep itself).

The trunk in the third alcove contains a variety of large and strange items, including a massive spiked gauntlet - made of bulette teeth and claws - far too large for any normal human to wield, a magical staff, some goggles, and a strange ring.

 
 Spoiler: Treasure/Loot 

This was a Deadly encounter, so you gain 15xp for successfully killing or routing the enemies.

I've included the gold rewards for flavour, but supplemented them with magical items as mentioned before; for those who might run this module more than once, the magic items you'd be getting would be reduced in favour of the gold numbers instead.


 Bugbear (Wyrmlord Koth) 
Wand of Magic Missiles (4 charges remaining)
Heward's Handy Haversack

 Barracks 
(351gp)
Spell Scroll - Bane
Potion of Healing

 Manticore Nest 
(Precious items/coins totalling 731gp)
Potion of Diminution
Potion of Invulnerability
Figurine of Wondrous Power - Onyx Dog

 Vraath Vault 
Avery's Corpse: Frostbrand Longsword, Potion of Haste
Alcove 1 (Coffers): (1450gp)
Alcove 2 (Desk): Nothing of value
Alcove 3 (Trunk):  Oversized Spiked Gauntlet +1  (Requires Huge Size to wield) - This +1 spiked gauntlet gives your Unarmed Strikes a 3d10 damage dice.
 Staff of Life 
 Weapon (Quarterstaff), Very Rare, Requires Attunement by a Bard, Cleric, or Druid 
This magical quarterstaff has 7 charges. You can expend 1 charge to cast the  Heal  spell, or 5 charges to cast  Raise Dead , without requiring a material component. The charges of this staff do not replenish over time.

 Goggles of Night 
 Cruel Signet 
 Wondrous Item (Ring), Uncommon (Requires Attunement) 
This old signet ring bears a strange clawed design on it and has 3 charges. You can use your bonus action to expend up to 3 charges to cast Compelled Duel (DC13) simultaneously on that many creatures. The ring has 3 charges, and regains 1d3 expended charges at dawn.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 14/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 1/4, 2nd: 0/3, 3rd: 1/2
Wuffles (Wolf Familiar)
HP: 25/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla goes around and heals everyone in case something else happens.
 
 Spoiler: OOC 
Cure Wounds on Leif:  (2d8+4)[ 10 ] 
Cure Wounds on Paul:  (2d8+4)[ 9 ] 
Cure Wounds on Bernie:  (2d8+4)[ 10 ] 
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 18/38, AC: 16
Conditions: None
Spell Slots: 1st: 0/4, 2nd: 0/3, 3rd: 0/2  
 
  

Thanks to Ayalla's and Paul's care, Leif feels a decent bit better but she's still knackered and Calcifer is visibly concerned over her current physical state. It's been a long day and they've fought their way through a lot of... problems... but if the map was any indication then the problems were just beginning to reveal themselves. "Just what have we found ourselves in the middle of?" Leif muses to herself.

Leif then wanders into what she assumes is this Koth guy's room and starts perusing the notes written in Infernal to see if she can make heads or tails of any of it.
 
 Spoiler 
History check:  (1d20)[ 15 ] 
 
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 19 HP: 43/54 
 Hit Dice: 2/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: --  
 
  

As the three spellcasters sprinkle their fairy dust and wave their wands over everyone's injuries, Bernie watches wounds knit back together magically and grumbles a bit to himself.
  Kids these days have no appreciation for their bodies. Gotta do things the old fashioned way sometimes.  

He knocks around the rooms slowly behind the others, collecting up whatever they find that they don't deem suitable to keep for themselves. He fishes a sword from the hands of a corpse and takes the strange ring for himself. He takes a seat in one of the least dilapidated chairs around the keep and spends some time, fiddling and fidgeting with the ring in one hand, as he reads through some of the old documents and journals and takes some time to relax and satisfy his own curiosity.

 
 Spoiler 

Field Medic for 1d10+4 (11), times two from Periapt of Wound Closure (22) healing for Leif

Field Medic for 1d10+4 (7), raised to (8) by Durable, times two from Periapt of Wound Closure (16) for Ayalla

Attuning to Cruel Signet and Frostbrand Longsword while we're resting.
 
Amnestic
At first the notes don't seem to make any sense, but once you start putting disparate pages together Leif is able to link the ciphers across paper and learns the following information:

 
 The Red Hand horde is massing at Cinder Hill to the north, preparing to march south. It includes several thousand goblinoid warriors, under the command of fanatical Tiamat adherents. 
 There are four Wyrmlords, and one high Wyrmlord. Koth - the Bugbear sorcerer - was one, another is named Saarvith, who appears to have been stationed in the swamps of Rhest far to the northeast. A third is named Ulwai, though Koth's notes are unclear where she is. Kharn is the final Wyrmlord, and he leads the Horde itself. The High Wyrmlord is called Azarr Kul, who is stationed in a temple somewhere, though again, Koth doesn't know its location. 
 The Red Hand consists of many tribes of hobgoblin, bugbear, goblin, and ogres from the Wyrmsmoke mountains. 
 The Horde also has many dragons as subcommanders, though Koth was only in contact with one - Ozyrrandion. 
 Skull Gorge Bridge to the north is a key site for the Horde's march south. 
 Though Koth hopes (or hoped) to leaed the attack on Drellin's Ferry, it's clear that there are contingencies if he's unavailable; killing him will not stop the assault. 
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 0/4, 2nd: 0/3, 3rd: 0/2  
 
  

"We need to warn the town," Leif says to the others as she relays the information she deciphers to the group, "...and if this bridge is so important to their march it needs to go."

She sits for a moment, contemplating their options. "I know we didn't come here looking for trouble, but I think we've walked into something we can't ignore. We've taken down one Wyrmlord, anyway, so what's four more? What do you think Jorr?"
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 24/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: --  
 
  

Paul spends some time looking at the map after listening to the translations.

 "Well, we could take the treasure we've found, and run away.  Or we could try to warn the town and rally the militia to come hold the bridge, and have them fight this Ozyrrandion dragon with their archers a few days from now, and hope there's time."

"But those options are both pretty stupid, and I don't think I could live with myself because they'll get a lot of people killed and probably won't work.  I can pull together something to write some words up in the clouds to warn Drellin's ferry tomorrow, unless one of you has Sending available.  It uses a specialized matrix pre-configured to move dust particles to a set of locations, then chills them so clouds form around them.  If we put it far enough away, hopefully only the Ferry will see it.

I think you're right, we need to take out the bridge.  How big is Skull Gorge?  Anyone have any great plans for fighting a dragon?

Also, Jorr, what is this "Ghost lord" thing to the south?  I haven't heard that rumor." 
Amnestic
 "The Gorge is about a hundred feet across, and about double that deep, I don't get up there very often - not much hunting to be done - but the bridge is pretty old, there'll be a weak point  somewhere ."  Jorr ruminates. When asked about the Ghostlord he gives a quiet chuckle.  "Old wives' tale, at least so far as I understand it."  He points off the southwest corner of the map.  "Down here's the Thornwaste, nothing but sand, rocks, and razorsharp thorns for miles and miles, packed with weird predators. Supposedly this Ghostlord caused it all, and he steals naughty children in the night if they don't behave. Guessing these goblins got tricked into believing it. Hopefully they send a bunch down there and die." 
 "I'll stick around while you're in the woods - s'what you're paying me for, but if you're heading beyond I'm not following. Army or no, this is my home, and I'm good at not getting caught." 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 30/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 1/4, 2nd: 0/3, 3rd: 1/2
Wuffles (Wolf Familiar)
HP: 25/31, HD: 5/5, AC: 16
 
 
 
  
  "I could levitate a few boulders or large tree trunks and push them onto the bridge. The extra weight could cause it to collapse."  
IcemanJRC
      
    Bernard "Bernie" Thierry   
 Human Chaplain Fighter 
 AC: 19 HP: 43/54 
 Hit Dice: 2/5 
 PPer: 15 PInv: 13 PIst: 15  
 Conditions: --  
 
  
 Let's not get too in the weeds yet. We'll take a look and formulate a plan when we get there. I'd like to get word down the river as fast as possible. Their own map marked Brindol as a particular sticking point, so we know they're not set to steam roll over the whole region uncontested. If we can get word to all the towns down the Dawn Way, we may be able to get a couple sappers down from the city and get something mobilized. The four of us aren't going to down an army over night, best we can do is get things ready for a real response, I'd say. This isn't just a dip into some ruins anymore, we'll need back up for sure. 
Bernie rubs his neck as he shares the first of many thoughts he's had since Leif shared her translations. His mind was racing, thinking of the upcoming conflict, remembering the allies he'd lost before. He got an uneasy feeling listening to the situation. He always felt a certain discomfort traveling with such young people in such a dangerous job, but now they were talking about going to war for a place they'd just set foot in this week with all the consideration of setting a Sunday dinner date. He placed a palm on his own stomach, hoping to settle it somewhat.

 Jorr makes another good point though. If they believe in boogeymen and are just a rough coalition organized by some overzealous fanatics, we can use that to deal with a couple of them before they even reach us. Look here, one of their "Wyrmlords" is up here in the swamp, and they're aware of some Lizardfolk.  Build some friction there, set them on a wild goose chase for the imaginary boogeyman, work over the bridge. That ought to split them up enough we can avoid a direct conflict...   I hope...  
He begins to trail off as some more ideas click in.
Amnestic
There's only so many plans one can make before you have to execute them, and with night already settling in, any further ideas will have to wait until the morning. Though you set a watch and hunker down inside the fortress, your rest goes mercifully undisturbed. Whatever patrols the goblins have out (if any), they don't return to the keep that night, and you're gone in the morning.

 Day 3 

After sending off the animal messengers in the morning, you turn towards the north, following the guidance to head to Skull Gorge. Jorr keeps you off the roads as requested, and you steadily make your way through the dense forests. Though you occasionally get close to some wildlife, both your own skills and that of your woodsman guide keep you from stumbling into them and you're able to evade, and keep your resources in tip-top shape for whatever battle is to come.

The morning is...boring. Light clouds hang overhead to cast everything in an even colour but for the most part it's a lot of dense trees and nature trails. Early into the afternoon, Jorr guides you across a crossroads, crossing over the Main Road by necessity if you wish to get to Skull Gorge. The forest has grown more ominous here, and the track splits in different directions - to the east leads up towards Skull Gorge, but to the west you see a massive effigy, perhaps fifteen feet tall in all. It's vaguely humanoid in shape, with a sagging, moss-covered frame. The thing looks almost like a crude, giant-sized skeleton. Birds nest happily in the massive barrel that serves as the effigy's head. Jorr remarks it wasn't here the last time he came by, though that was a good few months ago.

 
 Spoiler: Int (Nature), DC13 

This is a territorial marker of a tribe of giants.
 
 Spoiler: DC17 

Specifically  forest  giants, though it's a little bit cruder than you'd normally expect.
 

 
J-H
 Paul Mauser 
 "That looks like...giants...forest giants?  Probably a boundary marker.  Jorr, are there giants around here?  Aside from the dead ones back at the Keep?" 
Amnestic
 "Giants normally stay up in the mountains,"  Jorr points eastward, and down the road you see the Wyrmsmoke mountain range climbing above the forest canopy.  "Sometimes get a hunting band but most of them keep away from the roads, 'don't start none won't be none'. Could be they're expanding, could be they're part of the Horde, could be they got kicked out of the mountains  by  the Horde. They ain't big fans of smallfolk like us, so I steer clear if I do spot 'em." 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2  
 
  

"Perhaps we can entreat with them,” Leif ponders, “If they’re here when the army marches through someone will be starting something alright.” She briefly chuckles. “Maybe they’ll help us take out the bridge if we tell them what will cross it if we don’t.”
J-H
 Paul Mauser 
 "Dragon or no, some giants would be helpful, if we can get them to listen, and believe us.  How much time do we want to spend trying to find them, though?  According to what we found, there's a schedule.  If we lose too much time, the horde might reach the bridge." 
Amnestic
Choosing to circle away from the bridge's direction for now, you head west down the old track, though keeping to the woods...just in case. After some time it comes to an abrupt end in the shadow of a fairly large hill that looms up from the surrounding woodlands. At the base of the hill sits a collapsed ruin of what was once a massive and probably quite impressive wooden fortress. Given its size, it was likely once a giant's dwelling, rather than one for humanoids. Whole trees were used to form the walls, but now the whole thing is little more than a heap of moss-covered, rotting logs. A thin curl of smoke rises up from a great fire pit in the middle of the old walls, where an enormous boar sizzles on a spit the size of a lance. A giant sits by the fire, turning the spit and muttering to himself in his own language. He is - as one might expect for a giant - extraordinarily tall, and quite lean, with stooped shoulders, earth-yellow skin marked by angry red blotches, and a wild mane and ear of tangled green hair. He easily tops ten feet even while sitting on the ground.

 
 Spoiler: OOC 

You've got your choice of how to approach.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2  
 
  

"It's okay, I've got this." Leif gives the rest of the group a reassuring wink, "Okay Leif, serious face time."

She then slowly walks into the opening and sits opposite the giant, her legs crossed in a dignified but gentle position. The very essence of a Druid that wishes to make it known they mean no harm and yet wish to be taken seriously. "You wouldn't happen to speak Common, would you?" she asks the giant, "no draoidheil? (or Druidic?)"

She then pours some water from her flask on the ground in front of her and it begins to rise and move, changing shape and forming the facsimile of a simple bridge which she then freezes. Leif points in the direction of Skull Gorge, pours out some more water and then makes little water people cross the bridge and what begins as one or two become ten or twenty and then many more. Leif then makes one end of the bridge fall and on the other side she has little people unable to cross.

 
 Spoiler 
Leif cast the Shape Water cantrip. I think it's okay, what I did with it, but whether it works how I wanted it to or not is up to you of course.
 
Amnestic
The giant raises up in a combination of fear and hostility when you approach. It grabs up a greatclub larger than any of you and raises it, but doesn't make any move to attack. Any half-shouted taunts or threats are cut short by the water show put in front of it. As the diorama plays out, the giant lowers his club and leans forward, straining its poor eyesight to get a better look.  "What little worms want with Old Warklegnaw? Come to put on a show?"  the elderly giant rumbles in stilted Commontongue. The message of the water, such that it was, doesn't seem to have been fully conveyed and he seems more amused by the aquatic puppetry than informed.

With a better look at the giant's face, you can now see a prominent tattoo on his age-wrinkled forehead, a symbol that looks like a frowning tusked mouth.
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2  
 
  

"If you think what I can do with water is fun wait 'til you see what I can do with some twigs," Leif mused, "but that will have to wait."

Motioning to her allies, beckoning for them to join her, " We  need your help. A lot of very bad, very noisy people are going to cross the bridge near here soon and neither we nor you want that. A lot of people will be hurt and if you're here when they get here they won't put on a little show for you like I did. They'll burn everything to the ground."

Taking the over the spiked gauntlet they had looted earlier, Leif places it in front of the giant. "Whether you choose to help us or not, you should have this to protect yourself. Just in case. It's not safe around here these days."
Amnestic
Warklegnaw sets down his club and takes up the spiked gauntlet, turning it over in his meaty fists before trying it on. It's a little loose, owing to his muscles perhaps no longer being what they used to be. He still seems quite pleased with it though, flexing his fingers through the carapace fingers and swinging his arm here and there. It's not aggressive, but it nevertheless sends buffets of heavy wind that almost threaten to knock you off your feet, were you not to brace against it.  "Not much care if worms get hurt. Took my eye, took my clan. What worms coming this time? More pinkskins?"  He points a gauntletted finger at the humans among you though the voice is more curious than accusational.
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2  
 
  

“Not humans, no,” Leif assures the giant, “Greenskins. Little ones, big ones. Not very nice. They’ve been hurting people around here and they want to hurt many more. My friends and I going to put a stop to it and we’d like your help.”

She pauses a moment. “What happened to your people? I have known many giants like you in lands far from here and I consider them friends. I would like to think we can be friends too, but even if we cannot I would not be happy with anyone that hurt one of you.”
Amnestic
 "Pinkskins happened,"  the giant rumbles.  "Only old Warklegnaw left now. Other clans up in mountains, sometimes visit for talk or trade, but Warklegnaw stay. This our land first." 
 
 Spoiler: OOC 

Gimme a Persuasion check, with advantage for giving him the gauntlet.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2  
 
  

"Humans have no respect for other's land," Leif sighed, "They burned my home to the ground too, because they thought I was a monster.

She goes quiet for a moment. "We'll have to do something about the humans around here, make it known that your land is not theirs to take. Perhaps if you help us stop what's coming, we can convince them to leave you in peace."

 
 Spoiler 
The Persuasion check, with advantage:
 (1d20+2)[ 22 ] 
 (1d20+2)[ 8 ] 
 
Amnestic
Warklegnaw sits back down, one thick hand rubbing his bearded chin thoughtfully.  "Old Warklegnaw not much good in fight anymore, too old."  He wheezes out a laugh.  "But maybe other clans could help. Could ask, maybe could get forest back from pinkskins. Trade for trade."  With one hand he reaches back to the spit atop the fire and plucks it, biting down into the roasted dire boar directly from the skewer.  "Maybe die in battle, become war spirit."  He seems amenable and quite at peace with such an eventuality.  "Will go tomorrow, too tired today, long journey." 
 
 Spoiler: OOC 

Assuming no objections or further questions, party moves back east towards the bridge?

You also gain  8  experience points for successfully convincing Warklegnaw not just to not hit you, but also helping, albeit not directly with what is next on your list.
 
Amnestic
The party backtracks down the trail and heads eastwards towards the Skull Gorge Bridge and the eponymous gorge over which it crosses. The ground steadily seems to rise up as the forest peters out, steadily turning from green, lively trees to those that are more grey and dessicated. Ahead of you is a stretch of roughly sixty feet of barren ground, ending in a gorge. It drops away precipitously, and even at a distance you can hear the fast-rushing water below. At its narrowest point it's perhaps a hundred feet wide. The ancient Dawn Way crosses the cleft on a bridge of stone, anchored at both ends to large stone towers with pentagonal roofs. The bridge seems sturdy, despite its obvious age. It is, clearly, the only easy way to cross, since the gorge continues as far as the eye can see to the east and west. The four stone towers that anchor the bridge are each forty feet high. A narrow wooden stairway winds around each, leading up to an open-air watchpost at the top.

A small encampment of a half-dozen tents cluster on the far side of the bridge. Curls of smoke from campfires attest to some sort of activity. A single humanoid figure stands at the watchpost on the top of each of the four towers, longbow in hand. Two hellhounds - powerfully built and with glowing red eyes - sits watchfully on opposite ends of the bridge. Most impresisve and importantly however is the sleek and menacing green dragon that perches on the roof of the northwestern watchtower on the far side of the gorge. It lies, basking in the fading sun to enjoy what few hours of it remain in the day, though its bright yellow eyes are fixed on the bridge.

 
 Spoiler: OOC 

The party is still within a treeline, about 60ft away from the bridge's southern end. At the moment, you're too far away and have cover to be seen easily, though if you approach any further there's a strong chance you will be spotted. There are a few hours left of daylight remaining, in case you wanted to make a night-attack (though you're aware that hobgoblins, dragons, and hellhounds all possess darkvision).

Basically a moment for you to prep and plan your next move, but if the party intends to move in then I'll get a map up and we'll roll initiative.
 
Amnestic
The party hunkers down in the treeline and choose to wait until nightfall. From your hidden position, you get to watch as not a lot occurs. Occasionally the watchmen on the towers get into a conversation, though they never are truly distracted from their job. At sunset, they trade places with replacements from the far camp. The dragon, lazy but watchful, maintains its peaceful vigil over the bridge despite an occasional yawn.

Night falls before overlong, and you are cloaked in darkness. The hobgoblins light torches in the towertops, and the campsite at the far end has a roaring fire, but otherwise there's little light to speak of, with the moon concealed by clouds. If ever there was a time to make your move, it seems to be now.

 
 Spoiler: Map 

 

At your current position, the party is out of line of sight of the Hell Hound, but five feet forwards (or tenfeet, for the people in the second row) will make you visible to them and their darkvision.

As a reminder, the towers are roughly 30ft tall, and will take about 60ft of movement to run up from their base.


We have  11  different initiative counts in this fight and yet somehow I managed to roll side initiative except for one character. How! RNG betrays me.

Since the party is initiating combat,  Paul  is up first, with HVet 'skipping' their turn.

 Initiative Order: 
HVet: (1d20)[20]

 Paul:(1d20+1)[15] 

HReg: (1d20)[14]
HH: (1d20)[12]
HSer: (1d20)[12]
Oz: (1d20)[6]

Jorr: (1d20)[5]
Wuffles: (1d20)[3]
Bernie: (1d20)[2]
Leif: (1d20)[1]
Ayalla: (1d20)[1]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: --  
 
  
Paul pauses, waiting until he's sure everyone is ready, before launching a glob of acid at the Hellhound.
 
 Spoiler 

Hold action until our initiative block starts, then attacking the closest enemy to seeing us, the HH.  I don't think acid glows.
Dex DC 15 or take  (2d6)[ 2 ] + (1d8)[ 8 ]  acid damage
This also uses my reaction for the round.
 
Amnestic
Paul readies a spell and holds it ready for casting, and Jorr likewise locks his crossbow into place, taking aim at the closest tower guard.

 
 Spoiler: Map 

 

Map is unchanged deliberately. With Paul holding his action, the others are likewise unaware of you and so skip their turns. Jorr will ready a crossbow attack against one of the tower guys for when the party moves in.


At your current position, the party is out of line of sight of the Hell Hound, but five feet forwards (or tenfeet, for the people in the second row) will make you visible to them and their darkvision.
As a reminder, the towers are roughly 30ft tall, and will take about 60ft of movement to run up from their base.

Everyone but Paul('s held action) is up.

 Initiative Order: 
HVet: (1d20)[20]

Paul:(1d20+1)[15]

HReg: (1d20)[14]
HH: (1d20)[12]
HSer: (1d20)[12]
Oz: (1d20)[6]
 
Jorr: (1d20)[5]
Wuffles: (1d20)[3]
Bernie: (1d20)[2]
Leif: (1d20)[1]
Ayalla: (1d20)[1] 
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 2/3, 3rd: 2/2  
 
  

"If I mask your approach do you think you can take out the sentry on the right? I'll come with you," Leif whispers to Bernie, "I think Paul and Jorr have the sentry on the left handled. Once those two are down the dog is next."

 
 Spoiler 
Leif casts Pass Without Trace, giving everyone +10 to stealth checks for as long as she maintains the spell. She then Wildshapes into a squirrel and sits on Bernie's shoulder.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: Concentration Bless
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
 
 Spoiler: OOC 
Cast Bless on Wuffles, Paul, and Bernard.
 
Amnestic
As Bernie moves forward, Jorr and Paul make the first strike at range, a globule of thick acid flying forward and searing the hellhound's already scorched fur, causing a yelp of pain. Jorr's bolt goes slightly wide at the last second, perhaps owing to the height or the darkness he's cloaked in. The hobgoblin, hearing the yelp and seeing the bolt fly past, immediately looses an arrow towards where the spell originated from, but the shadows mask Paul's location and the shot goes wide. He then blows twice on a horn at his belt, immediately alerting the others.


 
 Spoiler: Map 

 

The Hellhound fails its dex save and takes 10 damage.
Jorr misses with his bolt.
Given the lack of anything from Iceman, Bernie moves slightly up and hides; due to armour disadvantage even with the PWT he gets a 14, which is lower than the Pass Hellhound's passive perception. It notices him.

The nearest hobgoblin veteran takes a potshot at Paul (unseen due to darkness), and misses.

 Paul  is up.

 Initiative Order: 
HVet: (1d20)[20]

 Paul:(1d20+1)[15]  BLESSED

HReg: (1d20)[14]
HH: (1d20)[12]
HSer: (1d20)[12]
Oz: (1d20)[6]

Jorr: (1d20)[5]
Wuffles: (1d20)[3] BLESSED
Bernie: (1d20)[2] BLESSED
Leif: (1d20)[1]
Ayalla: (1d20)[1]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: Bless 
 Concentrating: --  
 
  

Total stealth lost, Paul activates the construct on his shoulder and fires a jet of flame at the hobgoblin with the horn, striking it square in the face and burning its head off. He then targets another enemy with a blast of force, and then sidesteps behind one of the trees nearby.
 
 Spoiler 

Fire Bolt  (1d20+8)[ 28 ]  +  (1d4)[ 4 ]  for  (2d10)[ 16 ]  plus  (1d8)[ 7 ]  fire damage
BA Eldritch Cannon  (1d20+8)[ 16 ]  plus  (1d4)[ 2 ]  for  (2d8)[ 8 ]  force damage and 5' pushback on hit
If the hobgoblin dies, retarget to the other hob on the tower, if I have line of sight (ignore half cover)... if not, hellhound.

Move 10' diagonally northwest
 
Amnestic
Paul's jet of flame strikes the hobgoblin from darkness and pierces into its skull directly. Any cry of pain is instantly silenced as the creature flops forward, tumbling down ten feet to slam onto the circular walkway, and then tumbling from that to crash to the ground. The follow up strike thrusts the hellhound into the tower wall, but it rushes forward towards the party. Gathering up a torrent of flame it unleashes it against Bernie and Wuffles, but they've seen such tactics before, and they're able to twist away from the worst of it. The trees lucky - static that they are - and ignite, casting you into a series of dancing lights.

Atop one the other closest tower, the remaining archer looses an arrow towards you, but strikes only a tree, while the rest of the hobgoblin forces either hold arrows at the ready or begin to rush across the bridge - save the dragon, who appears to be satisfied remaining as he is atop the tower watching the situation.

Jorr moves away from the flames and looses a crossbow bolt at the hound, getting beneath its guard due to Bernie's presence, and wounding it further.

 
 Spoiler: Map 

 

Paul crits the nearest hobgoblin and kills it dead. 100%-&gt;0. His turret blasts the Hellhound, for 9 (including the 1 from knockback).

The hobgoblin archer remaining moves up to the ledge-edge and shoots down towards the party, but misses.
The hellhound runs up and unleashes a fire breath on Bernie and Wuffles, who both make their dex save, so they take  8  fire damage each; the trees are now on fire and are casting bright light (10ft radius) and dim light (10ft more radius) around the cone.
Most of the hobgoblin forces are moving towards you by Dashing, though the dragon stays put.

Jorr shoots the Hellhound, hitting for  14 . The hound is bloodied.


Wuffles, Bernie, Leif, and Ayalla are up.

 Initiative Order: 
HVet: (1d20)[20]

Paul:(1d20+1)[15] BLESSED

HReg: (1d20)[14]
HH: (1d20)[12]
HSer: (1d20)[12]
Oz: (1d20)[6]

Jorr: (1d20)[5]
 Wuffles: (1d20)[3] BLESSED
Bernie: (1d20)[2] BLESSED
Leif: (1d20)[1]
Ayalla: (1d20)[1] 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: Concentration Bless
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla instructs Wuffles to stay close to Bernie and follow his lead.
She moves across the path to get a little closer to the other hobgoblin, pulls out her crossbow, takes a shot, and ducks behind the trunk of the tree.
 
 Spoiler: OOC 
Light Crossbow:  (1d20+6)[ 7 ] ,  (1d8+3)[ 10 ] 
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 2/3, 3rd: 2/2  
 
  

"Biv vaq (bad dog)." Leif scolds the hellhound, moving onto the path before whipping the dog with thorns and attempting to drag it towards her.

 
 Spoiler 
Leif moves four squares diagonally northeast, then casts the Thorn Whip cantrip on the hellhound.
To hit:  (1d20+8)[ 17 ] , to damage:  (2d6)[ 5 ] 
 

If the attack lands, the hellhound is dragged ten feet towards Leif.
Amnestic
Ayalla ducks across the road and looses a crossbow bolt at next closest hobgoblin, but the movement seems to throw off her aim, as her bolt finds only stone instead of flesh. Wuffles prepares to move with Bernie, at her command.

Leif's thorn whip drags the beast from its feet, and Bernie gives chase, leaping high to deliver a critical strike that beheads the foul canine before it can breath yet more flames upon you. The headless body flops to the ground.

Though difficult to make out at the distance, it appears two more hobgoblins - unarmoured and barely armed - emerge groggily from their tent, still nursing sleep from their eyes. The horn seems to have awoken them from their rest. Clutching only longswords, they still seem confused as to what is going on.


 
 Spoiler: Map 

 

Wuffles stays put since their turn hasn't hit yet - on their next turn they'll follow behind Bernie.
Leif hits with Thorn Whip, and Bernie crits with his second sword hit (missing the first), killing the hell hound.
Ayalla unfortunately misses with her crossbow shot.

The hobgoblin veteran appears to ready an attack, unable to get a good angle on any of the party. Two more emerge from the tents, though dressed in only clothes with no armour, and wielding just their swords, no bows.

Paul is up.

 Initiative Order: 
HVet: (1d20)[20]

 Paul:(1d20+1)[15] BLESSED 

HReg: (1d20)[14]
HH: (1d20)[12]
HSer: (1d20)[12]
Oz: (1d20)[6]

Jorr: (1d20)[5]
Wuffles: (1d20)[3] BLESSED
Bernie: (1d20)[2] BLESSED
Leif: (1d20)[1]
Ayalla: (1d20)[1]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: Bless 
 Concentrating: --  
 
  

Paul fires at the hobgoblin on the tower... it's beyond the range of his darkvision, but the guard isn't smart enough to duck and avoid silhouetting himself against the stars.  A jet of flame and a purple arcane bolt flash out, and then he moves across the gap to the next tree.   "We should spread out, in case the dragon gets to us,"  he says... but not too loudly.  Dragons have keen senses.

 
 Spoiler 

Ignore half cover.
Fire bolt  (1d20+8)[ 21 ]  plus  (1d4)[ 2 ]  for  (2d10)[ 11 ]  plus  (1d8)[ 1 ]  fire damage
BA EC  (1d20+8)[ 18 ]  plus  (1d4)[ 3 ]  for  (2d8)[ 9 ]  force damage and a 5' pushback
Relocate 5 squares west/3 squares up.
 
Amnestic
Paul's firebolt catches another hobgoblin - this one apparently made of weaker stuff than the first, as the combined strikes kill it swiftly, pushing its body away from the tower's edge. This second hobgoblin death seems to finally urge the dragon to act, as it descends from its tower in a great sloping curve, dipping beneath the bridge and the edge of the cliff out of sight. The remaining archers - one on the bridge, the other in the northwest tower - both loose arrows at the party, but find that between distance and darkness, they struggle to hit anything.

When the remaining hellhound moves forward, Jorr dips back and looses another crossbow bolt at it, striking it in the haunch despite its best efforts to evade.

 
 Spoiler: Map 

 

Paul kills the hobgoblin regular (I know it's hard to tell which is which - the veterans are the 'darker' tokens, the regulars are the ones with more silver-y metal).

Another regular emerges from a tent, equally groggy.
The one in the northwest tower shoots at Paul, and misses.
The one on the bridge shoots at Leif, and misses.
The sergeant calls out a yell to his allies.
The Hellhound moves forwards a little bit and  Dodges , unable to reach any of the party with its movement this turn.
The dragon swoops down; it's beneath the lip of the cliff, so unless you are on the edge you won't be able to target it.

Jorr shoots at the Hellhound, and despite disadvantage hits for  10 .

Everyone-but-Paul is up.

 Initiative Order: 
HVet: (1d20)[20]

 Paul:(1d20+1)[15] BLESSED 

HReg: (1d20)[14]
HH: (1d20)[12]
HSer: (1d20)[12]
Oz: (1d20)[6]

Jorr: (1d20)[5]
 Wuffles: (1d20)[3] BLESSED
Bernie: (1d20)[2] BLESSED
Leif: (1d20)[1]
Ayalla: (1d20)[1]

 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: Concentration Bless
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
With enemies coming closer Ayalla stows the crossbow and prepares to cast.
 
 Spoiler: OOC 
Ready action to cast Sacred Flame on the next enemy to come within its 60 ft range.
Sacred Flame: DC 15 Dex save  (1d20)[ 6 ]  or take  (2d8)[ 12 ]  radiant damage. The target gains no benefit from cover for this saving throw.
 
Amnestic
The party repositions themselves, Bernie moving to curve around to stay in the path of the Hellhound from reaching Leif as she gets into position to bring down the dragon. Both she and Ayalla ready spells, as two of the awakened hobgoblins - armourless and barely clutching their weapons - dash down the bridge proper towards you. It's a surprise they're even wearing boots.

 
 Spoiler: Map 

 

Wuffles moves and then uses a readied action to follow Bernie (Puppet) after he moves and Dodges.
Leif (Puppet) moves and readies an Earthbind cast for the dragon appearing.
Ayalla readies her Sacred Flame cast.

The two sleepy-vets move+dash down the bridge. The remaining one, still lacking any targets to shoot due to the big towers, readies another attack.

Paul is up.

 Initiative Order: 
HVet: (1d20)[20]

 Paul:(1d20+1)[15] BLESSED 

HReg: (1d20)[14]
HH: (1d20)[12]
HSer: (1d20)[12]
Oz: (1d20)[6]

Jorr: (1d20)[5]
Wuffles: (1d20)[3] BLESSED
Bernie: (1d20)[2] BLESSED
Leif: (1d20)[1]
Ayalla: (1d20)[1]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: Bless 
 Concentrating: --  
 
  

Paul sidesteps and blasts the hellhound with more magic.  His acid splashes against the stone nearby, causing it to bubble, but the beam from his shoulder cannon is true, striking the creature in the face.
 
 Spoiler 

Move 5-10' to the side to get clear line of sight, then back.
Acid splash  (2d6)[ 4 ]  plus  (1d8)[ 6 ]  acid damage, Dex DC 15 negates
HH Dex save  (1d20)[ 18 ] 

EC  (1d20+8)[ 28 ]  for  (2d8)[ 10 ]  force damage and 5' pushback
 
Amnestic
Though the hellish beast leaps aside from Paul's acid, it lines itself right up with a devastating cannon blast that sends it reeling. Blinking through blood, it rushes forward, directly into Ayalla's readied spell. Holy fire engulfs the hellish fire, and the dog falls to its wounds.

The hobgoblins begin to reach your side of the bridge, flinging arrows and javelins at Bernie, but the dodging warrior evades them, deflecting those that come too close. With a surging beat of its wings, the dragon soars up from beyond the cliff's edge, only to be immediately ensnared by Leif's magic spell. The pull of the earth is too great, and it is immediately pulled back below the cliff, roaring with anger as it finds its wings useless.

Jorr, seeing an opportunity, moves in closer and from behind a tree looses a heavy crossbow bolt at the weakest looking hobgoblin beside their leader. The sharp projectile lodges itself in the soldier's throat, killing him in a particularly unpleasant manner.

 
 Spoiler: Map 

 

Paul misses with acid splash, crits with cannon, lowering the Hellhound to very lower health.
The regulars take potshots at Bernie and Paul, both miss.

The Hellhound moves forward to use its fire breath; Ayalla's readied Sacred Flame triggers and kills it, preventing any damage.
The Sergent moves in and throws two javelins at Bernie; both miss.
The dragon flies above the lip of the cliff to attack...and fails its save vs. Readied Eartbind (5 vs. DC16). It drops back down out of sight, and begins to slowly descend towards the ravine floor.

Jorr snipes the nearest Regular, killing it.

Wuffles, Bernie, Leif, and Ayalla are up.

 Initiative Order: 
HVet: (1d20)[20]

Paul:(1d20+1)[15] BLESSED

HReg: (1d20)[14]
HH: (1d20)[12]
HSer: (1d20)[12]
Oz: (1d20)[6]

Jorr: (1d20)[5]
 Wuffles: (1d20)[3] BLESSED
Bernie: (1d20)[2] BLESSED
Leif: (1d20)[1]
Ayalla: (1d20)[1] 
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 1/3, 3rd: 2/2  
 
  

"I can't believe that actually worked!" Leif laughs as the dragon descends out of view, "But I'm going to need some cover!"

Leif then moves north, stopping briefly to whip the hellhound near Bernie with thorns, then moving onward to use the tower for cover so she can maintain the spell safely. She then summons Calcifer. "Fancy picking some of these guys off, little guy?"

Calcifer then heads off and attacks the hobgoblin with a glob of fire.

 
 Spoiler 
Leif moves three squares directly north and casts Thorn Whip on the hellhound.

To hit:  (1d20+8)[ 14 ] , to damage:  (2d6)[ 4 ]  piercing damage.

Leif then moves three more squares north, standing by the stairs, then summons her Wildfire Spirit six squares directly west of Leif's position. Calcifer then fires an orb of flame at the hobgoblin before moving beside Bernie.

To hit:  (1d20+8)[ 12 ] , to damage:  (1d6+3)[ 7 ]  fire damage
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: Concentration Bless
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla raises her crossbow again and looses another bolt at a hobgoblin.
 
 Spoiler: OOC 
Light Crossbow:  (1d20+6)[ 25 ] ,  (1d8+3)[ 6 ] 
 
Amnestic
Bernie, Leif, and Ayalla concentrate their attacks towards the leading hobgoblin sergeant, to mixed results. Leif's spells and Calcifer's firebolt both strike wide against him, but Bernie manages to catch him with one of his icy blade strikes, and the crossbow bolt from Ayalla strikes it in the shoulder. Bernie moving in finally gives the archer on the northeast tower a chance to strike, as it looses both its readied arrow and knocks a second one. Bernie deflects the first, but the second stabs into his upper thigh through his armour. The remaining two veterans continue to dash towards the battlefield, swords in hand, but they can't get close enough to actually engage.


 
 Spoiler: Map 

 

Wuffles keeps moving with Bernie, using another readied action to follow behind.
Bernie moves in and attacks twice, hitting once for  14 . Moving in provokes the readied longbow shot from the northeast tower, which misses.
Leif's Thorn Whip and Calcifer's fire bolt both miss.
Ayalla's crossbow shot hits. The sergeant is bloodied.

The two sword-veterans dash, the archer veteran shoots at Bernie again, hitting for  12.  Bernie is on 34/54 HP.

Paul is up.

 Initiative Order: 
HVet: (1d20)[20]

 Paul:(1d20+1)[15] BLESSED 

HReg: (1d20)[14]
HH: (1d20)[12]
HSer: (1d20)[12]
Oz: (1d20)[6]

Jorr: (1d20)[5]
Wuffles: (1d20)[3] BLESSED
Bernie: (1d20)[2] BLESSED
Leif: (1d20)[1]
Ayalla: (1d20)[1]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: Bless 
 Concentrating: --  
 
  
 "Great work!"  Paul shouts as he moves forward.  The dragon is down, and there weren't that many running across the bridge.  Time to cut off the other side.  With fire.

 
 Spoiler 

Move 40' towards the canyon, fire at the hobgoblin atop the tower across the way.
Ignoring half cover.  Advantage from being unseen?

Fire Bolt  (1d20+8)[ 14 ]  for  (2d10)[ 10 ]  plus  (1d8)[ 5 ]  fire
Advantage?  (1d20+8)[ 20 ] 

BA EC  (1d20+8)[ 11 ]  for  (2d8)[ 5 ]  force + 5' push
Advantage?  (1d20+8)[ 21 ] 
 
Amnestic
Circling around the edge of the tower, Paul uses the remaining cloak of darkness to launch two shots at the far tower, skewering the hobgoblin with magic before it can effect an evasion.

The remaining regular rushes forward, almost fully crossing the bridge, though still not able to bring his sword to bear, while the sergeant hacks away at the fighter with his greatsword. Bernie evades one strike, but takes the other one hard. Jorr takes the opportunity to take a potshot at the sergeant, but he's not able to properly find an angle, and the bolt soars away into darkness.

Though you can't see it, you hear a draconic roar from the seat of the ravine, and the churning of claw on rock as it begins its climb back up towards you.

 
 Spoiler: Map 

 

Unseen advantage saves Paul's rolls, killing the hobgoblin regular on the tower.
The remaining regular dashes forward.
The sergeant attacks Bernie twice, hitting once for 10 (and I may have just remembered his HAM), 27/54 remaining.
The dragon reaches the bottom of the cliff, and begins climbing back up the side, dashing to do so so, but no climb speed means it's still slow going.

Jorr shoots the Sergeant, and misses.

Wuffles, Bernie, Leif, and Ayalla are up.


 Initiative Order: 
HVet: (1d20)[20]

Paul:(1d20+1)[15] BLESSED

HReg: (1d20)[14]
HH: (1d20)[12]
HSer: (1d20)[12]
Oz: (1d20)[6]

Jorr: (1d20)[5]
 Wuffles: (1d20)[3] BLESSED
Bernie: (1d20)[2] BLESSED
Leif: (1d20)[1]
Ayalla: (1d20)[1]
 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: Concentration Bless
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla breaks cover and moves closer to the bridge before casting a spell.
 
 Spoiler: OOC 
 30 ft closer should bring some targets within range.
Sacred Flame: DC 15 Dex save  (1d20)[ 4 ]  or take  (2d8)[ 5 ]  radiant damage. The target gains no benefit from cover for this saving throw.
Wuffles attacks the enemy next to Bernie
Bite:  (1d20+6)[ 23 ] , piercing damage  (2d4+3)[ 7 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 9 ]  or be knocked prone.
Advantage  (1d20+6)[ 17 ]  (Pack Tactics)
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 1/3, 3rd: 2/2  
 
  

"You go help the others, I'll deal with our scaly friend," Leif nods to Calcifer. Calcifer then moves up beside Bernie and teleports him, and any other nearby allies, a little south to give them some breathing room. Leif then climbs the watchtower to get a better look at the dragon, if she can.

 
 Spoiler 
Calcifer moves within 5ft of Bernie and Waffles (the square directly to the right of Bernie should do), then uses Fiery Teleportation to move all three of them 15ft directly south. Any enemies within 5ft of where Calcifer teleports from take  (1d6+3)[ 9 ]  fire damage if they fail the DC 16 dexterity saving throw.

Meanwhile Leif starts climbing the stairs to the north of her.
 
Amnestic
Wuffles and Bernie team up to strike at the hobgoblin, with the spirit wolf first bringing him low, and then Bernie stabbing at the downed enemy. Even injured and downed, the soldier manages to evade the first blow, though the second strikes true. When Calcifer's flame washes over it, it lets out one final yell of pain before falling still. Ayalla strides forward, blasting sacred flame on one of the approaching armourless hobgoblins, but they're undeterred, rushing in to avenge their fallen comrades. An arrow shot flies forward, distracting Bernie (though it misses) enough for the charging hobgoblin to slashing forward, taking a chunk of his armour away.

 
 Spoiler: Map 

 

Wuffles hits and prones the sergeant.
Bernie misses one attack, hits with the second. He also uses Second Wind for 15 (max!) HP regain (42/54)
Calcifer teleports, killing the sergeant. Leif dashes (I presume?) 45ft up the stairs, 15ft remaining from the top.
Ayalla hits one of the veterans with Sacred flame.

One of the veterans dashes into melee.
One shoots an arrow at Bernie (nat 1, miss).
One slashes at Bernie - hits for  14  (28/54).

Paul is up.

 Initiative Order: 
HVet: (1d20)[20]

Paul:(1d20+1)[15] BLESSED

HReg: (1d20)[14]
HH: (1d20)[12]
HSer: (1d20)[12]
Oz: (1d20)[6]

Jorr: (1d20)[5]
 Wuffles: (1d20)[3] BLESSED
Bernie: (1d20)[2] BLESSED
Leif: (1d20)[1]
Ayalla: (1d20)[1]
 
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: Bless 
 Concentrating: --  
 
  

Paul moves towards the edge of the canyon, although the half-orc is sure to stop a few feet from the edge.  He aims his wand at the torchlit figure of the hobgoblin atop the tower across the gorge, and launches a jet of flame and a purple bolt at it.  Glancing into the canyon, he looks for the dragon.  Whether he sees it or not, he moves back south to help his companions near the end of the bridge if the hobgoblin falls.

 
 Spoiler 

Move 20' NE.
Ignore half cover, advantage due to being unseen, probably.

Fire bolt  (1d20+8)[ 16 ]  for  (2d10)[ 11 ]  plus  (1d8)[ 3 ]  fire
Advantage   (1d20+8)[ 12 ] 
Eldritch Blast   (1d20+8)[ 28 ]  for  (2d8)[ 7 ]  force, 5' pushback
Advantage   (1d20+8)[ 11 ] 
If the hob dies, move 20' S.
 
Amnestic
Another dual blast of Paul's soars across the bridge, crossing in the dark of night, both striking the hobgoblin and thrusting him back. He remains standing, though clearly bloodied by searing wounds. The remaining hobgoblin regular continues to move forwards, focusing on evasion, while the dragon keeps climbing the gorge wall, though it remains below the 'lip'.

Jorr takes another shot at the closest hobgoblin, this one finds its target against the unarmoured enemy, piercing through its shoulder.

 
 Spoiler: Map 

 

Paul grabs another crit, bloodying the archer sergeant.

The regular moves forward, and dodges.
The dragon continues its climb.

Jorr shoots the sergeant north of Bernie, hits for  22 .

Wuffles, Bernie, Leif, Ayalla up.

 Initiative Order: 
HVet: (1d20)[20]

Paul:(1d20+1)[15] BLESSED

HReg: (1d20)[14]
HH: (1d20)[12]
HSer: (1d20)[12]
Oz: (1d20)[6]

Jorr: (1d20)[5]
 Wuffles: (1d20)[3] BLESSED
Bernie: (1d20)[2] BLESSED
Leif: (1d20)[1]
Ayalla: (1d20)[1]
 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: Concentration Bless
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla goes to follow Leif while dropping Sacred flame on a hobgoblin.
 
 Spoiler: OOC 
Move to the base of the tower to follow Leif up the stairs.
Sacred Flame: DC 15 Dex save  (1d20)[ 6 ]  or take  (2d8)[ 7 ]  radiant damage. The target gains no benefit from cover for this saving throw.
Bite:  (1d20+6)[ 7 ] , piercing damage  (2d4+3)[ 9 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 17 ]  or be knocked prone.
Advantage  (1d20+6)[ 11 ]  (Pack Tactics)
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 1/3, 3rd: 2/2  
 
  

Leif runs to the edge of the watchtower and looks down into the gorge, scanning for the dragon. Once she sees it, she lifts her arms into the air and waves them from side to side as if beginning a strange ritualistic dance. "I'm sorry mister dragon, but your services will no longer be required." Then a massive torrent of water appears in the air above the dragon and crashes down upon it.

Meanwhile, Calcifer teleports himself and any allies he can further back.

 
 Spoiler 
Leif casts Tidal Wave, centred on the dragon. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes  (4d8)[ 17 ]  bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.

Calcifer moves into a position where he can teleport and hit multiple enemies, if possible, then uses Fiery Teleportation to deal  (1d6+3)[ 5 ]  fire damage to them and teleports himself and any allies within 5ft of him 15ft south.
 
Amnestic
Wuffles latches onto the unarmoured leg and tears at it, locking it in place for Bernie to deliver two quick strikes that pierce through its chest, sending blood spattering everywhere. The fighter falls, dead. Flames burn away at the other veteran in the melee as calcifer teleports away with Bernie and Wuffles in tow, leaving the veteran unmarked. Though Ayalla follows up with her own flames, the veteran pushes on through the pain, swinging his blade at the spirit caster, though she dodges away from it.

From atop the tower, Leif calls down a wave of tidal water upon the dragon, but the mighty beast holds fast to the side of the cliff, twisting its wings to shield itself against the tumultuous force. The remaining veteran takes a potshot at her with his bow, though the long distance over a windy ravine makes it go wide. He disappears down the tower out of sight.


 
 Spoiler: Map 

 

Wuffles and Bernie finish off the left Veteran, while Ayalla and Calcifer damage the right one, though it stays standing.
The dragon makes its save vs. Tidal Wave (18+7=25) so stays clinging to the cliff edge.

I rolled poorly on attack rolls; the veteran slashes at Ayalla, and misses. The other veteran shoots at Leif, and also misses. He then moves down the tower.

Paul is up.

 Initiative Order: 
HVet: (1d20)[20]

Paul:(1d20+1)[15] BLESSED

HReg: (1d20)[14]
HH: (1d20)[12]
HSer: (1d20)[12]
Oz: (1d20)[6]

Jorr: (1d20)[5]
 Wuffles: (1d20)[3] BLESSED
Bernie: (1d20)[2] BLESSED
Leif: (1d20)[1]
Ayalla: (1d20)[1]
 
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: Bless 
 Concentrating: --  
 
  

Paul finishes circling around the tower... one hobgoblin left, here.  He doesn't see the one on the far side making an escape.  Fire and force beams fly for the final foe.

 
 Spoiler 

Paul will move around and onto the base of the bridge with 40' movement, after killing the last hob.
Fire bolt  (1d20+8)[ 16 ]  plus  (1d4)[ 2 ]  bless for  (2d10)[ 10 ]  +  (1d8)[ 2 ]  fire

EB  (1d20+8)[ 11 ]  plus  (1d4)[ 4 ]  bless for  (2d8)[ 10 ]  force
 
Amnestic
Circling around at speed, Paul's dual shots finish off the unarmoured hobgoblins, firing at both to deal simultaneous death. Despite being sodden by the wave, the dragon continues its ascent, climbing back up over the lip it had originally been crossing before becoming earthbound. Unable to reach any enemies though, it opts to play defensively. Despite its hesitance, Jorr still manages to plant a crossbow bolt into its scales.

 
 Spoiler: Map 

 

Low rolls aren't so bad when your enemies don't have any armour on. Paul finishes off the two hobs.

The dragon finishes climbing the cliff, and  Dodges .

Despite disadvantage, Jorr hits with a crossbow shot, for max damage.

Wuffles, Bernie, Leif, Ayalla are up.

 Initiative Order: 
HVet: (1d20)[20]

Paul:(1d20+1)[15] BLESSED

HReg: (1d20)[14]
HH: (1d20)[12]
HSer: (1d20)[12]
Oz: (1d20)[6]

Jorr: (1d20)[5]
 Wuffles: (1d20)[3] BLESSED
Bernie: (1d20)[2] BLESSED
Leif: (1d20)[1]
Ayalla: (1d20)[1]
 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: Concentration Bless
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
 
 Spoiler: OOC 
Dash up the stairs. Try to telekinetically shove the dragon back off the cliff.
Bonus action: telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15)  (1d20)[ 11 ]  or be moved 5 feet toward or away from you.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 1/3, 3rd: 1/2  
 
  

"Oh so you joined us anyway," Leif says to the dragon, "Well, since you're here we might as well..."

She then summons bolts of flame and throws them at the dragon. "...get to know each other!"

Calcifer, sensing Leif is now fighting the dragon proper, moves to join her.

 
 Spoiler 
Leif casts Scorching Ray, aiming all three bolts at the dragon.
To hit:  (1d20+8)[ 17 ] ; to damage:  (2d6)[ 4 ][ 3 ](7) 
To hit:  (1d20+8)[ 21 ] ; to damage:  (2d6)[ 3 ][ 6 ](9) 
To hit:  (1d20+8)[ 27 ] ; to damage:  (2d6)[ 2 ][ 4 ](6) 

Calcifer moves as close as possible to Leif, teleporting if needed.
 
Amnestic
Muscly though it is the dragon isn't able to prevent Ayalla's telekinetic assault, nor effectively evade the rain of scorching rays that descend upon it from on high, searing its scales. Bernie moves forward, clutching his blade and watching it warily, but the great beast is too far for him to engage it in melee.


 
 Spoiler: Map 

 

Ayalla's shove lands, though it's not quite off the edge.
Bernie moves forward, and Dodges, since he can't reach the dragon.
Leif hits with 3 scorching ray blasts for 22 total.

The remaining Veteran on the northeast tower reaches the bottom and dashes north; given the position it's going to be assumed he flees the battlefield at this stage.

Paul's up.

 Initiative Order: 
HVet: (1d20)[20]

Paul:(1d20+1)[15] BLESSED

HReg: (1d20)[14]
HH: (1d20)[12]
HSer: (1d20)[12]
Oz: (1d20)[6]

Jorr: (1d20)[5]
 Wuffles: (1d20)[3] BLESSED
Bernie: (1d20)[2] BLESSED
Leif: (1d20)[1]
Ayalla: (1d20)[1]
 
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: Bless 
 Concentrating: Faerie Fire  
 
  

Paul moves around the tower, summoning some lights around the dragon to illuminate it in the night and firing his cannon at it before retreating the way he came a bit.   Big claws!  I do not want to get too close to that. 
 
 Spoiler 

Faerie Fire, Dex DC 15 or attacks against it have advantage.
Dragon Dex  (1d20)[ 11 ]  plus mods

Eldritch Cannon  (1d20+8)[ 23 ]  plus  (1d4)[ 4 ]  Bless for  (2d8)[ 9 ]  force damage and a 5' push back off the cliff!
Disadvantage roll in case FF doesn't land.  (1d20+8)[ 18 ] 
Moving 30' around the base to a couple of squares south of Ayalla, attacking, then moving 10' back around the tower.
 
Amnestic
Though the dragon manages to wave away the multilcoloured lighting, the cannon shot thrusts it from the side of the cliff once more, causing it to drop down again with a roar of frustration.

 
 Spoiler: Map 

 

The dragon makes it save vs. Faerie fire, but the cannon still hits, pushing it over the edge.

On its turn, the dragon falls 60ft and lacking any other options, dodges.

Lacking a target, Jorr readies an action to attack.

Leif and Ayalla (and I guess Bernie and Wuffles, for however much that's worth) are up.

 Initiative Order: 
HVet: (1d20)[20]

Paul:(1d20+1)[15] BLESSED

HReg: (1d20)[14]
HH: (1d20)[12]
HSer: (1d20)[12]
Oz: (1d20)[6]

Jorr: (1d20)[5]
 Wuffles: (1d20)[3] BLESSED
Bernie: (1d20)[2] BLESSED
Leif: (1d20)[1]
Ayalla: (1d20)[1]
 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: Concentration Bless
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla nods with satisfaction that they were able to push the dragon back down again.
 
 Spoiler: OOC 
Move to the other side of Leif to get a clear shot at the dragon.
Ready action to fire crossbow at it when it climbs to within 80 ft, by my estimate it is something like around 90 ft away now.
Light Crossbow:  (1d20+6)[ 25 ] ,  (1d8+3)[ 10 ] 
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 0/3, 3rd: 1/2  
 
  

"This must be really frustrating for the little guy," Leif chuckles before throwing more rays of fire at the dragon. Calcifer moves towards the edge of the gorge and throws a little mote of fire as well.

 
 Spoiler 
Leif casts Scorching Ray, again targeting the dragon with all three bolts.
To hit: [roll]1d20+8[/roll] or  (1d20+8)[ 13 ] ; to damage:  (2d6)[ 6 ] 
To hit: [roll]1d20+8[/roll] or  (1d20+8)[ 15 ] ; to damage:  (2d6)[ 7 ] 
To hit: [roll]1d20+8[/roll] or  (1d20+8)[ 11 ] ; to damage:  (2d6)[ 9 ] 

Calcifer moves to the square at the edge of the gauge, directly north of Paul, then uses Flame Seed.
To hit: [roll]1d20+8[roll] or  (1d20+8)[ 27 ] ; to damage:  (1d6+3)[ 9 ] 
 
Amnestic
Shrouded in darkness, the fire bolts from Leif spread wide, impacting the ground past the dragon but not landing on their target. It does serve to give Calcifer a guiding light though, while Ayalla readies her shot. Bernie and Wuffles aren't able to reach the creature, so they merely get closer to the edge.

 
 Spoiler: Map 

 

Calcifer hits, the rest miss.

Paul's up.

 Initiative Order: 
HVet: (1d20)[20]

Paul:(1d20+1)[15] BLESSED

HReg: (1d20)[14]
HH: (1d20)[12]
HSer: (1d20)[12]
Oz: (1d20)[6]

Jorr: (1d20)[5]
 Wuffles: (1d20)[3] BLESSED
Bernie: (1d20)[2] BLESSED
Leif: (1d20)[1]
Ayalla: (1d20)[1]
 
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: Bless 
 Concentrating: Faerie Fire  
 
  
Paul moves to the edge of the cliff and crouches, bending forward and sending spellfire at the foe, before moving east.   "Remember to spread out." 
 
 Spoiler 

20' to move to edge of cliff, then move 20' east/southeast so we aren't clustered up.
Faerie Fire, Dex DC 15 or lit up
Dragon Dex  (1d20)[ 9 ] 

Eldritch Cannon  (1d20+8)[ 21 ]  for  (2d8)[ 2 ]  force and a 5' push
Advantage?  (1d20+8)[ 18 ] 
 
Amnestic
Paul's midair burst of light is again dispelled by the creature's wings, buffeting the light away before any can lay claim to its scales. The cannon forces it towards the ground just a little faster, but when it hits the ravine floor once more it doesn't try to climb once more. Instead it turns, and though you can't clearly see it, its silhouette appears to be retreating away from the bridge as fast as its legs can carry it.

 
 Spoiler: Map 

 

It dodges the Faerie Fire again - even without the Dodge to give it advantage on the save, it's rocking a +7 to dex saves.
The cannon hits though, for 2.

The dragon reaches the ground and Dashes away.

Combat is now ended unless the party wants to try to pursue, but it's night, and your options for hitting it are limited in the next 5 rounds before Earthbind expires and its flight speed+dash will take it away from anything you can do, especially for Leif+Ayalla who are at the top of the tower. Paul  can  keep pace by Dashing along the cliff edge, but every cannon shot is going to be at disadvantage due to darkness.

 Initiative Order: 
HVet: (1d20)[20]

Paul:(1d20+1)[15] BLESSED

HReg: (1d20)[14]
HH: (1d20)[12]
HSer: (1d20)[12]
Oz: (1d20)[6]

Jorr: (1d20)[5]
 Wuffles: (1d20)[3] BLESSED
Bernie: (1d20)[2] BLESSED
Leif: (1d20)[1]
Ayalla: (1d20)[1]
 
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 0/3, 3rd: 1/2  
 
  

Leif touches her Earring of Message with her right hand and points at the dragon with her left, then casts Message. "This isn't a fight we intended to join, but be warned - we'll do more than clip your wings if we see you or your friends again."
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: Concentration Bless
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla watches the dragon retreat with crossbow ready until it is out of sight.
  "We shouldn't lower our guard for a while, it could come back and make a surprise attack."  
Amnestic
Whether or not it's because of the warning (and it doesn't seem likely, knowing what you do of dragons), the beast does not return. When Earthbind elapses, there is no triumphant return of beating wings. Peering through the darkness you see flickering shadows and...not much else. Minutes tick by, and you're left with just the wind rushing through the canyon.

As you gather back together and begin inspecting the bridge - absent the threat of hobgoblins - you note that a crack at the base of one of the southern towers which, if widened by force may be enough to collapse it.

 
 Spoiler: OOC 

15 experience for the Deadly encounter this was. Would've been deadlier on your health pools had the dragon not been indisposed!

The hob Veteran had a potion of healing on him, but otherwise those you've killed had nothing of note. If you're investigating north instead of just destroying the bridge let me know.

And if you  are  destroying the bridge, say how. Slashing weapons probably not the most efficient option :P
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 0/3, 3rd: 1/2  
 
  

Leif goes to the encampment on the other side of the bridge, to see if there's anything if note. Particularly anything in Infernal, as before.

Investigation check:  (1d20+3)[ 16 ] 
Amnestic
The party prepares to destroy the bridge, though with the time they've been granted they investigate the northern camp and the towers.

Though the dead hobs had little in the way of items of note, you do find a secreted stash of potions atop the northwest tower where the dragon had been resting.

 
 Spoiler: Potions 

Potion of Superior Healing (8d4+8)
Potion of Invisibility
 


There are no notes or any other instructions to be found in the camp, not in the goblin tongue nor Infernal. What you do find in one of the tents however is a goliath, manacled, bound, and gagged, alongside a drake, likewise caged and muzzled. A chest nearby contains what looks some goliath-sized equipment, that you can likely assume was taken from the otherwise stripped individual left to just their clothes.
J-H
 Paul Mauser 

Paul cautiously unties the goliath, starting with her gag.   "I'm going to assume that you're not on the side of the hobgoblins or their dragon.  We have chased them off, for now.  Would you care to share your recent history, and then we share ours?"   He'll let her handle the...small dragon? Drake?  Paul's not interested in losing any of his fingers to an upset animal.
Archemist
 "Thanks,"  is the terse reply.  "Seeing an orc is usually not good sign, but you're handsome after all these hobgoblins. Nice 'stache. You travel with fire and air?" 

She looks at the odd group assembled in the tower.  "Are you some kind of rescue? I thought I was careful about my tracks. But then, the hobgoblins caught me so I wasn't good enough."  She sighs, disappointed at herself.  "I'm Polina, from Red Rock. You know, up in the Giantshield mountains? My tribe heard of bugbears and goblins capturing dragons in these mountains and turning them bad. They need to stop or be stopped before they use the dragons to attack everyone."  She coughs, her mouth dry, since this is probably the most she's spoken in days. Weeks, maybe.

 "So you killed the dragon that was here? And their wyrmsinger? I think they wanted me to teach them my tricks with Rax. Otherwise we'd be dead."  Polina frees the small blue drake as she talks about it. She coos at it and it nuzzles her hand. It looks hungry and flies off quickly as Polina says in Draconic,  "Go hunt, poor thing."  She begins gathering her shield and things.  "I hear there's a big goblin in the mountains with an army. Is that right? Are you going to kill him too?" 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: Concentration Bless
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla offers Polina a waterskin.
  "The dragon has fled, we will probably see it again."  
Archemist
 
 Originally Posted by Izzarra 
       
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: Concentration Bless
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla offers Polina a waterskin.
  "The dragon has fled, we will probably see it again."   
 

 "Good! I'm sure it is a good boy - it was making some very frustrated noises during your attack just now." 
J-H
 Paul 
 "You're saying that big green monster of a dragon could have been...friendly?  How would that happen?  We didn't defeat it as much as we did make its life so unpleasant that it left." 
Archemist
Polina says, meaningfully,  "Do you not destroy your enemies when you make friends of them?" 

She adds,  "So who ARE you?"  She takes the offered waterskin from Ayalla and gulps some down. Polina proceeds to beat on her own sternum with her fist twice, and then belches loudly before handing back the waterskin with a nod of thanks.

She carefully puts on her armor, which has more bits and bobs than seems practical, and takes a little while. She dresses in silence, not sure whether you are expecting her to reward you for the rescue, join you, or do a little jig.
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: Concentration Bless
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
  "I am Ayalla Nazonda, a Gyðja by trade. This is Wuffles."  
Ayalla Nazonda is an air genasi with light blue skin that matches the clear midday summer sky, long white hair that almost floats in defiance of gravity, and eyes the color of the golden rays of sunlight at dawn. She is wearing a brown leather duster over a blue coat of plate. As she moves her feet barely touch the ground as she seemingly glides around. An unusual timber wolf accompanies her. Its coat is deep black and there are motes of light that glow faintly and move around on it.
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: --  
 
  

The half-orc straightens.   "My name's Paul, Paul Mauser.  I'm an imbuer of magical items and a decent hand at slinging spell-fire directly.  These hobgoblins took over a keep a ways south of here, and we found some documents indicating they're planning a full-on invasion.  One of their clerics had a symbol of Tiamat, which lines up with them making friends with dragons too.  Nobody else around here has a big army to stop them with, so we're doing what we can to slow them down until somebody can maybe put together a real response." 
Amnestic
With your newfound companion rescued from the dastardly clutches of the dragon and its hobgoblin cohorts, you bravely...return the way you came. A judicious application of Shatter-spells to the base of the bridge causes at first a crumble and then a massive thundering  clap  as cracks run along its base. They grow, splintering the stone and sending a steady rain of dust and crumbling rocks down into the ravine below, before it all comes down in one tumultuous moment. A massive plume of dust rises up to accompany the symphony of crashes, threatening to choke you out had you not gained distance.

With your mission successful, you retreat towards the safety of the treeline, to remake your own camp, and recover for the next day - perhaps swapping stories and tales as you do so.

 
 Spoiler: OOC 

Party receives 15exp for beating the Deadly encounter and 8exp for blowing the bridge as a 'quest' objective, so 23 total from that encounter.

Assuming sheets are updated I believe that puts the party at 84/100.

You then benefit from a long rest, since I presume you're not travelling far at night.
 

 Day 4 

Though you had set watches, they prove to be unnecessary. Perhaps the wildlife had been scared off from the area by the bridge collapse, but you see neither Red Hand patrols, nor any other creatures to bother you during the night. It isn't long in your trek back to town that you reach the fork in the road once more. Bernie seems somewhat concerned about the lack of giants, and volunteers to check in on them, while the rest of you warn Drellin's Ferry, and so he bids you a hopefully temporary farewell.

Jorr continues to lead you back south along the winding back trails of the Witchwood, your victory still freshly behind you. Not long into the afternoon, while the sun hangs overhead with scorching heat, Jorr raises a hand for you to stop, pointing out a number of cocoon-like nests up in the tree branches.  "Stirges, lots of 'em. Try not to let 'em latch on ya or they'll suck you dry!"  His voice is little more than a whisper, but even that much seems to have roused the flying beasts, as a loud buzzing emerges - followed quickly by the razor 'nosed' creatures themselves. There's a hunger in their flitting motions, and they have you in their sights.

 
 Spoiler: Map 

 

Not much to say about this one really. The party's up!

 Initiative 
Polina:(1d20)[17]
Leif:(1d20)[14]
Ayalla:(1d20)[13]
Paul: (1d20+1)[8]

Stirges:(1d20)[2]

Jorr: (1d20)[1]
 
Archemist
 
 Originally Posted by Amnestic 
 With your mission successful, you retreat towards the safety of the treeline, to remake your own camp, and recover for the next day - perhaps swapping stories and tales as you do so.

Jorr raises a hand for you to stop, pointing out a number of cocoon-like nests up in the tree branches.  "Stirges, lots of 'em. Try not to let 'em latch on ya or they'll suck you dry!"  His voice is little more than a whisper, but even that much seems to have roused the flying beasts, as a loud buzzing emerges - followed quickly by the razor 'nosed' creatures themselves. There's a hunger in their flitting motions, and they have you in their sights.

 
 Spoiler: Map 

 

Not much to say about this one really. The party's up!

 Initiative 
Polina:(1d20)[17]
 
 
 

Polina nods to Jorr, in silent thanks for the warning. Then she's off like an arrow loosed from a bow, motioning to Rax to fly along to flank the bugs. They both head for the leftmost of the buzzing. Rax swoops in and snaps at one bug with his small jaws, and Polina swings her battleaxe like a large flyswatter towards the group of stirges as well. They seem well used to the teamwork, and Polina's quick commands in Draconic are more of a shorthand than sentences.

Polina and Rax don't make any attempt to stay quiet. They both roar as they charge in and start swinging.

 
 Spoiler: OOC - Drake command, move in, regular attack x2 
Bonus action to have Rax bite:  (1d20+6)[ 21 ]  for  (1d6+3)[ 5 ]  piercing damage.
Polina's two attacks, aimed at finishing off Rax's bug or moving on to the others in the leftmost group of 3 stirges:
 (1d20+7)[ 27 ]  for  (1d8+4)[ 12 ]  slashing damage.
 (1d20+7)[ 13 ]  for  (1d8+4)[ 5 ]  slashing damage. Rax will use his reaction to add  (1d6)[ 3 ]  lightning damage to this one if it hits (from Infused Strikes).
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2  
 
  

"Someone's eager!" Leif laughs, "We'd best not let Polina have all the fun."
She then moves northward and a stream of flames burst from her hands.

 
 Spoiler 
 

Leif casts Burning Hands. DC16 dexterity saving throw or  (3d6)[ 4 ][ 4 ][ 1 ](9)  fire damage.
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: --  
 
  

Paul aims his wand at the easternmost group of stirges, conjuring a ball of acid that splatters them.  He moves northeast, shielding the rest of the group a bit.
 
 Spoiler 

Acid Splash, Dex DC 15 negates.  Otherwise,  (2d6)[ 4 ]  +  (1d8)[ 6 ]  acid damage
S1 Dex  (1d20)[ 17 ] 
S1 Dex  (1d20)[ 8 ] 
Move 15' northwest to draw their attention away from others.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: Concentration Spirit Guardians
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 1/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Activate bug zapper.
 
 Spoiler: OOC 
Cast Spirit Guardians, allies are unaffected, move forward 30 ft to the center of all of all of them.
15 ft radius, enemy speed is halved in the area, on a successful save half as much damage.
DC 15 Wiz save, don't know how many are going to move in.
 (1d20)[ 12 ]  or take  (3d8)[ 14 ]  radiant damage.
 (1d20)[ 4 ]  or take  (3d8)[ 9 ]  radiant damage.
 (1d20)[ 12 ]  or take  (3d8)[ 11 ]  radiant damage.
 (1d20)[ 8 ]  or take  (3d8)[ 6 ]  radiant damage.
 (1d20)[ 10 ]  or take  (3d8)[ 13 ]  radiant damage.
 (1d20)[ 8 ]  or take  (3d8)[ 10 ]  radiant damage.
 (1d20)[ 13 ]  or take  (3d8)[ 9 ]  radiant damage.
 (1d20)[ 9 ]  or take  (3d8)[ 10 ]  radiant damage.
 (1d20)[ 4 ]  or take  (3d8)[ 8 ]  radiant damage.

Wuffles will stand next to Ayalla and attack the first enemy that makes it into melee.
Bite:  (1d20+6)[ 19 ] , piercing damage  (2d4+3)[ 9 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 4 ]  or be knocked prone.
Advantage  (1d20+6)[ 9 ]  (Pack Tactics)
 
Amnestic
The party unleashes a torrent of pain upon the bugs before they can even mount a proper offensive, as expected from trained warriors. Polina and Rax dart in, axe and maw crunching down upon the tiny creatures. One of them escapes Polina's grasp, but Paul covers her with a globule of acid that engulfs the tiny bloodsucker. Leif's fire blows away the small group that emerges from its nest, incinerating them in a flurry of scorched wings. Ayalla's spirits do likewise, assailing the stirges before they can move and forcing the life from them in the blink of an eye.

When all's said and done, only three remain. Dumb as it is, one immediately flies into Ayalla's spell and perishes as a result. The other two - whether smarter or just luckier - turn towards Leif. She ducks away from one but the other flies in and latches onto her neck, slurping up her lifeblood. Jorr takes a shot, skewering the one that  hadn't  stuck itself into the tiefling, but one stirge against many is not a fight that will end well for the insect, and it's swiftly removed, stomped on, and killed.

 
 Spoiler: OOC 

Stirges, as it turns out, are very squishy, and vulnerable to area of effect abilities.

Polina and Rax kill two - the second attack barely misses it's strike.
Leif's Burning Hands incinerates 3.
Ayalla's Spirit Guardians ends up wiping out five.
Paul kills off one with acid splash.

Of the three remaining stirges, one flies directly into spirit guardians and immediately dies.
The two survivors attack Leif. One misses, the other hits, for  7  damage and attaches to her.

Jorr shoots the unattached one, leaving the entire party to gang up on an AC14 2HP creature; I think it's fair to say the battle is over. Not all encounters are gonna be deadly!

This was  Easy  so you get 5xp.

If you want to short rest to heal/recover, it's available.
 

 Day 4, Night 

After dealing with the stirges, Jorr continues leading you through the forest. On the party's advice he steers clear of the Keep a second time, and by the time night falls you're still in the thick of the forest. You settle down around a campfire for the night, and each in turn take on a night watch.

In hours of the early morning, while the rest of you are sleeping, you are rudely awakened by the sound of Jorr yelling and firing his crossbow into the darkness. Suddenly, vines spring up all around you, trying to lock you down in your bedrolls! Natural ability keeps the party from being ensnared...mostly. Jorr seems to have been more focused on reloading his crossbow and Wuffles was slow to wake, as they're swiftly bound by the greenery.

As you blink sleep from your eyes you see crawling vegetation, thick and wavy vines, creeping towards you at the edge of the campfire light.  "Assassin vines!"  Jorr yells while failing to de-snare himself.  "They're carnivorous!" 
 
 Spoiler: Map 

 

Getting decent mileage out of this generic dense forest map.

A night time ambush, of all things!

I rolled a d5 to decide who was on watch and it ended up being Jorr. This worked out...okay for initiative purposes!

Because the party was asleep (except for Jorr) they start Prone, you won't have your shields equipped, and if you are in medium/heavy armour you'll probably want to decide if you want 1/4 hit dice recovery instead of 1/2 for this long rest.

 Round 1: 
On the first turn, Jorr yells the party awake and shoots one of the vines, hitting for 11.
Paul and Leif are Surprised due to being asleep so they don't get to act.

Two of the vines crawl forward 5 feet and Animate Vines beneath the party. Wuffles and Jorr failed their strength saves, the rest of the party made them. Those two are Entangled and Restrained (DC13 athletics to break as an action). The area is also difficult terrain.
The other vine Dashes (for a whole 10ft).

Ayalla and Polina are Surprised, so they don't get to act.

 Round 2: 
Jorr tries an Athletics check to break the restrain and...rolls a 1. With only a +3, that is insufficient. He remains restrained.

 Paul and Leif  are up. You're both prone, but not restrained.


 Initiative: 
Jorr: [17]
 Paul: [17]
Leif:[15] 

P:(1d20)[13]

Polina: [12]
Ayalla: [1]
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 2/2  
 
  

“Hey hey hey!” Leif yells as she stands up, practically offended that plants would attack her at all, “What the bloody hell do you think you’re doing?”
Summoning bolts of flame, Leif throws one at each of the plant creatures. “Clearly this garden is in need of tending!”

 
 Spoiler 
Leif stands up from prone and then moves 15ft west, between the plant creatures and the rest of the party. She then casts Scorching Ray, each bolt targeting a different plant creature.
To hit:  (1d20+8)[ 24 ] , to damage:  (2d6)[ 2 ][ 1 ](3)  fire damage
To hit:  (1d20+8)[ 23 ] , to damage:  (2d6)[ 5 ][ 3 ](8)  fire damage
To hit:  (1d20+8)[ 11 ] , to damage:  (2d6)[ 5 ][ 5 ](10)  fire damage
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: --  
 
  

Paul grabs his wand and rolls out of his sleeping bag, picking up the rune-covered tube that holds his cannon.  He points at the blights with his wand, copying his compatriot as he fires jets of flame at them.
 
 Spoiler 

Scorching Ray.   (1d8)[ 6 ]  extra damage on the first hit due to Arcane Firearm.  One at each blight.
Ignore half cover, if present
Ray 1  (1d20+8)[ 25 ]  for  (2d6)[ 10 ]  fire
Ray 2  (1d20+8)[ 11 ]  for  (2d6)[ 2 ]  fire
Ray 3  (1d20+8)[ 28 ]  for  (2d6)[ 10 ]  fire
Move 2 squares NE to get out of the difficult terrain.
 
Amnestic
The slithering monsters continue their assault, even in the face of the spread flames. Though the impact clearly burns them, the plantlife seems relatively unperturbed by the scorching fire and press on into the camp. As they get closer, they fling their vines forward, aiming to ensnare Polina, Rax, and Jorr - their closest foes. The practiced goliath manages to twist away even on the ground, but the drake and your huntsman are less lucky and quickly find themselves bound by constricting vines. Made worse is that the vines appear coated in some thick poisonous substance, one that immediately seeps into Rax's scales, sapping the life from it.

 
 Spoiler: Map 

 

Paul hits with two of his scorching rays (top and bottom)
Leif also hits with two (top and middle). She can't move 15ft west due to difficult terrain, she gets 5ft instead, after the 15ft spent on standing up from prone.

The creatures seem resistant to fire damage, despite being plants. Didn't think they were but then I reread the statblock.

One attacks Polina, and misses.
One attacks Rax, and hits (despite Prone disadvantage). It takes  14  bludgeoning damage and is Grappled (DC14 athletics/acrobatics to escape). Then at the start of its turn, it takes a further  30  poison damage (unfortunately, a high roll - 3, 3, 6, 6, 6, and 6 on 6d6).
One attacks Jorr, and hits. He takes  11  bludgeoning damage and is Grappled/Restrained (DC14 athletics/acrobatics to escape), and - assuming someone doesn't free him with their own action (that'd be Athletics-only rather than Acrobatics) - will also take poison damage (of the 6d6 variety) at the start of his turn.

Everyone's up.

 Initiative: 
 Jorr: [17]
Paul: [17]
Leif:[15] 

P:(1d20)[13]

 Polina: [12]
Ayalla: [1] 
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 2/3, 3rd: 2/2  
 
  

“Calcifer, get us out of here," Leif says as she steps forward and the familiar little sprite of flame appears where she was standing. Calcifer then teleports everyone nearby a short distance away and out of the vines grappling them. "Group them up!" Leif calls to the others.

 
 Spoiler 

Calcifer uses Fiery Teleportation, teleporting everyone within 5ft (Leif, Jorr, Rax, Ayalla and Polina) 15 feet northeast.
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: --  
 
  
(AC is lower than listed)

 "Plants that don't burn?"   Paul taps his cannon, which deploys, holding on to his left arm.  He fires a purple blast at the plant creature holding Jorr, and follows up with a glob of acid.

 
 Spoiler 

EC  (1d20+8)[ 9 ]  for  (2d8)[ 9 ]  force damage, and 5' pushback, which may break the grapple on Jorr.
Acid Splash  (2d6)[ 6 ]  plus  (1d8)[ 3 ] 
Dex DC 15 negates
VB Dex  (1d20)[ 10 ] 
 
Archemist
Polina cries out in rage at the demise of Rax - she doesn't seem hurt, herself, but the dragon winking out of existence infuriates her. She wades over and rips at the vines holding Jorr, just before the whole party gets disconcertingly teleported a short ways away.

 
 Spoiler: OOC - Athletics roll 
 (1d20+7)[ 24 ]  to try to free Jorr.
 


She quickly yells out,  "You're dead, plants!"  and a magical aura surrounds the northernmost plant. She readies her battleaxe, hefting it in anticipation of doing some pruning.

 
 Spoiler: OOC - Bonus action Hunter's Mark 
It's Verbal only so hopefully technically being in the vines still when casting isn't an issue. The spell gives Polina another 1d6 on future attacks on that plant.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 1/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla sends Wuffles to attack the one holding Jorr and hits it with some Sacred Flame.
 
 Spoiler: OOC 
Back 20 ft away from the plants.
Sacred Flame: DC 15 Dex save  (1d20)[ 19 ]  or take  (2d8)[ 8 ]  radiant damage. The target gains no benefit from cover for this saving throw.
Bite:  (1d20+6)[ 17 ] , piercing damage  (2d4+3)[ 9 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 3 ]  or be knocked prone.
Advantage  (1d20+6)[ 21 ]  (Pack Tactics)
 
Amnestic
Scrambling, the party repositions themselves as best they can, moving away from the plants while flinging off spells and projectiles towards the encroaching vines. Ayalla's sacred flames strike wide, but Wuffles' bite tears a chunk of plant-flesh. Polina's vast strength reserves serve to likewise tear the Jorr from his plant-prison before the oozing liquid can seep into his system. He thanks her by loosing a crossbow bolt at the closest enemy, moments before they're all torn through a fiery wormhole a dozen feet east, adjacent to Paul who lobs a globule of acid at one, sizzlings it fronds.

Polina puts more distance between her and the enemy, not wanting to fall victim like Rax did, and takes two potshots with her longbow. They both strike, despite her preference for battleaxes. Ensnared by the vines, Wuffles is unfortunately victim to the poison just as Rax was, the foul liquid seeping into the spirit animal.

 
 Spoiler: Map 

 

A fair amount of the movement described didn't go as the party wished because of standing up from prone taking half your movement and the difficult terrain of the plants.
Polina frees Jorr from the vines before they can do more poison damage to him.
Ayalla's sacred flames is evaded. Wuffles can't make it to the south target due to standing up from prone, so retargets for the middle one instead. It hits for full damage, but it's a big vine; it's immune to being proned by the bite.

Jorr fires a shot at the middle target to try to get Sneak Attack. Despite only getting a 14 on the attack roll that is enough to hit for  13 .
Paul's acid splash takes effect for full damage. They are not acid resistant.
Leif teleports the party away with Calcifer.

The top plant attacks Wuffles, and misses.
The middle plant attacks Wuffles, and hits, for  10  bludgeoning damage. They're grappled/restrained (DC14) and will be subject to poison damage at the start of Ayalla's turn.
The bottom plant attacks Calcifer, and hits, for  9  bludgeoning damage, however apparently the spirit is immune to being grappled/restrained, so the vines don't lock onto it, and it has nothing to fear from the poison.

Since Archemist's on holiday I botted Polina - they moved a bit northeast to keep out of vine-range and longbow'd twice on the north one that has a hunter's mark. They both hit, for not-great damage, totalling  13  including the hunter's mark damage. (3+5, 3+2).
Unfortunately she couldn't get in close to try to free Wuffles due to the difficult terrain, who took  25  poison damage at the start of Ayalla's turn; I'm pretty sure that takes them out as well. I've left the token there for the moment in case I've missed something though.

 Just in case you want to focus fire (figuratively), the top and middle ones have taken about 30hp of damage each, and the bottom one has taken about 20hp of damage. None of them are bloodied (or whatever the plant equivalent of that would be. Sapped? No, that's not right...)

Party (minus Polina) are up.

 Initiative: 
 Jorr: [17]
Paul: [17]
Leif:[15] 

P:(1d20)[13]

 Polina: [12]
Ayalla: [1] 
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 2/3, 3rd: 1/2  
 
  

"First Rax, now Wuffles?" Leif says through gritted teeth, which become sharper and longer as her horns seem to grow and the air around her sizzles with magical power, "Don't. ****. With. Our. Pets!"

Instantly a glyph appears above the plant creatures and a massive explosion of flame falls from it, incinerating them all. Calcifer, emulating Leif's anger in a way only a cute little blob of fire could, shoots a mote of flame at the nearest plant creature as well.

 
 Spoiler 
Leif casts Fireball, dealing  (8d6)[ 2 ][ 1 ][ 5 ][ 1 ][ 6 ][ 4 ][ 6 ][ 4 ](29)  fire damage (ignores fire resist and any 1s are treated as 2) to any creature that fails the DC 16 dex save or half on a success.

Calcifer also shoots a mote of flame. To hit:  (1d20+8)[ 13 ] , to damage:  (1d6+3)[ 9 ] 
 
J-H
 Paul 

Paul flings another glob of acid at them, while moving up and around the hostile terrain.

 
 Spoiler 

20' north, 10' west
Acid Splash is competitive with Shatter for me.
 (2d6)[ 11 ]  plus  (1d8)[ 7 ]  acid damage, Dex DC 15 negates
N Blight Dex  (1d20)[ 7 ] 
Center Blight Dex  (1d20)[ 11 ] 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: Concentration Bless
Spell Slots: 1st: 2/4, 2nd: 3/3, 3rd: 1/2
Wuffles (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
 
 Spoiler: OOC 
Cast Bless on everyone else that is still standing. Move away.
 
Amnestic
Ayalla's gentle blessing washes over the party, and perhaps spurs Jorr to action. He ducks back to the edge of the firelight, loosing another bolt at the the weakest-looking vine, though estimating damage against a writhing mass of plantlife isn't exactly easy. The real damage comes in with the combination of fire and acid from Leif and Paul, scorching and sizzling away, dissolving the ashen whips as they lash out. One of the masses falls still, its life extinguished, though the other two press on, even in the face of Calcifer's flame mote. The closest one lashes out again, its appendages whipping past Calcifer to wrap around its far meatier master, and crushes their air from her lungs in the process.

 
 Spoiler: Map 

 

Ayalla blesses the party, though they don't make any attack rolls that go-around!
Jorr shoots the northern target, for a whopping six damage.
Paul's acid splash hits, for full damage on both.
Leif's fireball finishes off the northern vine, and Calcifer (barely) hits the southern one.

The middle-vine  Dashes  a full ten feet.
The bottom vine attacks Leif, and  crits  for  24  bludgeoning damage; she's also grappled+restrained, though has a better chance of being freed either by damage or athletics (DC14) before the poison takes effect.

Party's up.

Middle-vine is on single digit HP.
The bottom vine is bloodied, but not quite so injured.


 Initiative: 
 Jorr: [17]
Paul: [17]
Leif:[15] 

P:(1d20)[13]

 Polina: [12]
Ayalla: [1] 
 
J-H
 Paul 

Paul moves closer, next to the fire, and points his wand at the two remaining vine blights, his fingers pressing on a couple of runes as it starts to emit a high-pitched whine, and then goes silent before emitting a thunderous shockwave.
 
 Spoiler 

Move to just east of the fire, then back up 10' afterwards thanks to the Mobile ground speed.
Thunderwave, 1st level, with 1d8 bonus damage from arcane firearm.
 (2d8)[ 14 ]  thunder damage, plus  (1d8)[ 7 ]  to both? or one? I'm not sure.
DC 15 Con save half, and on a failed save, pushed back 10'.
VB Mid  (1d20)[ 7 ] 
VB S  (1d20)[ 17 ] 
 
Archemist
Polina is still obviously mad about Rax. As the northernmost plant shrivels, Polina's hunting aura moves to surround the southernmost plant.

But the pack comes first. Polina runs over to Leif and starts tearing away at the vines.

 
 Spoiler: OOC - Athletics 
 (1d20+7)[ 26 ]  to try to break her out. And it's a bonus action to transfer Polina's  Hunter's Mark  spell effect to another target. Maybe she'll get to attack it next turn. 😁
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 14/38, AC: 16
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 1/3, 3rd: 1/2  
 
  

"Why thank you, my knight in shining armour," Leif winks at Polina, before turning to the remaining plant creature, "Now then... What did we learn today?"

 
 Spoiler 
Leif casts Scorching Ray at the final plant creature.
To hit:  (1d20+8)[ 18 ] , to damage:  (2d6)[ 2 ][ 5 ](7)  fire damage
To hit:  (1d20+8)[ 13 ] , to damage:  (2d6)[ 1 ][ 6 ](7)  fire damage
To hit:  (1d20+8)[ 14 ] , to damage:  (2d6)[ 1 ][ 6 ](7)  fire damage
 
Amnestic
Paul runs forward and blasts the plants with thunderous magic, ending another one in a burst of green 'flesh' being torn asunder, though the vine holds fast on Leif up until Polina's intervention, ripping the vines from a second person before they can truly do harm. In thanks, Leif unleashes a fiery burst against the remaining foe, scorching it to cinders in a few moments. With that, the conflict comes to an end, and you are left in the firelight with the remnants of your would-be assassins, with only night's tender beckon to call you back to your bedrolls, though perhaps a little more on edge than before.

 
 Spoiler: OOC 

Deadly Encounter -  15  experience acquired. No great surprise, but the plantlife didn't have a stock of gold coins lying around, so no loot.

Also long rest acquired, so time to get all that health, spells, and pets back.
 

 Day 4, Day 

After an extended rest to ensure you're all fully recuperated and ready to face the day ahead, Jorr continues to lead you southwards, back along the causeway where you fought (and defeated) the hydra, finding no additional foes to face you. It's a good few hours into the trek, but you eventually return to Jorr's cabin, whereupon he bids you a polite farewell (and takes his coin in payment). A good natured  "Shouldn't have any trouble getting back to Drellin's Ferry on yer own, since you got here in the first place."  is how he sends you off, with the promise that he'll be making his own plans for fighting the Red Hand.

The villainous goblinoids are not far from your minds as you follow the back paths back towards Drellin's Ferry, and only grow in proximity when the sound of footpads approaches from the west. Peering through the undergrowth, you get very little time to prepare yourself before four goblins mounted on worg-back appear through the dense greenery. They have the appearance of scouts - outriders - and no doubt ones who have preyed on more unsuspecting traveling folk before you.

To no great surprise, they do not appear interested in a dialogue.

 
 Spoiler: Map 

 

We got a perfect split on initiative for once and perhaps only once.

Polina and Leif are up.

 Initiative Order: 
Polina: (1d20)[19] (1d20)[15] 
Leif:(1d20)[17]

G1:(1d20)[12]

Ayalla:(1d20)[11]
Paul: (1d20+1)[6]

G2: (1d20)[1]
 
Archemist
During the rest, Polina meditates and resummons Rax, patting his little head in apology and welcome. The blue dragon looks none the worse for wear. She is generally quiet but tries to make sense of the plan to catch the goblins already on the march.


 


Polina takes stock of the ambush, her heightened senses giving her a slight edge on the inbound goblins despite their speed.

  "Let them come! We are ready!"   She twirls her battleaxe and raises her shield in anticipation. Rax lets out a cute-but-fierce miniroar and runs along just behind as Polina moves up to the front of the group. Rax falls behind as she sprints off to introduce one of the goblins to her axe.

 
 Spoiler: OOC - Dash, Attack, Rax Dodges 
Rax moves like a chess bishop 4 squares diagonally up-and-left, and takes the default Dodge action (disadvantage). Polina Dashes due left-ish and should just get to the middle-left enemy. As a Bonus Action from the Charger Feat she can make one attack with +5 damage against the goblin.

Attack:  (1d20+7)[ 17 ]  for  (1d8+9)[ 16 ]  slashing damage.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2  
 
  

When the party returns to Jorr's cabin, Leif spends some time playing with his dogs, giving them hugs and treats as she does, which no doubt delays the party's departure a short while. When it is time to go, she's waves goodbye to Jorr and his companions with the promise of returning one day. It was pretty rare to find someone more at home in the forests and swamps than towns and cities these days and Leif felt like Jorr was a kindred spirit in that way.

...

Later on, when the party happens across the goblin raiders atop their, uh, steeds...? - Leif would never get over seeing tiny things ride slightly bigger things - Leif lets out a brief cackle of amusement when she sees Polina charge off into the fray. Leif follows behind Rax and approaches the two goblins to the northwest and summons vines and roots to ensnare them.

 
 Spoiler 
Leif moves diagonally northwest then casts Entangle on the pair of wargs and goblins.

"All enemies within a 20ft square must succeed on a DC16 strength save or they become restrained. They may use their action on their turn to try to break free. The area within the 20ft square is considered difficult terrain.
 
Amnestic
 Day 4, Day 

Leif and Polina launch into action, with Polina streaming across the battlefield and unleashing a vicious strike against the goblin that cleaves it from shoulder to sternum, severing its body in one great strike. The riderless wolf attempts to strike the ranger in retaliation, to no avail, its maw deflected and sent to the dirt.

Leif's spell twists the trees around the northern set of foes, unleashing a massive of plant growth both above and below, ensnaring all who exist with. One of the wolves strains at it and pulls away, its rider firing a pair of arrows at Leif as best he can. One thunks into a treestump, the but the other grazes her arm, despite the plants still wrapped around him.

 
 Spoiler: Map 

 

Leif manages to entangle both goblins and both wolves in the square.
Polina manages to one hit kill the goblin, dealing exactly its HP in damage.

The northern wolf uses its action to free itself (18 Strength check) and moves away from the entangle. The goblin is still restrained, but manages to barely hit Leif despite disadvantage with one arrow shot, for  5  piercing damage.
The middle wolf, having now lost its rider, attempts to bite Polina, but misses.

Ayalla and Paul are up.

 Initiative Order: 
Polina: (1d20)[19] (1d20)[15] 
Leif:(1d20)[17]

G1:(1d20)[12]

Ayalla:(1d20)[11]
Paul: (1d20+1)[6]

G2: (1d20)[1]
 
J-H
      
     Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: --  
 
  

Paul bid farewell to Jorr, offering a few suggestions for trap triggers and other things to help him wage his one-man war of the forests against any who come too near his territory.

As the goblins attack, he sees his allies start to land hits, and moves towards the northernmost goblin.   "Be sure to kill the wargs as well, so they don't get away and tell others about us!"   He flings a glob of acid from his wand at the pair with a greenish flash.

 
 Spoiler 

20' due north, target north-central mount and rider with a single cantrip, very good use case for it.
 (2d6)[ 9 ]  plus  (1d8)[ 6 ]  acid damage, Dex DC 15 negates
Gob  (1d20)[ 7 ] 
Warg  (1d20)[ 18 ] 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
Wuffles II (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla instructs Wuffles II to fly up into the trees to get the drop on any goblin that gets too close then lets loose Sacred Flame.
 
 Spoiler: OOC 
Wuffles II will dash to get 20 ft up into a tree.
Target the one to the north.
Sacred Flame: DC 15 Dex save  (1d20)[ 4 ]  or take  (2d8)[ 12 ]  radiant damage. The target gains no benefit from cover for this saving throw.
 
Amnestic
Unbound by the vines, the mount dodges away from Paul's acid, but its rider not so much. It is struck full on by the combination of scorching holyfire and searing liquid, both of which combine for a particularly brutal end. The south rider speeds through the trees, taking two potshots against Ayalla, but guarded by trees and the worg's own haste the arrows strike only air and wood.

Struggling against its bonds, the other worg breaks free of the vines and moves to close in on Polina. Its rider, still bound, takes two shots at Leif to seek to break the spell, though both fail to land, its aim thrown off by the vines holding its arms.

 
 Spoiler: Map 

 

The worg makes its dex save vs. acid splash, but the combo of acid+sacred flame kills the goblin rider.

I rolled concentration for Entangle since it was important; came at exactly 10 after mods, so narrowly made it.

The north-west wolf uses its action and breaks the entangle. Its (restrained) rider takes another two shots at Leif, but disadvantage causes one to miss, and the other just missed in general.
The southmost wolf dashes and its rider takes two shots at Ayalla, both miss.

Of those who got hit by Entangle, only the western-goblin is still restrained. The wolves broke free and the other goblin died.

Polina and Leif are up.

 Initiative Order: 
Polina: (1d20)[19] (1d20)[15] 
Leif:(1d20)[17]

G1:(1d20)[12]

Ayalla:(1d20)[11]
Paul: (1d20+1)[6]

G2: (1d20)[1]
 
Archemist
Polina is right where she wants to be, wailing on goblins. She calls Rax over to harass the second rider, and then she slashes out at his worg twice. Her bloodied battleaxe leaves a red trail of drops on nearby tree trunks.

 
 Spoiler: Lots of attacks whee 
Rax has speed 40' so he'll flap his way over to Polina. Her bonus action is his bite attack:  (1d20+6)[ 11 ]  for  (1d6+3)[ 7 ]  piercing damage.
And her axe:  (1d20+7)[ 9 ]  for  (1d8+4)[ 10 ]  slashing damage and  (1d6)[ 4 ]  lightning damage since the drake is within 30'.
And again:  (1d20+7)[ 12 ]  for  (1d8+4)[ 10 ]  slashing damage.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 3/3, 3rd: 2/2  
 
  

Leif moves westward and unleashes a torrent of flame from her hands towards the two wargs and the surviving goblin. "I don't remember saying you could leave!"

 
 Spoiler 
Leif moves adjacent to the goblin directly north of Polina casts Burning Hands, aimed so it avoids Polina and Rax but hits both wargs and the goblin.

Each creature must make a DC16 dexterity saving throw or take  (3d6)[ 3 ][ 5 ][ 4 ](12)  fire damage (ignores resistance and 1s are treated as 2s), half on a successful save.
 
Amnestic
Polina and Rax combine their strikes to unleash a flurry of blows at the beasts that face them, but the nimble animals prove to have been trained perhaps better than expected - they slink away from blade and bite with practiced movements. Such movements do leave themselves open to Leif's flames however, which burst across their backs while they were distracted, filling the air with the foul smell of burnt fur.

One of the beast retaliates against Polina, snapping its jaws down on her leg, but when it goes to pull her to the ground she tugs her limb back, letting her stay grounded. To the north, the now-riderless mount leaps forward to avenge its former master, but in its haste its strike goes far wide of its intended target.

 
 Spoiler: Map 

 

Unfortunately Polina's and Rax's attacks all miss. Rax even had advantage which I rolled... and got a 4(+6 mod=10) :(
The three targets do fail their dex saves vs. Burning Hands though, the goblin is looking decidedly injured.

The warg west of Polina bites her for  12  piercing damage. She makes her save against being knocked prone though.
The riderless warg in the north closes with Paul, and rolls a nat 1 on their attack roll, missing.

Ayalla and Paul are up.

 Initiative Order: 
Polina: (1d20)[19] (1d20)[15] 
Leif:(1d20)[17]

G1:(1d20)[12]

Ayalla:(1d20)[11]
Paul: (1d20+1)[6]

G2: (1d20)[1]
 
J-H
      
     Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/38 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: --  
 
  
 "Uh, down boy?"   Paul tentatively tries to get the warg to not attack him, while flinging an acid glob at the farthest pair of riders.
 
 Spoiler 

Shoot the ones in the southeast so they don't get away.
Acid splash  (2d6)[ 7 ]  plus  (1d8)[ 7 ] , Dex DC 15 negates.
Gob  (1d20)[ 5 ] 
Warg  (1d20)[ 2 ] 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
Wuffles II (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Send Wuffles II to help Paul.
 
 Spoiler: OOC 
Sacred Flame: DC 15 Dex save  (1d20)[ 16 ]  or take  (2d8)[ 9 ]  radiant damage. The target gains no benefit from cover for this saving throw.
Bite:  (1d20+6)[ 13 ] , piercing damage  (2d4+3)[ 8 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 14 ]  or be knocked prone.
Advantage  (1d20+6)[ 23 ]  (Pack Tactics)
 
Amnestic
Paul's acid sears into flesh and fur of the far-rider. They yelp and screech with agony, and they seem to decide that with two dead, they don't want to become the third. They fire off two arrows at Paul - one of which grazes him - and then darts away into the trees, apparently abandoning their fellows. Left with a warg menacing Paul, Ayalla and Wuffles attack. It leaps away from the radiant fire, but Wuffles manages to get its teeth around a leg, though the warg slaps Wuffles away before it can be pulled to the ground.

The remaining goblin, closely guarded on three sides, lashes out with sword and its warg with its bite, but the vines still around the goblin, and Leif's natural agility, prevent any of them from landing.

 
 Spoiler: Map 

 

Acid hits both gob+warg
Sacred flame is avoided, Wuffles hits, but the warg stays standing.

South-east goblin shoots two arrows at Paul, one hits for  4 . Its mount then dashes into the trees (100ft total movement), running out of range, and out of the battle.
The remaining rider-gob in the west attacks twice, and misses due to disadvantage. Its warg also attacks, and misses.

 Initiative Order: 
Polina: (1d20)[19] (1d20)[15] 
Leif:(1d20)[17]

G1:(1d20)[12]

Ayalla:(1d20)[11]
Paul: (1d20+1)[6]

G2: (1d20)[1]
 
Archemist
Polina tries again to bring her axe to bear on the worg and goblin, too busy to worry about the goblin that got away just at the moment. She brings her axe in an upward swing at the worg's shoulder, then back down on the rider. She tries to time her swing with Rax's swooping in on the rider again.

 
 Spoiler: OOC - Attacks again whee! 
 (1d20+7)[ 18 ]  on the worg for  (1d8+4)[ 8 ]  slashing,
and  (1d20+7)[ 10 ]  on the rider for  (1d8+4)[ 9 ]  slashing.  (1d6)[ 5 ]  lightning damage added to one of those if either hit.
Rax:  (1d20+6)[ 10 ]  on the rider for  (1d6+3)[ 4 ]  piercing bite.
 


She grunts with satisfaction as the axe bites into the worg with a crunch on the up-swing, but the solid hit seems to throw off her momentum for the follow-up.
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 3/3, 3rd: 2/2  
 
  

Leif ducks and weaves, avoiding the attacks of the goblin and the warg, then lashes out with thorns in retaliation.

 
 Spoiler 
Leif casts Thorn Whip at the goblin rider.
To hit:  (1d20+8)[ 22 ] , to damage:  (2d6)[ 7 ] 
 
Amnestic
Polina's axes split their attention, one cleaving a dire strike against the warg, the other finishing off the weakened and restrained goblin. Its head goes flying, though the restraining vines keep its decapitated body still sat in its seat atop the mount. The wolf retaliates against her, though she evades its strike, batting away the maw with the flat of her blade. Close up and holding her ground, Leif rakes the back of the now riderless mount, drawing yet more blood.

Choosing to ignore the small spirit wolf, the large beast continues to strike at its more human shaped foe. It latches its jaws down on him, tearing at flesh, though he manages to box it away before it can pull him over.

 
 Spoiler: Map 

 

Polina hits the warg once for 13 (8+5) and then hits the rider (due to restrain advantage), killing it.
Leif's thorn whip moves to the wolf, hitting for 7.

The warg misses Polina, and the other one hits Paul for  13 . He makes his save against getting knocked prone.

Ayalla+Paul are up.


 Initiative Order: 
Polina: (1d20)[19] (1d20)[15] 
Leif:(1d20)[17]

G1:(1d20)[12]

Ayalla:(1d20)[11]
Paul: (1d20+1)[6]

G2: (1d20)[1]
 
J-H
Paul's wand ripples with fire and discharges at point-blank range as he tries to hit the wolf.
 
 Spoiler 

Disadvantage due to making a ranged attack in melee.
 (1d20+8)[ 25 ] 
or
 (1d20+8)[ 12 ] 
for  (2d10)[ 13 ]  plus  (1d8)[ 1 ]  fire
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Wuffles II (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
Ayalla steps forward and heals Paul's wound.
 
 Spoiler: OOC 
Cure Wounds:  (1d8+4)[ 9 ] 
Bite:  (1d20+6)[ 11 ] , piercing damage  (2d4+3)[ 7 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 8 ]  or be knocked prone.
Advantage  (1d20+6)[ 11 ]  (Pack Tactics)
 
Amnestic
The chaos of the battlefield sets in on both sides as they struggle to bring their opponents down. With a snarling warg looming over him, Paul's wandshot flies wide, and the beast slaps Wuffles attack away with a swift bite of its jaws on air. Your foes have no more luck though. Desperate for a taste of blood and vengeance, the warg again snaps its teeth at Leif, but she dodges at the last moment.

 
 Spoiler: Map 

 

Disadvantage killed Paul's attack, and Wuffles' hit also flubbed despite advantage. :(
Ayalla heals Paul.

The warg attacks Leif, and also misses. Just a lot of missing going around.

Polina+Leif are up.

 Initiative Order: 
Polina: (1d20)[19] (1d20)[15] 
Leif:(1d20)[17]

G1:(1d20)[12]

Ayalla:(1d20)[11]
Paul: (1d20+1)[6]

G2: (1d20)[1]
 
Archemist
Polina continues her assault on the worgs, with Rax assisting. She calls back to Leif,  "Be there in just a minute!" 

Her axe crackles with lightning from Rax's aura. The large creatures with their slavering jowls are fierce... but Polina is fiercer.

 
 Spoiler: Rolling rolling rolling 
Aiming at the right-hand worg and the other if it goes down.  (1d20+7)[ 24 ]  for  (1d8+4)[ 5 ]  slashing. And again:
 (1d20+7)[ 25 ]  for  (1d8+4)[ 5 ]  slashing. Plus  (1d6)[ 2 ]  lightning if either of the axe-swings hits.
Rax:  (1d20+6)[ 21 ]  for  (1d6+3)[ 5 ]  piercing.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 3/3, 3rd: 2/2  
 
  

Leif moves to the warg fighting Paul and Ayalla, forming an orb of flame in her hand before throwing it.

 
 Spoiler 
Leif moves within 30ft of the warg and casts Produce Flame, throwing the ball of fire at it.
To hit:  (1d20+8)[ 27 ] , to damage:  (2d6)[ 1 ][ 4 ](5)  fire damage.
 
Amnestic
Polina's axes, one glimmering with lightning, slice down at once, cutting into the necks of the worgs and bringing them to the ground with yelps of pains. Rax and Leif move as one towards the remaining foe, assailing it with flame and fang. It takes one final snap of its jaws at Paul, drawing a bit of blood, before fleeing, only for Wuffles to snap its own maw around the leg, pulling it to the ground, and allowing the party to finish it off.

There are no sounds of the fleeing goblin, nor indeed of any other attackers.

The goblins weren't carrying much in their bags, save for yet more arrows, though one did hold a potion of healing.

 
 Spoiler: OOC 

Not including a map this time, I think it won't matter and I'm doing this post late.

Polina cuts through the two wolves, Rax hits and Leif hit the other one, though it's still (barely) standing.

It attacks Paul and hits for  7  and then attempts to flee.
I rolled the OA from Wuffles, and it hit, dealing enough to kill it, concluding combat.

 Loot:  A potion of healing.
 Experience:  Medium difficulty fight, so  8  experience.
 
Archemist
Polina cleans her blade off with some water but then wipes it dry carefully and pours a little oil on it.  "Only got the one axe, gotta treat her right,"  she explains.

 "We must be getting close to the moblins gob. Goblin mob. Moblin? Whatever. Their scout did his job, though, so we should stay moving." 

She motions for Paul to take the healing potion.  "You did good delaying that one worg by letting it bite you." 
J-H
 Paul 
 "Yes, I'm sure that was exactly my thought in letting it bite me.  I agree, we need to get moving.  Anyone know anything about obscuring our tracks?" 
Paul checks over his wound, which is already mostly healed.   "I think I'll save the potion, it's not really hurting much." 
Amnestic
After dusting yourselves off and making sure there's nothing further lying in wait you keep on the trailpath back towards Drellin's Ferry. Thankfully, you're met by no further opposition, raiding parties, or others, and indeed when you break the treeline the town appears - mostly - untouched. Another barn seems to have been torched in your absence if your memory is correct, but for the most part it remains alive and 'well'.

Night hasn't fallen yet, though it's not far off with the sun dipping in the west behind you. The air is a bit more tense from when you were here a mere four days past, but there are still people - children included - milling about with one another, so it's not so far gone.

 
 Spoiler: OOC 

Rest for the night or go speak with people immediately?
 
J-H
 Paul 
 "No time to waste, even with the bridge down.  Let's quietly sound the alert so people can pack up and... are we suggesting evacuation?  Or forting up?" 
Amnestic
Not long after returning into town, you're collared (politely) by Captain Soranna. Once you give the briefest of explanations she leads you to Speaker Wiston's home, gathering together in a sitting room. It takes a bit more time for him to collect others to attend also - Kellin, the owner of the Old Bridge Inn, Delora Zann, who owns the town's stable, and a tall-sour faced man by the name of Iormel who owns a fair chunk of property within the town. Alongside the Captain and Speaker, they form the Town Council in its entirety.

 "Well then, with introductions out of the way, could you go into more detail about what you've found out? Has the matter been taken care of? Are we safe?" 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
Wuffles II (Wolf Familiar)
HP: 31/31, HD: 5/5, AC: 16
 
 
 
  
  "I am afraid that we have much work to do before you are going to be safe. We encountered a green dragon at Skull Gorge Bridge and it looks like there is a small army of goblinoids gathering in the mountains."  
J-H
 Paul 
The half-orc checks his waterproof pouch, then pulls out the map captured at Vrath Keep.   "Or maybe not such a small army.  They have ambitions of conquering and looting the whole region.  They have clerical magic and at least one dragon... the one we faced at Skull Gorge retreated, but was not killed.  I'm sure breaking the bridge will slow them down, but that's all it will do unless you have a few hundred archers sitting around to hold the Gorge with.  This is big trouble.  Who can be called on for help?" 
Amnestic
 "A dragon!?"  Iormel exclaims with concern.  "Forget fighting, we should evacuate the town, head east with as much as we can carry. Get behind Brindol's walls before we're all dead." 
 "Being a bit hasty there ain't ya?"  Kellin the halfling pipes up.  "These goblins are after treasure, ain't they? Bit of gold here, some fat calves there. I'm not happy about giving something away for nothing, but trading some goods for safety for a year's a lot better than uprootin' on a whim. Should tide 'em over for a year or so, and next time we'll be ready." 
 "Why would they leave with some when they could take it all?"  Delora shakes her head. From the looks of her, she's seen combat, even though officially she's  just  a stable owner.  "We can fight for the homes we built and the fields we sowed. They fought off a dragon once, they could do it again." 
While Soranna doesn't suggest any specific line going forwards, she does note  "We could send a rider to Brindol. It's a three day ride by horse. They might be able to muster some forces but it could be the better part of two weeks before they arrive." 
 "Perhaps..."  Norro says hesitantly,  "perhaps we might send emissaries to speak to the hobgoblins, see what they're seeking? And maybe tell folks to prepare their young and old to head east? At least for a while?" 
 
 Spoiler: OOC 

I would like the party to decide on path they're going to recommend to the Town Council (who, as you can see, are somewhat split on their opinions) and then have someone (I'm guessing the person with the best modifier) put that forward with a relevant ability check; no 'Help' advantage here, since the roll is representing the party.
You do get a +1d4 boost for the map though.
 
J-H
 Paul 
 "If you decided to fight, how many competent people do you have who could handle a few days of stand-up fighting?" 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 3/3, 3rd: 2/2  
 
  

Leif listens intently to the options offered and nods in agreement with Soranna. “I could probably get there faster than a horse and I could surely bring  some  help back with me even if the larger force would take longer to arrive.”

She turns to Kellin and Norro and holds her hand up. “Trying to placate or appeal to the Red Hand is unwise. They are fanatical believers in Tiamat and they count thousands among their number. We killed one of their leaders, Wyrmlords they call themselves, but there are still four others and many dragons under their command. Any attempt to negotiate would simply encourage them.”

Leif then suggests a possible course of action. “I could head to Brindol and entreat them for aid and I think my friends could take that time to go to these swamps near Rhest and kill the Wyrmlord called Saarvith stationed there. That would leave you, the people of this town, a few days to prepare to fight as Delora says. Surely our work at the bridge bought that much time and I should be able to return with some help by then. What do you think?”
Amnestic
 "A hundred, maybe. A third of those have any training, the rest militia."  Soranna answers Paul's question.  "And that's assuming they don't up and leave at the first sign of real trouble. They've been struggling to face off against raiding parties, they're not going to stand toe-to-toe with any sort of army." 
Archemist
Polina chimes in,  "We should stay and help the town fight. They have warriors but lack training - we can help them set traps and prepare. Anyone can ride to Brindol, but the four of us have faced the goblins before." 
J-H
 Paul 
Paul frowns.   "How many townsmen is the dragon that got away worth?  We've fought twenty or thirty goblins on our own, and those were just scouts and guards we encountered.  I don't think Drellin's Ferry could hold out against five hundred of them and a dragon."   He holds a couple of fingers together, as though holding something small.   "When you're working on cutting a gem, you get one chance to get it right.  Make a mistake, and you have a bunch of dust."   He spreads his hands.

 "I'm more of an enchanter than a warrior, but I really don't think that this is the right time and place to try to fight an army." 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 3/3, 3rd: 2/2  
 
  

"Paul wants to run, Polina wants to fight," Leif chuckles, "How about we do both?"

Leif points to Brindol on the map with one hand and the swamps near Rhest with the other, then looks at Soranna and Delora, "What if you evacuate the whole town to Brindol and arm everyone that can lift a sword? Take what we notes found from Vraath Keep and warn whoever is garrisoned there of what's coming."

"We destroyed the bridge so that should already buy you a few days of peace, but we'll do one better. We know Saarvith, another of these so-called Wyrmlords, is stationed in the swamps near Rhest. We will scout out Saarvith's camp and attack it. That might be enough to buy you more time, as they'll be more focused on us than you."

Leif then turns to her companions, "I think we should try to take this Saarvith alive. We don't know where the other Wyrmlords are but Saarvith might. Even if they do not, they might know more than these notes we found betray. Perhaps we can bring them to Brindol for questioning?"
Amnestic
Hearing the arguments, Norro sits quietly for a moment, before finally speaking up.

 "We'll evacuate the town. Gods willing we can gain a lead on them as we go east. If they truly do intend to invade all the way to Brindol, then its walls are our only hope."  Some of the others move to speak up but he holds up a hand to silence them.  "Drellin's Ferry couldn't stand against raiding parties, there's no hope against an army, and they can't be bargained with." 

He makes a motion to Soranna, who retrieves a jingling sack of coins and a small chest, offering them to the party. The bag, as expected, contains gold, while the chest has a potion, a hat, a pair of leather gloves, and a spell scroll.  "We won't forget what you've done for us. Bearing bad news is no easy task, but it's one I'm glad you've done for us, and our town." 
 
 Spoiler: OOC 

Items Received:-
Gold bag (500)
Spell Scroll: Command.
Cap of Water Breathing
Potion of Hill Giant Strength (21)
Gloves of Missile Snaring

Likely your last chance to ask any questions of Norro, Soranna or the others before you retire from the night, in case there are any lingering questions about the map or anything else you have on your mind, since they'll be pretty busy with evacuation stuff going forwards!
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 3/3, 3rd: 2/2  
 
  

"What are these?" Leif points on the map to Terrelton, Talar, Dauth, Witchwood, Prosser and Red Rock, all locations with a red cross on them, "Are these towns the Red Hand will attack on their path? Can you spare riders to warn them?"

She then points to Nimon Gap. '"Why isn't this place worth burning? Could we perhaps use it as a second location to slow them down?"
J-H
 Paul 

Paul also asks about the Ghost Lord, the Dwarf Bridge, and the Lizardfolk, when it's time to do so.
Amnestic
 "They're all towns, villages, or hamlets of the Vale."  Norro explains all of the named towns by Leif save for the Witchwood - which, you've already passed through.  "I couldn't say why they think Nimon Gap isn't worth burning - it's a small hamlet, maybe too small to be worth their time? We'll send riders ahead of us, to tell them what's happening." 
 "The dwarf bridge is here in Drellin's Ferry - you've seen the remnants of it when you crossed the river. It's long been out of use, but they might repair it if there's a lot of troops to move over." 
 "The swamps of Rhest have played host to lizardfolk for years and years in scattered tribes. I don't know if the hobs would want to crush them or ally with them."  Norro grimaces.  "Hopefully the former. The more they spend on each other the less we have to fight." 

On the Ghostlord, he seems much more skeptical.  "The Ghostlord's a myth. A boogeyman that parents tell stories of to young children to keep them from running off at night."  He waves a a hand dismissively.  "Ask a dozen people about him and you'll get twenty tall campfire tales about how he cursed their sheep, stole a child and replaced it with a fey, or made their husband infertile. Might be the goblins caught wind of these stories and put more stock in them than they should." 
Amnestic
With your path chosen - heading north through the forest - you proceed to...settle in for the night. It's too late to keep traveling today, and you'll need your rest for your travels going forwards. A few  Shatters  delivered to the closest of Old Dwarf Bridge supports helps to crumble it into the ground, but anything more than that would cost time and energy you don't have to spare.

Your night is a restless one. While you do your best to sleep and recover, the town is abuzz with activity as they make preparations for the evacuation. From outside your inn window there's a near constant banging, yelling, and crunch of cart wheels and horse hooves. Were it not for the ever present threat of having your throat slit by goblins, you might have had a more peaceful night sleeping in the forest.

 
 Spoiler: OOC 

With the town convinced to evacuate, you receive 10 Quest Completion exp.
 

 Day 5, Day 

A little more fatigued than you might like, you proceed north, picking your way along the winding animal trails. With your destination being as vague as 'north', you don't have to worry overmuch about getting lost. An occasional check of the sun (sometimes requiring a quick tree climb) is enough to ensure you're oriented correctly. What few threats you encounter on your trail you're able to skirt around and avoid, or simply wait for them to move on.

 Day 5, Night 

You stop to rest before night falls, the heavy exertion of traversing through uneven forest terrain on foot winding you before you can use up all the natural light; pushing any further would risk exhaustion, and with Skull Gorge broken you can spare yourself a few hours to tend to weary feet and wearier legs. No goblins, girallon, or grasping vines descend upon you in the night, and your individual watches pass uneventfully.

 Day 6, Day 

Not long after you keep on for the second day's travel, you reach the edges of the river Rhestwash - or one of is many tributaries, anyway. Though it doesn't run overly fast, river currents can be deceptively strong, and crossing it without proper preparation could see one of you swept away at best - or under at worst. To make matters more complicated, the most immediate crossing point, an area of slight shallows, is currently occupied by what looks like a small parliament of owlbears - seven in all, though four are undersized and likely juveniles. Notably territorial and hostile to outsiders, approaching them would likely cause a conflict, and there is little in the way of cover. If you want to cross here, you'll have to go through them, and if you don't, you'll be seeking another passage somewhere up (or down) river.

 
 Spoiler: OOC 

Add an undetermined amount of travel time to your journey, attempt a swim crossing through the river itself, or attempt to go through the Owlbears? Decision time.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid
HP: 38/38, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2  
 
  

The morning before the party left Drellin's Ferry, Leif prepared for several days of hard travel. Goodberries would keep the group from starvation and being able to pass dangerous areas without leaving a trace would make it easier to avoid trouble. Eventually, when the party came to the river as the map had indicated, Leif scooped up a little water from the river in her hands and then sat down near the edge.

"I bet you're happy you just happen to be travelling with a Druid, huh?" Leif chuckles to the others as she begins the ritual, "We're quite handy to have around."

 
 Spoiler 
Leif will cast Water Walk as a ritual to save the spell slot, although it will take ten minutes to complete. Up to ten willing creates for an hour can "move across any liquid surface as if it were harmless solid ground".
 
Amnestic
 Day 6, Day 

A semi-quick spell application sees you across the river without bothering the local fauna. True, two of them do croon their owly-heads towards you, but you serve as a mild curiosity at a distance rather than any threat, and they quickly go bored of watching the strange waterwalkers. Re-entering the forest, although it seems like not much has changed, you nevertheless feel like your accumulated experiences of the last few days have brought you a measure of more understanding.

 
 Spoiler: OOC 

8 experience for bypassing the Medium encounter without losing time (outside of 10 minutes), same as what you'd have gotten for fighting the Owlbears.

Though somewhat anti-climactic, the party reaches  102  experience, and ticks over to  Level 6. 

Their experience total resets, and they are now at  2/100 .
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3
Wuffles II (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
In the morning of Day 6 Ayalla prepares some snacks before the group sets out.
 
 Spoiler: OOC 
With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
 
Archemist
Polina crosses the river using the power of Leif's magic. She steps gingerly on the flowing surface.  "Amazing! You are truly blessed to have both fire and water at your command." 

She's happy to have bypassed the owlbears without a fight.  "Did you see? The babies were so cuuute!"  Polina's usual taciturn nature seems completely reversed around wild animals.

On making camp that evening, she decides to try a new magic. You've noticed she has a quiver with some arrows and a bow that she's really never used.  "I got these for hunting small game while traveling. But there's been no need. So I'll just leave these here to guard us while we sleep."  She takes out four arrows and just sticks them into the ground somewhat unceremoniously. She says a short phrase in elvish and they suddenly gleam with a faint red aura.

 
 Spoiler: OOC 
Didn't get any real power bump at level 6 but did trade out  Lesser Restoration  for  Cordon of Arrows , since you folks have plenty of healing magics for the party.
 
J-H
 Paul 
 "We work together well as a team.  That reminds me..."   He spends much of the evening carving something, and occasionally chipping away with a small hammer.

The next morning, he hands a ring to Leif.  It's made of wood, with a faceted white chunk of quartz in the middle.   "This holds just enough thaumaturgic energy to allow you to cast one extra spell per day.  It'll take a few seconds to draw it out, though, and I'll have to top off the enchantment every day."   Suddenly aware that he's giving jewelry to a woman, he scratches at the back of his neck in mild embarrassment.   "Just trying to make us effective, nothing else." 
Amnestic
You'd be forgiven for thinking every part of the Witchwood were the same, a seemingly endless sea of similar trees, mossy rocks, and thick grass, occasionally interspersed with thick stinky bogs or fallen trees, but even they seem to repeat on themselves. Were it not for your guiding star in the sun above, it'd be easy to believe you were spending hours wandering in circle after circle.

A rustle in bushes to your northeast grabs your attention, and you spy an odd two-legged beast through the greenery. With a thick leathery hide and a rocky protruding spine, it looks like no natural animal at all, made all the more clear by the acid-dripping tube atop its head. A digester - no,  multiple  digesters - are streaming towards you. Ravenous carnivores that use their acid blasts to weaken their foes. at their largest, they stand almost five feet in height and seven in length, though two of the three that now make their way towards you see more juvenile than that. With seemingly endless hunger, there is little one can do to assuage them from attacking, and indeed their speed definitely screams hostility.

 
 Spoiler: Map 

 
Initiative ties always favour the party over the monsters, so Polina's 12 lets her act before them.

Adult Digester in the middle, juveniles at the top+bottom.

 Initiative Order 
Leif:[20]
Ayalla:[16]
Polina:  [10] [12]

BD:[12]
SD: [8]

Paul: [4]
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 45/45, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 2/3, 3rd: 3/3  
 
  

When the group safely passes by the owlbears with help from a little magic and Polina mentions how cute the owlbears cubs are, Leif offers to go back and get one for her. She doesn't really mean it, of course, or did she...?

The next morning, when Paul hands Leif a magic ring that he says will allow her to cast more magic before blushing at the thought of giving a ring to a woman, Calcifer appears and ineffectually tries to push Paul away with the little stubs he has for arms. Calcifer is bigger than he was, now about the size of a basketball, and his fire burns brighter. Even so, a ball of flame with little fiery arms isn't pushing anyone very far and the whole thing just makes Leif cackle with laughter. "Why it is  ever  so nice to see two gentlemen fight over me!" she says with a terrible posh accent.
_____________________

Hours later, just when Leif was starting to seriously consider asking the trees for directions, strange beasts approached and did not seem intent on pointing them the right way. So Leif fired off a warning shot at the largest of them, hoping it might scare off the smaller ones.

 
 Spoiler 
Leif casts Scorching Ray*, targeting the larger of the three creatures.
To hit:  (1d20+8)[ 14 ] , to damage:  (2d6)[ 5 ][ 4 ](9) 
To hit:  (1d20+8)[ 18 ] , to damage:  (2d6)[ 1 ][ 3 ](4) 
To hit:  (1d20+8)[ 21 ] , to damage:  (2d6)[ 2 ][ 1 ](3) 
  * ignores fire resist and any 1s are treated as 2s  
 
Archemist
Polina moves about 20' west and tries to get the digesters' attention.  "Hey scumbags, over here!"  Rax follows along about 10' behind her. They both spend some time ducking behind trees and popping out to see what the digesters do.

 
 Spoiler: OOC - Dodging 
Dodge action for both. As a bonus action, Polina casts Hunter's Mark on the big digester.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration Call Lightning
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
Wuffles II (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla's eyes glow white and spark her hair floats up into the air as storm clouds form overhead.

She points her finger at the largest monster and lightning cracks down from the sky.

 
 Spoiler: OOC 
Tell Wuffles II to stay next to whoever is on point.
Call Lighting: DC 15 Dex save  (1d20)[ 16 ]  or take  (3d10)[ 14 ]  lightning damage on a failed save, or half as much damage on a successful one.
 
Amnestic
The monstrosities are undettered by flame and lightning, even as the adult is assailed by both. Though three bolts of fire strike its pebbly hide it still manages to leap aside from the lightning at the last minute. It bolts forward, ducking under branches and hopping over logs to enter into melee with the party. On reaching you it unleashes a furious blast of acid from its head-tube, spraying it over Polina, Rax, Paul and Wuffles. Three manage to duck away from it, letting it splash slightly less harmfully against the greenery instead of them, but Wuffles is less lucky and seems to receive the brunt of the blast.

The two juveniles follow their leader extending their probing mouths to try to taste some of the freshly-sizzling Polina and Rax, but their focus on defense saves them from a nasty pair of bites.


 
 Spoiler: Map 

 

Polina and Rax dodge.
Wuffles moves up, and dodges.

All three Scorching Rays hit, for  18  total.
Call Lightning's save is successful, halving the damage down to  7 .

The big Digester moves in and unleashes a cone of acid over Polina, Rax, Paul, and Wuffles. The former three make their dex saves (partially thanks to the dodging, on Rax's part), and so take  21  acid damage each. Wuffles unfortunately failed (even with dodging, rolled two 2s), so got hit for the full  43 , which I think takes them out of the fight.

The two smaller Digesters move in and attempt to bite, but miss with their attacks.

All the party is up.

 Initiative Order 
Leif:[20]
Ayalla:[16]
Polina:  [10] [12]

BD:[12]
SD: [8]

Paul: [4]
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 24/45, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 3/3  
 
  

Leif sees the digesters slowly encircle Polina and calls out to her, "Be careful! Don't let them surround you!" and then calls Calcifer to Polina's side. "Time to step up the heat little guy!"

Leif then utters words of warmth to Polina, quiet enough that no-one can hear her but the words appear in Polina's vision nonetheless. A script she cannot read yet she would know they bring comfort.

 
 Spoiler 
Leif summons Calcifer one square directly above the large digester. If it fails a DC 16 dex save it takes  (2d6)[ 7 ]  fire damage. Half if it succeeds.

Leif then casts Healing Word on Polina, restoring  (2d4)[ 6 ] + (1d8)[ 5 ] +4 hit points.
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 35/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: --   Concentrating: --  
 
  
Infusions active: Wand (me), +1 AC armor (Polina), Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  Eldritch

A sigil painted on Paul's armor flares green and absorbs some of the acid as the symbol burns away (Reaction: Absorb Elements).  He nimbly bounds west to stand just south of where Wuffles was and points his wand, which emits a thunderous shockwave at two of these acid-spitting creatures.
 
 Spoiler 

1 square south, 3 squares west
2nd level Thunderwave  (4d8)[ 16 ]  thunder damage, including arcane firearm bonus
Con save half; on a failed Con save, 10' push away from Paul
Big  (1d20)[ 5 ] 
Little  (1d20)[ 2 ] 
 
Archemist
Polina starts hacking the big digester to bits, one tube and leg at a time. She combos a couple swings of the axe with a mighty shove with her shield, hoping to knock the two-legged thing over.

Rax continues distracting the little one near him.

 
 Spoiler: OOC - 2 attacks and shove 
 (1d20+7)[ 24 ]  for  (1d8+4)[ 7 ]  slashing + 3  lightning from Rax's aura and + 4  from Hunter's Mark. The 2nd attack:  (1d20+7)[ 12 ]  for  (1d8+4)[ 11 ]  slashing, + 5  from Hunter's Mark.

Shove to knock the big thing prone: Athletics:  (1d20+7)[ 13 ] . It's a contested Athletics/Acrobatics roll.

Rax does his auto-Dodge and takes a one-square diagonal move up-and-right so as to get the little digester in-between the big one and Rax.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration Call Lightning
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
Wuffles II (Wolf Familiar)
HP: 0/36, HD: 6/6, AC: 16
 
 
 
  
Pained by the sudden departure of Wuffles II, Ayalla calls down another bolt of lighting.
 
 Spoiler: OOC 
Target the largest one.
Call Lighting: DC 15 Dex save  (1d20)[ 6 ]  or take  (3d10)[ 19 ]  lightning damage on a failed save, or half as much damage on a successful one.
 
Amnestic
Paul darts forward to cover for the fallen Wuffles, unleashing a thunderous blast of sound that tears of up trees - and the enemy, throwing both the adult and juvenile enemies back, right into the waiting explosion that is Calcifer's appearance, and the descending lightning from Ayalla. Polina gives chase, cutting one of its legs open with one slash. The second rebounds off its thick hide, but thrusts forth with enough force that the creature is knocked from its feet, albeit only temporarily. It stands back up almost immediately, leaping at Polina along with its young, but she dodges away, batting away the jibbering, sizzling maws with axe and arm.

Rax proves less lucky, though focused on evasion, the tiny Digester hops, hops, and hops around in a confusing mishmash of motion, before striking suddenly, tearing a chunk of scale and flesh away with a stinking acidic bite.

 
 Spoiler: Map 

 

Paul's Thunderwave hits for full effect, with both saves failed.
The big Digester fails its save vs. Calcifer's appearance.
Likewise save failed vs. Call Lightning.
And Polina hits once, on their first hit, but not the second.

The big Digester is Bloodied.

Big+small digester attack Polina, but despite throwing out three attacks overall it's just a trio of misses.
Despite the dodging of Rax, the little one  does  hit with their own attack, dealing  6  piercing and  6  acid damage with their attack.

Party's up.

 Initiative Order 
Leif:[20]
Ayalla:[16]
Polina:  [10] [12]

BD:[12]
SD: [8]

Paul: [4]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 35/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: --   Concentrating: --  
 
  
Infusions active: Wand (me), +1 AC armor (Polina), Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  Eldritch

Paul levels his wand at the big one and launches a jet of magical flame.

 
 Spoiler 

Ignore partial cover
Fire Bolt  (1d20+8)[ 17 ]  for [roll]2d10[roll]  16 rolled in Discord  plus  (1d8)[ 7 ] 
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 24/45, AC: 16
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 2/3, 3rd: 3/3  
 
  

Running up beside Paul, Leif calls to Calcifer to let the digesters have it and then get Polina out of there.

 
 Spoiler 
Leif moves next to Paul and then casts Burning Hands through Calcifer, who aims the cone south so that it hits the two digesters but avoids Polina. DC 16 dex save or take  (3d6)[ 1 ][ 5 ][ 5 ](11) + (1d8)[ 3 ]  fire damage. Half on a successful save.
Calcifer then circles around the larger digester so that he’s 5ft from it, the smaller digester and Polina and then uses Fiery Teleportation (DC16 dex save or take  (1d6+3)[ 5 ]  fire damage) to teleport himself and Polina 15ft towards Leif.

  * ignores fire resist and any 1s are treated as 2s  
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration Call Lightning
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
Wuffles II (Wolf Familiar)
HP: 0/36, HD: 6/6, AC: 16
 
 
 
  
 
 Spoiler: OOC 
Once more on the big one.
Call Lighting: DC 15 Dex save  (1d20)[ 17 ]  or take  (3d10)[ 20 ]  lightning damage on a failed save, or half as much damage on a successful one.
 
Amnestic
Paul and Leif combine their flames, adding scorching heat to searing fire, and the end result is a flash-barbecued Digester adult, though its meat maybe more deadly to consume than appetising. With only the juveniles remaining, Ayalla's lightning bolt shocks the injured one, locking its joints in place long enough for Polina to shove it to the ground and chop wildly with her axe, removing a bloody leg and gouging out a gash in its stomach.

The last remaining foe gives up on its pursuit of Rax, finding the drake too difficult to get a bite on, and instead moves to Paul, leaping up on powerful legs, it manages to latch on and bite down on his arm, searing a chunk of flesh with its bibblebubbling acid. He shakes it off, but the damage is done.

 
 Spoiler: Map 

 

Paul's firebolt hits.
Both saves are failed vs. Burning Hands - killing the big one, though they succeed vs. teleport.
Call Lightning moved to the injured little one, but a successful save halves the damage.
Polina shoves the little one prone with shield master, then hits twice, narrowly killing it. Rax dodges.

Remaining little one gives up on hitting Rax and moves to attack Paul, hitting barely for  8  piercing and  9  acid damage - 17 total - with its bite.

Party's up.

 Initiative Order 
Leif:[20]
Ayalla:[16]
Polina:  [10] [12]

BD:[12]
SD: [8]

Paul: [4]
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 24/45, AC: 16
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 2/3, 3rd: 3/3  
 
  

Leif simply looks at the beast with pity. "What are you   doing  ?" she asks it with an exasperated tone as it continues to fight despite now being the only creature still alive, "They already threw their lives away, so why would you do the same?"

With a visibly reluctant sigh Leif looks at the injury Paul has received, draws up a ball of flame within her hand and tells Calcifer to do the same, which they then throw at the digester at the same time. "Must we really have to kill everything that crosses our path?"

 
 Spoiler 
Leif casts Produce Flame. To hit:  (1d20+8)[ 10 ] , to damage:  (3d8)[ 5 ][ 5 ][ 7 ](17)  fire damage.
Calcifer casts Fire Seed. To hit:  (1d20+8)[ 28 ] , to damage:  (1d6+3)[ 4 ]  fire damage.
 
J-H
Paul's magically conjured shield blocks the digester's attack, and he counters with a jet of fire.
 
 Spoiler 

Fire bolt, disadvantage in melee
 (1d20+8)[ 12 ] 
 (1d20+8)[ 23 ] 
for  (2d10)[ 14 ] + (1d8)[ 6 ]  fire
 
Archemist
Polina recovers her senses, and quickly glances back to see Paul magically blocking the third digester's attacks. She runs over and gives it a taste of her axe as well. With a whoop she calls Rax over to join from the other side. The wyrmling bites at the digester daintily, trying to keep from swallowing any acid.

 
 Spoiler: OOC - attacks! 
 (1d20+7)[ 23 ]  for  (1d8+4)[ 7 ]  slashing. And again:
 (1d20+7)[ 9 ]  for  (1d8+4)[ 8 ]  slashing. If either hits,  (1d6)[ 5 ]  lighting added to the damage of one attack.

Rax moves to flank and attack:  (1d20+6)[ 16 ]  for  (1d6+3)[ 8 ]  piercing.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration Call Lightning
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
Wuffles II (Wolf Familiar)
HP: 0/36, HD: 6/6, AC: 16
 
 
 
  
If your guess is more lightning, then you would be correct.
 
 Spoiler: OOC 
Call Lighting: DC 15 Dex save  (1d20)[ 6 ]  or take  (3d10)[ 21 ]  lightning damage on a failed save, or half as much damage on a successful one.
 
Amnestic
Unwilling to give up, the beast continues its assault and doesn't flee, but this proves a fatal mistake as the party converges on the last target. Paul's close range blast goes wide, as does Leif's firebolt, but a critical strike from Calcifer, a flanking strike from the Polina-Rax team, and finally a lightning strike from above serves to bring the final Digester to an end before it can do any more harm.

There isn't much to speak of to be found from the Digester's corpses, but a glimpse of shining metal from a gouged out stomach does produce a small ring that proves to be magical.

 
 Spoiler: OOC 

Battle complete - Deadly encounter so  15  experience.

You should also assume a short rest takes place, and update any resources/hit points from HD expenditure accordingly.

 
 Spoiler: Ring 

 Ring of True Love (Ruby) 
 Wondrous item (Ring), Uncommon (Requires attunement) 
Instead of a typical gemstone setting, this ring is inset by a band of crushed ruby, carefully layered together and locked in place by dual bands of silver.

One part of a pair of rings, this ring's magic is only partially active when it's so far apart from its companion. Nevertheless, it does still provide some benefits. While wearing and attuned to this ring you gain the  Interception  fighting style:-
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
 

 


After resting for a short moment to recuperate, you continue on the path as best you can, enjoying the sun as much as possible while it lasts. It's some hours later before the next obstacle on your path makes itself known, and it does so from a distance. A deep rumbling reverberates first through the ground, shaking your feet and sending vibrations running up through your body. Sound quickly follows, of a thousand thousand hoofed feet, and then the first one bursts from the treeline - a dire boar. And another. And another. And ten more. And then twenty. A stampede of boars, large and small, far too many to fight, far too many to count, all squeeling and snorting as they barrel directly towards the party. You have only moments to act.

 
 Spoiler: OOC 

The party should make a relevant ability check to their evading the stampede.

Suggestions: athletics (climb trees), acrobatics (dodge around them), or survival (to intuit where the stampede will go, and not be there).
I'm open to other ones, though some skills might have a harder time of it than others (eg. Intimidation - they're already afraid!)
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 24/45, AC: 16
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 2/3, 3rd: 3/3  
 
  
 
 Spoiler 
Survival check:  (1d20+7)[ 22 ] 
 
J-H
 Paul Mauser 
Paul pulls a wooden canister off his belt, twists the two parts, and then tosses it to land between the party and the boar.  It pops open, and a thick mass of sticky gray webs forms a wall between the party and the boar.
 
 Spoiler 

Last (other) 2nd level slot to cast Web, DC 15.
I'm counting mostly on it being a visually thick and obviously obstructive mass to make them go around it.  Alternatively, if they charge in, enough should get stuck to block their path.
Plenty of trees to anchor it with.

 
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. 
 
J-H
 
 Spoiler: Athletics 

Nature check to spot an easier to climb tree?  (1d20+5)[ 14 ] 
Athletics  (1d20+2)[ 19 ] 
 
Archemist
Polina crouches, calls Rax to grab onto her back, and then leaps up into the branches of the nearest tree.

 
 Spoiler: OOC - Athletics 
 (1d20+7)[ 20 ] 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration Call Lightning
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
Wuffles II (Wolf Familiar)
HP: 0/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla draws upon her innate Genasi magic and casts Levitate on herself, then floats up to the top of a tree where she will hang onto a branch for stability.
Amnestic
The stampede of boars is slowed only slightly by Paul's web, though they  are  slowed. When some are rendered stuck by the thick silken strands, those behind push them forward from behind, the full force of the oncoming hoard driving them through. The party proves adept at evading them though, and some quick tree-scarpering, levitation, and predicting where they'd continue on lets you all avoid being caught up in the mass of hooves, tusks, and massive musculature.

 
 Spoiler: OOC 

8 exp for successfully evading the stampede entirely, eyyyy.
 


Within a few moments, the stampede fades away as swiftly as it had arrived, the thundering hoof-falls retreating eastward, leaving a trail of churned ground in their wake.

From their source, you see the origin of their fear lumber into view - a mass of vegetation supported by vines and branches, clawing its way forward on masses of collected tendrils. Most notable of it though was its massive maw, lined with sharpened branches and animal horns to create teeth. They circle the mouth entirely, appearing in row after row, a cylindrical cycle of piercing tools to go with its grasping arms. It drags its way from tree to tree, sometimes uprooting those it pulls itself past in pursuit of its next meal. You could, perhaps, leave, fleeing from the fight before it begins. No doubt the dire boar hoard are more tempting a feast than a few adventurers.

 
 Spoiler: Int(Nature) 

 
 Spoiler: DC1 

It's definitely a shimmying pile. You've heard of these before.
 

 
 Spoiler: DC5 

This is a tendriculos, notable for their regenerative abilities. It is said that blunt force and acid can - temporarily - disable their ability to regrow their parts.
 

 
 Spoiler: DC10 

With unknown origins, the tendriculos is nevertheless a scourge of natural life, projecting an unnatural aura of disturbance that incites beasts and plant creatures to fear and rage. Ironically, this often serves to hinder a tendriculos' hunting ability, though it does cause significant carnage to be left in their wake, and perhaps that was the intention all along.
 

 
 Spoiler: DC15 

A tendriculos is carnivorous, and often wraps creatures with its tendrils before swallowing them hold for digestion purposes. Though visibly similar to shambling mounds in a number of ways, they lack the shambling mound's affiliation for electricity and tend to prefer marginally less swamp climates.
 

 
Amnestic
 Day 6, Day 

Eyeing the shambling mass of vines and plantlife, the party opts to simply ignore it and leave. Doing so proves fairly trivial, as the monster is more interested in the mass of fleeing boars than a few spindly little humanoids, and you slip away back into the thick forest, leaving the thunderous steps behind you.

 
 Spoiler: OOC 

No exp for choosing to simply avoid the Trendiculos, but you do get  5  for evading the boar stampede with no damage taken.
 

 Day 6, Evening 

Though you have some hours of sun remaining to you, it's hard to deny that the day's exertions have tired you out - traipsing through a forest is no easy task, especially on alert for any rabid beasts that might come your way. For the last mile or so, the ground has started becoming more and more swampy, with boot-sucking bogs and a vast quantity of buzzing flies. Ponds of deadwater packed with algae are becoming more and more commonplace, and the stench of rotting greenery - and sometimes flesh - begins to bubble up from around you.

 
 Spoiler: OOC 

Pushing on would require Forced March saves against Exhaustion for at least 1 hour; or you can choose to camp here for the night, though it does not appear particularly pleasant to do so. How unpleasant? You'd have to camp to find out.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
When there is a free moment Ayalla performs the ritual to bring Wuffles back.

With the inundation of insects she spends some time binding herbs into an incense bundle that will burn slow and hopefully repel the bugs.
 
 Spoiler: OOC 
Herbalism:  (1d20+5)[ 11 ] , Advantage if somebody helps:  (1d20+5)[ 17 ] .
 
Amnestic
 Day 6, Night 

It's not a particularly pleasant evening. The air smells, there are persistent animal sounds, and every other  squelch  and  splash  of a rotting log falling into water or an animal hunting in the night sounds like it could well be an approaching monster. Jumping at shadows and the lights of swampgas lead to a restless night, but it  does  pass without anything that goes bump to disturb your rest, and the herb concoction does help to keep the majority of insects at bay.

 
 Spoiler: OOC 

Each party member (including pets) needs to make a DC12 Constitution saving throw against...well, something.
 

 Day 7, Day 

The swamp is  massive . It already seemed so from the map you had, but there's a far cry between knowing something is big and experiencing it for yourself. The samey-terrain of lush forests have given way entirely to the far more unpleasant samey-terrain of slopping wetness. More than once you find yourself forced to remove leeches from your legs and ankles after they somehow snuck onto you, and every half-trip threatens to permanently infuse you with a disgusting scent. There are signs everywhere that this was once a lush and lived in land. Buildings half-submerged, rotten roadsigns long heralding a path that hasn't existed for decades, and more than once a body rotted and picked clean to the bone. But that was then, and then is long behind you.

Through the mass of thick hanging trees, across watery gap, you spot what looks like a shrine of stone of modest size - something you'd see in a rural village rather than any larger town or city - looking remarkably intact, albeit still touched by age and elements. It's still too early to camp yet even if it does look like a small spot of respite, though if you crossed the murky and algae-choked water you might be able to investigate regardless.
Amnestic
 Day 7, Day 

Stepping out onto the swampy waters, there's a light ripple, but nothing more as you start to make yourself across the choking swamp. A tension fills the air as you look down and around, peering out at the thick reeds and-
Two massive crustaceans burst forth beside you! Their backs are bent over, like overgrown shrimp, with massive pincers to grab at their foes and flailing tentacled mouths reaching to drag their pray down and devour them. They seem clearly at home in the swampy waters of deceptive depth, their mud-covered shells

 
 Spoiler: Int (Nature) 

 
 Spoiler: DC1 

You're telling me a swamp shrimp snuck up on us?
 

 
 Spoiler: DC5 

This is a Chuul, a magical aberration of moderate intelligence. They primarily act as ambush predators.
 

 
 Spoiler: DC10 

Their pincers are quite capable of grabbing and grappling, and their tentacles bear a strong paralytic secretion. When fighting them near water, they frequently drag enemies beneath its depths to drown them.
 

 
 Spoiler: DC15 

They generally live solitary, in pairs, or rarely in groups of 3-5. They're also often hoarders, taking trophies from those they kill. They also have the natural ability to sense magical energies, and use this preternatural sense to help lay traps for those who approach bathed in spells and magic items.
 

 

 
 Spoiler: Map 

 

Inadequate stealth to actually get Surprise, but enough so that they're maybe closer than you would prefer.

Initiative Order:-
Ayalla:(1d20)[16]

LC:(1d20)[15]

Polina:  (1d20)[6] (1d20)[11]
Leif:(1d20)[3]
Paul: (1d20+1)[2]

RC: (1d20)[2]
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 45/45, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3  
 
  

Leif calls out to the others "Get back to land! These things are always in a bad mood and like to drag us down with them!"

With that she calls Calcifer to her side and all five of them (Calcifer, Leif, Polina, Ayalla and Paul) teleport towards the shore. Leif then makes a break for the shore, hoping that taking the fight to land might even the odds a little.

 
 Spoiler 
Leif summons Calcifer in the square 10ft to her east, then has him move 15ft west and teleport everyone within 5ft southwest 15ft. Leif then moves 25ft directly south.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Stardust)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla holds up her hands and thousands of glittering motes of dust spray towards the nearest shelled creature.

 
 Spoiler: OOC 
New level 6 class ability.
Stardust: Starting at 6th level as an action, you can cause stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as would a candle, and it cannot benefit from concealment or any invisibility effects. The creature has disadvantage on attack rolls and sight-based Perception checks. This effect lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). Sightless creatures cannot get disadvantage from this ability. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
 
Amnestic
Ayalla glamours the closest crustacean with a shimmering blindness that will no doubt hinder its next set of strikes, even as the left westerly one moves in, aiming its  p incers at  P olina and  P aul. Prepared that they are, the first one is deflected by an axe sending it into the water, the other strikes only a magical bulwark, clamping down on a construct of pure force.

 
 Spoiler: Map 

 

No real map changes, but the Right Chuul is afflicted by the glimmering burst.

The left chuul attacked Polina and Paul with its Pincers; the second attack would've hit Paul but he expends a  Shield  to save him from it. Lucky he chose to as well, because he would've failed the save vs. paralysis  and  been dragged away by the grapple. Not that you knew that at the time!

Polina, Leif (now, please note initiative order!) and Paul are now up.

Initiative Order:-
Ayalla:(1d20)[16]

LC:(1d20)[15]

Polina:  (1d20)[6] (1d20)[11]
Leif:(1d20)[3]
Paul: (1d20+1)[2]

RC: (1d20)[2]
 
Archemist
 Leif calls out to the others "Get back to land! These things are always in a bad mood and like to drag us down with them!" 

Polina rallies the others, calling back defiantly,   "Let them try!"  

Polina and Rax double-team the chuul in front of them. They move in; Polina gives a short whistle and Rax takes a slightly longer route to move to a more flanking position. Polina continues hacking away at its pincers, taking particular aim at the more vulnerable joints.

The small blue wyrmling jumps up and down, nipping at one of the crab's rear legs.

 
 Spoiler: OOC - attacks 
Polina's two axe-swings:  (1d20+7)[ 16 ]  for  (1d8+4)[ 12 ]  slashing damage. And again:  (1d20+7)[ 25 ]  for  (1d8+4)[ 5 ]  slashing damage.
If either hits, Rax's reaction adds  (1d6)[ 1 ]  lightning damage to one attack.

Rax's attack (Polina's bonus action):  (1d20+6)[ 16 ]  for  (1d6+3)[ 5 ]  piercing damage.
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 35/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: Faerie Fire 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  


Paul barely has time to recover from the near-miss before Leif summons her fire elemental, teleporting everyone ashore.  Suddenly clear, he decides to fling a glass globe at the water between the two Swamp Shrimp.  It cracks, sending tiny flickers of purple light everywhere, which settle onto the Chuul.
 
 Spoiler 

Faerie Fire, 20' cube just barely hits both.
Dex DC 15 or all attacks against them have advantage until I stop concentrating or 1 minute passes.
LC  (1d20)[ 5 ] +mods
RC  (1d20)[ 18 ] +mods
 
Amnestic
Taking the closest foe from both sides, Polina and Rax manage to land some narrow blows against the massive alien-y shrimp creature. Though some of the strikes come close to glancing off its thick armoured exterior, each one nevertheless seems to take a chunk out of it, and they are repositioned - albeit perhaps only slghtly - when Calcifer appears to teleport them closer to the shore, just in time to be out of the way of Paul's glitterbomb. The injured one is smothered in the bright lights, though the one blitzed by Ayalla's own dust spray manages to roll away from it in time. It retaliates against its closest foe - Ayalla - with its massive pincers. One of them snaps around her leg, and with its target snared it proceeds to drag her away from the rest of the party, flailing its mucus covered tentacles at the genasi's face to try to paralyze her - to no avail. It may be incredibly gross, but it's not enough to stop her.

 
 Spoiler: Map 

 

Polina and Rax narrowly hit with all three attacks, dealing a combined 20 damage.
Leif/Calcifer teleports most people a distance away, and then gets some distance by running back to shore.
Paul's Faerie Fire lands on the left Chuul, but not the right.

The right Chuul attacks Ayalla twice with its pincers. Despite disadvantage, the first pincer hits for  12  bludgeoning damage and  Grapples  her, dragging her away from the party. She can use an action to attempt to escape - DC14 Athletics/Acrobatics - if she wants to. She also resists the attempt to Paralyze her from the tentacles, and the second Pincer strike misses.

Ayalla is up.

Initiative Order:-
Ayalla:(1d20)[16]

LC:(1d20)[15]

Polina:  (1d20)[6] (1d20)[11]
Leif:(1d20)[3]
Paul: (1d20+1)[2]

RC: (1d20)[2]
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 27/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Stardust)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla struggles free floats above the surface of the water and risks running to the shore.
 
 Spoiler: OOC 
Acrobatics:  (1d20+3)[ 20 ] 
Bonus action: Telekinetically shove the Chuul. Succeed on a Strength saving throw DC 15  (1d20)[ 19 ]  or be moved 5 feet away.
As the shove looks like it failed I am going to have to risk provoking an attack and make a break for the shore.
 
Amnestic
Ayalla slips free from the pincer and attempts a retreat, but the aberrant monstrosity is strong, pushing against her mental shove and lashing out with another claw, which finds her leg and pulls her off balance back into reach. The other - having had little effect at striking Polina - instead targets the still-present Rax. One of its claws skitters across scaled hide, but the other one latches the drake around its neck. The chuul drags the struggling, unparalyzed Rax away from the rest of the party, towards deeper water.


 
 Spoiler: Map 

 

Ayalla escapes the grapple, though the TK shove fails. The Chuul hits with its OA (again, even with disadvantage - 10+6) for a further  10  damage and, unfortunately, grapples her again.

The left Chuul hits Rax with one of its pinchers (other one missed), grappling it as well for  9  damage. Rax makes their save vs. tentacle paralysis though.

Polina, Leif, and Paul are up.

Initiative Order:-
Ayalla:(1d20)[16]

LC:(1d20)[15]

Polina:  (1d20)[6] (1d20)[11]
Leif:(1d20)[3]
Paul: (1d20+1)[2]

RC: (1d20)[2]
 
Infernally Clay
[QUOTE=Infernally Clay;25852673]      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 45/45, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3  
 
  

"Nobody ever listens to the druid," Leif chuckles before turning to Calcifer, "You get Ayalla, I'll get Rax."

Leif then wades back into the water, summons up multiple bolts of flame and hurls them at the crab grappling with Rax, each one punctuating her words as she yells: "Pick on someone your own size!"

Calcifer then moves next to Ayalla and teleports her to safety, potentially inflicting light wounds on the giant enemy crab too.

 
 Spoiler 
For the sake of clarity:
 

Leif casts Scorching Ray at third level.
To hit: [roll0], to damage: [roll1] fire damage.
To hit: [roll2], to damage: [roll3] fire damage.
To hit: [roll4], to damage: [roll5] fire damage.
To hit: [roll6], to damage: [roll7] fire damage.
  Ignores fire resistance and any 1s are treated as 2s.  

Calcifer casts Fiery Teleportation.
[roll8] fire damage if any enemies within 5ft fail the DC 16 dex save.
 
Infernally Clay
 
 Spoiler 
Leif casts Scorching Ray at third level.
To hit:  (1d20+8)[ 23 ] , to damage:  (2d6)[ 6 ][ 4 ](10)  fire damage.
To hit:  (1d20+8)[ 17 ] , to damage:  (2d6)[ 1 ][ 2 ](3)  fire damage.
To hit:  (1d20+8)[ 14 ] , to damage:  (2d6)[ 1 ][ 4 ](5)  fire damage.
To hit:  (1d20+8)[ 26 ] , to damage:  (2d6)[ 6 ][ 6 ](12)  fire damage.
  Ignores fire resistance and any 1s are treated as 2s.  

Calcifer casts Fiery Teleportation.
 (1d6+3)[ 8 ]  fire damage if any enemies within 5ft fail the DC 16 dex save, half if they succeed.
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 45/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: Faerie Fire 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul points his wand at the glowing Chuul and fires three jets of flame at it.
 
 Spoiler 

Scorching Ray, first one to hit does  (1d8)[ 8 ]  additional damage due to Arcane Firearm
Advantage due to Faerie Fire.  If it goes down, shift any remaining rays to the other one.
Ray 1  (1d20+8)[ 26 ]  or  (1d20+8)[ 11 ]  for  (2d6)[ 7 ]  fire
Ray 2  (1d20+8)[ 27 ]  or  (1d20+8)[ 11 ]  for  (2d6)[ 8 ]  fire
Ray 3  (1d20+8)[ 9 ]  or  (1d20+8)[ 27 ]  for  (2d6)[ 2 ]  fire
 
Archemist
Rax wriggles and attempts to escape the grip of the chuul, but is unsuccessful.

Polina comes to the aid of Ayalla, confident that Rax is plenty capable of salvaging the situation. She runs over and thwacks the one holding the genasi, hoping to break its grip once and for all.

 
 Spoiler: OOC - Polina Attacks 
 (1d20+7)[ 18 ]  for  (1d8+4)[ 10 ]  slashing, and again:  (1d20+7)[ 19 ]  for  (1d8+4)[ 11 ]  slashing.
 
Amnestic
A barrage of flame batters down upon the Chuul grappling Rax, though to no avail - its pincer stays locked in on the drake. Though its shell is battered and burned, it maintains its solid grip. Polian swings around to assault the one gripping Ayalla just as she's teleported out of reach by Calcifer, and delivers two slicing blows against its hard carapace. It attempts a retaliation, but hindered as it is by Ayalla's magic it can do little more than flail in the water against the goliath's armour and skills.

 
 Spoiler: Map 

 

Polina hits twice; also Rax  can  use his reaction while grappled, so I rolled an extra  2  lightning damage on the right Chuul.
Leif hits with 3 of the 4 Scorching Rays (I rolled faerie fire advantage but it didn't change anything), the right Chuul fails its save vs. the teleport and Ayalla is freed. I also rolled Ayalla's concentration from the OA, and it was successfully saved, so the disadvantage is still active.
Paul hits with all three scorching rays due to FF advantage. The left Chuul is bloodied.

The right Chuul attacks Polina with both pincers, and misses.

Ayalla is up!

Initiative Order:-
Ayalla:(1d20)[16]

LC:(1d20)[15]

Polina:  (1d20)[6] (1d20)[11]
Leif:(1d20)[3]
Paul: (1d20+1)[2]

RC: (1d20)[2]
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 27/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Stardust)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
After being freed from the grasp of the crustacean, Ayalla hits it with sacrid flames and another telekinetic shove for good measure before running for the shore.
 
 Spoiler: OOC 
Sacred Flame: DC 15 Dex save  (1d20)[ 2 ]  or take  (2d8)[ 6 ]  radiant damage. The target gains no benefit from cover for this saving throw.
Bonus action: Telekinetically shove - DC 15 Strength save  (1d20)[ 17 ]  or be moved 5 feet away.
 
Amnestic
Radiant flame scorches the crustacean beside Polina, but its partner gives it no heed, dragging Rax beneath the deepening waters. Stalwart, the drake resists the paralysis once more, but thrashing around in the choking liquid makes Rax easy prey for the creature's pincers which latch on two separate legs to crunch down with a crushing grip.

 
 Spoiler: Map 

 

Ayalla hits with Sacred Flame, though the TK shove doesn't go off. Shrimp too strong.

The left Chuul (now the upper Chuul) fails to paralyze Rax, but it does clamp down with both its pincers for a total of  24  damage, and drags it a further 15ft away. Both are now  Underwater  and so subject to Underwater Combat rules. Further, the thick algae and cloudy water makes them more difficult to see; you can only target them if you're within 10ft. Finally, because both pincers are now locked on Rax the escape DC increases from 14 to 16!

Polian, Leif, and Paul are up.

Initiative Order:-
Ayalla:(1d20)[16]

LC:(1d20)[15]

Polina:  (1d20)[6] (1d20)[11]
Leif:(1d20)[3]
Paul: (1d20+1)[2]

RC: (1d20)[2]
 
Archemist
Rax struggles valiantly, caught in the pincers.

 
 Spoiler: Rax Athletics 
 (1d20+3)[ 16 ] . He's surprisingly still up at  2 hp.
 

 "Rax!"  Polina seems torn; she knows that Rax is suffering, but she also knows he will vanish back to the realm of dragons and be fine in the long-term. She sends him encouraging vibes but in the end she has to focus on the threat right in front of her. She steps a little to her left and strikes twice at the chuul who's been trying to grab her.

 
 Spoiler: OOC - attacks 
 (1d20+7)[ 15 ]  for  (1d8+4)[ 12 ]  slashing and  (1d6)[ 2 ]  lightning from Rax.  (1d20+7)[ 12 ]  for  (1d8+4)[ 8 ]  slashing is her 2nd attack. (Her Bonus Action is commanding Rax to still try to escape.)
 
J-H
Paul dashes across the top of the water and fires a concussive blast down at the Chuul that has Rax.

 
 Spoiler 

40' of movement north-northeast gets me in range for the 15' cube.
 (3d8)[ 9 ]  thunder damage (boosted by Arcane Firearm) and a 10' pushback that should free the dragon.
Con DC 15 half and negate push.
LC Con  (1d20)[ 15 ] +mods
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 45/45, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 2/3, 3rd: 2/3  
 
  

Leif moves towards where she last saw Rax and the giant crab and summons forth an torrent of flame where she believes the crab is as Calcifer attacks the other crab.

 
 Spoiler 
Leif moves northward, within 15ft of where she thinks Rax and the crab are, and casts Burning Hands at second level in the direction she would reasonably believe the crab is. DM’s discretion on this one given Leif won’t be close enough to target the creature, but she will try to avoid hurting Rax if she can. Calcifer fires off at the other crab.

Leif’s Burning Hands -  (4d6)[ 4 ][ 6 ][ 6 ][ 1 ](17)  +  (1d8)[ 8 ]  fire damage, half on DC 16 dex save.
Calcifer’s Flame Seed - To hit:  (1d20+8)[ 21 ] , to damage:  (1d6+3)[ 6 ]  fire damage.
 
Amnestic
With Rax's life on the line Paul and Leif spring into action, combining fire and thunder to blast beneath the waves and crush the injured chuul's life, allowing Rax to swim free. Polina's own strikes skitter across the chuul's hardened exterior, and though she deflects its first claw, the second one grabs her and drags her beneath the surface. Her struggles last for only a moment before the tentacles finally latch on, wrapping her throat with its paralytic poison and turning her rigid beneath the choking waters.

 
 Spoiler: Map 

 

Polina misses with both her attacks, Rax does free himself (albeit barely).
Save was failed vs. Burning Hands for full damage from Leif's, and Calcifer's fireseed hit.
Though the save was made vs. Paul's thunderwave, the damage was enough to finish it off.

The right Chuul, now the only one left alive, attacks Polina twice. It hits with the second for  13  damage and grapples her. She also fails the save vs. the tentacles, and is paralyzed and dragged between the water. Oh dear! Same deal as before for the Chuul being underwater.

With the death of the Left Chuul, everyone is up at once. Polina can make a DC13 con save at the end of her turn to end the Paralysis.

Initiative Order:-
Ayalla:(1d20)[16]

 LC:(1d20)[15] 

Polina:  (1d20)[6] (1d20)[11]
Leif:(1d20)[3]
Paul: (1d20+1)[2]

RC: (1d20)[2]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 45/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: Faerie Fire 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul runs across the water, aiming another concussive blast down to knock the Chuul away.

 
 Spoiler 

1st level + AF Thunderwave  (3d8)[ 12 ]  + 10' knockback, Con DC 15 half/negate knockback
RC  (1d20)[ 14 ] 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 27/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Stardust)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
 
 Spoiler: OOC 
Sacred Flame: DC 15 Dex save  (1d20)[ 11 ]  or take  (2d8)[ 5 ]  radiant damage. The target gains no benefit from cover for this saving throw.
Telekinetic shove: DC 15 Strength save  (1d20)[ 3 ]  or be moved 5 feet away.
 
Archemist
Polina stiffens as the venom takes hold, and is powerless to do anything as she is pincered. Rax, grateful for his own rescue, hop-flap-jumps over towards her in the hopes of distracting the chuul from his master.
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 45/45, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 1/3, 3rd: 2/3  
 
  

Leif runs, or rather wades perhaps, towards the giant crab and unleashes a spell of hurt and heal. She then calls on Calcifer to attempt to teleport Polina to safety.

 
 Spoiler 
Leif moves within 10ft of the crab and casts Wither and Bloom.
The crab must make a DC 16 con save or suffer  (2d6)[ 9 ]  necrotic damage (half damage if it succeeds). As part of the spell, Polina may spend a hit die to recover health points equal to what she rolls +4.

Calcifer will then move to the square directly next to Polina and the crab and use Fiery Teleportation, dealing  (1d6+3)[ 9 ]  fire damage if it fails the DC 16 dex save (half damage if it succeeds).
 
Amnestic
Desperate to rescue Polina, the party thrusts magic at the remaining Chuul as best they can, blowing away water with powerful thrusts of thunder and scorching it with flames both holy and natural. When the paralyzed Polina is snatched from its grasp by Calcifer, it lashes out at the next nearest targets - Paul and Leif. Grabbing them both by a leg each, it pulls them both below into the blinding, choking waters. Matters are made worse when its tentacled mouth grasps Leif's head, the paralytic hitting her as much as as it did Polina, locking her limbs in place and holding her from any sort of escape attempt. It drags both its quarries behind it, seeking distance and - apparently - giving up on further strikes against the party for now, though that's ill-comfort to those already in its grasp.

 
 Spoiler: Map 

 

Ayalla hits with sacred flame and shoves the Chuul away slightly.
Polina remains paralyzed.
The Chuul fails its save vs. both Wither and Bloom and the fiery teleport, though the latter's damage is halved due the Chuul being underwater.
It makes its save against Paul's Thunderwave again.

It retaliates, grabbing both Leif and Paul with its claws (DC14 to escape) and dragging them below. They take  11  and  8  damage respectively. Additionally, Leif is also paralyzed by the tentacles (DC13 consave at the end of turn to end).

The Chuul is, however, severely injured!

The party's up.

Initiative Order:-
Ayalla:(1d20)[16]

 LC:(1d20)[15] 

Polina:  (1d20)[6] (1d20)[11]
Leif:(1d20)[3]
Paul: (1d20+1)[2]

RC: (1d20)[2]
 
Archemist
Polina is looking fine health-wise but the nasty poison is still working to keep her from moving. Rax continues tailing the creature as best he can, trying to distract it by dodging around, but he looks lost and bedraggled as long as Polina is still out of commission.
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 38/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: Faerie Fire 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  
Paul conjures a glob of acid inside the Chuul's mouthparts.

 
 Spoiler 

Acid splash  (2d6)[ 7 ]  plus  (1d8)[ 7 ]  acid damage, Dex DC 15 negates
RC Dex  (1d20)[ 14 ] 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 27/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Stardust)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla tries to finish of the Chuul so she can heal her comrades.
 
 Spoiler: OOC 
Sacred Flame: DC 15 Dex save  (1d20)[ 7 ]  or take  (2d8)[ 11 ]  radiant damage. The target gains no benefit from cover for this saving throw.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 34/45, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 1/3, 3rd: 2/3  
 
  

Ever seen a Tiefling try really hard not to drown? Well you're seeing it now (rolls are in the Discord).
Amnestic
Even with half the party paralyzed, Paul and Ayalla's combined magical assault blast and tears the Chuul to pieces, loosening its grip as you burn its life out from beneath the water. It releases its grasp on the pair, allowing you to swim back to the surface and escape to breathable air once more. The waters, now tinted a deeper red with the blood and viscera of the slain shrimp, falls still, and though the surroundings are still abuzz with the sounds of swamplife you're not under any further immediate threat...that you can see, at least.

 
 Spoiler: OOC 

This was a  Medium  encounter so the party receives  8  experience points for beating it.

The paralysis lasts up to a minute, but I expect you'll break it before that elapses :P I'll give a short moment for any patching up you want to do before I assume you're continuing on to the island shrine.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 27/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
Seeing that the Chuul are defeated Ayalla runs over to Leif, hovering inches above the water, and pulls her to the surface with telekinesis, then reaches under her arms to hold her and keep her head above the water.
 
 Spoiler: OOC 
As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw or be moved 5 feet toward or away from you. A creature can willingly fail this save.
 
Amnestic
 Day 7, Day 

After retrieving the drowners from beneath the water and catching your breath, you keep on towards the small squat shrine. Closer up, you can see it was a travellers shrine dedicated to Mielikki, though has seen little use since for its intended purpose. Indeed, it's dirty, unclean, and hasn't been tended to for what looks like decades. Instead, this looks to have been where the Chuul stashed their hoard. There's a number of bodies here, half-tucked beneath stones out of sight of any other would-be-predators. All of the bodies are picked clean to the now-shattered bones, but none of them look like recent kills.

It also holds a stash of goods that the Chuuls were keeping a hold of. Gold, both in scattered coinage and in purses, a few gemstones, a trinket here and there, and some items that look of rather more notable importance to you - a band of black beads all strung together and a star-shaped medallion, both of which strike you as magical.

 
 Spoiler: Items 

String of Beads of Force
 Wondrous item (necklace), rare 

Held on a dark string that seems remarkably resilient, these seven black sphere measures ¾ of an inch in diameter and weighs an ounce.

While wearing or holding this necklace you can use an action to remove a bead from the strong ad up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.

An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

If the bead is not thrown within one minute of being removed from its string, it detonates in place as if thrown.

Medallion of Empathy
 Wondrous item (necklace), uncommon (requires attunement) 
This star-shaped silver medallion is engraved with the image of a heart held in a pair of hands. While wearing it, you have advantage on Wisdom (Insight) checks
 
Amnestic
 Day 7, Evening 

As the day wears on, and the sun begins to dip, you start to feel the weariness of travel setting in. A low mossy island of mud and peat - no different from the last twenty or so you saw - protrudes from the marshes water, littered with the stone bones of buildings brought low by time and abandonment. The only unique aspect of this is the body that lays sprawled within the hollowed shell of what was once a tower - a horse-sized owl, its belly cut open, its innards sprawled out and devoured. The once magnificent bird's body has been partially dissolved in places, and swathes of foul, dark green fluid still sizzle and pop, eating away at flesh and bone.

The sight, the smell, the sound, all of it proves an adequate distraction. From its hiding place within the underbrush nearby a massive hulking two-legged and two-winged creature with razor claws and a razor maws bursts forth on powerful leaping legs. It crosses the distance between you, almost as if it had been waiting for you to get close enough, and from its unhinged jaws it sprays a mass of the same sizzling, unpleasant liquid that the owl suffers from, coating the majority of the party and scorching them head to toe. It doesn't seem likely that there will be any negotiation to be had here.

 
 Spoiler: Map 

 

The greenspawn rolled a 21 on its Stealth (18+3) which surpassed everyone's passive perception, granting it  Surprise , which is somewhat lucky for it since it didn't roll great on Initiative.
It breathed a cone of poison over most of the party, avoiding only Wuffles. It deals  44  poison damage (due to failed saves) to Rax, Polina, Paul, and Ayalla. Leif was the only one to make the (DC15 Con) save so she only takes  22  instead.

However, the party did roll better on Initiative than the Greenspawn, meaning that the  Surprise  it took has ended and you do get to use reactions against the damage (if you have them), and they get a full round to act.

 Initiative:- 
Leif: 20
Polina: 16 (from Discord)
Paul: 12
Ayalla: 9 (from Discord)

GS: [8]
 
J-H
      
   
   Paul Mauser   
 
 Half-orc Artillerist Artificer 
 AC: 18 HP:  1 /45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

The cloud of poison catches him unawares, leaving Paul almost completely unable to breathe or see.  Reacting quickly, Paul pulls a Bead of Force off the chain at his neck and hurls it at the draconic-looking beast, then breaks right and tries to put a wall between him and it.

 
 Spoiler 

 (5d4)[ 12 ]  force damage
Green thing Dex save  (1d20)[ 13 ] 

The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.

An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

Move 35' east/5' north to get behind the wall

Also, knowledge checks?
Nature  (1d20+5)[ 24 ] 
or Arcana  (1d20+11)[ 19 ] 
As appropriate to identify it
 
Archemist
Polina calls out in Draconic and Rax reappears as suddenly as he disappeared, looking a bit healthier, even. She marks the greenspawn and growls at it, continuing in Draconic,  "Sneaky @#$%, what are you doing here? We will end you!" 
 
 Spoiler: OOC 
Hunter's Mark on it and using an action+spell slot to resummon Rax. I figure it'll be more important to have the extra hp pool at this point.
 


Polina and Rax close in on the greenspawn, staying adjacent but moving away from the rest of the party to the West side of the foe.
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 23/45, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 0/3, 3rd: 2/3  
 
  

Leif calls out to Ayalla as soon as she sees her fall, words of flame and fury, words that would burn the air itself. Calcifer appears atop the rock formation and throws a mote of flame at their attacker.

 
 Spoiler 
Action: Leif summons Calcifer
Bonus Action: Leif casts Healing Word at second level, healing Ayalla for  (3d4+4)[ 8 ] + (1d8)[ 7 ]  hit points.

Calcifer fires off a Flame Seed, to hit:  (1d20+8)[ 27 ] , to damage:  (1d6+3)[ 6 ] 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 15/39, HD: 5/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Call Lighting)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
The cloud of poison brings Ayalla to the brink of death but Leif's magic brings her back. She calls forth a storm cloud to zap the greenspawn as she throws herself behind a large boulder for cover and tells Wuffles III to attack.
 
 Spoiler: OOC 
Move into cover.
Call Lighting: DC 15 Dex save  (1d20)[ 16 ]  or take  (3d10)[ 19 ]  lightning damage on a failed save, or half as much damage on a successful one.
Bite:  (1d20+6)[ 23 ] , piercing damage  (2d4+3)[ 9 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 2 ]  or be knocked prone.
Advantage  (1d20+6)[ 13 ]  (Pack Tactics)
 
Amnestic
 Day 7, Evening 

Leif's brief word of healing brings Ayalla back to consciousness, allowing her to scrabble back to her feet. Calcifer appears atop the rocks, but is unable to heed its masters call, so swiftly. With Ayalla back conscious, Wuffles joins the flanking maneuver with Polina and the newly reborn Rax. Paul's lobbed bead impacts behind the creature, but saving the bead from striking the party gives the creature just enough room to maneuver away from it grabbing hold of it, and to dodge away from Ayalla's called bolt of electricity. It does put it right into Wuffles jaws though, and the wolf manages to drag the off-balance creature from its feet to splatter in the mud. It springs back to its feet almost immediately swinging its wingblades at Wuffles, and cutting it across the back, before leaping away, perching up atop the ruins out of reach as it takes in the battlefield, and seeks out its next target.

 
 Spoiler: Map 

 

Leif heals, but summoning Calcifer and Healing Word takes up all your actions, so no flame seed this turn.
Polina shifts around and resummons Rax.
Paul's force bead is barely saved against (+3 mod), so it makes a big sphere that's mostly just in the way.
It makes its save vs. Call Lightning, but Wuffles hits and Prones it.

The razorfiend stands up again, and attacks Wuffles 3 times, hitting only once, for  16 .
It then disengages and takes a running jump, perching atop the ruins. You can climb up the sides from the left or right to reach it, but it costs 10ft of movement to get up there instead of the normal 5. Its otherwise not in reach from melee attacks from the ground.
You could jump up to attack it, but leaving its reach when you go back to the ground would provoke an OA...though it only gets one Reaction a round, so only one of you is getting hit if you do a jump+attack strategy, I suppose.

Party's up!

 Initiative:- 
Leif: 20
Polina: 16 (from Discord)
Paul: 12
Ayalla: 9 (from Discord)

GS: [8]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 45/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul taps the tube on his shoulder, causing the runes to light up as his eldritch cannon activates.  He fires a blast at the creature, then retreats further east.  He coughs several times from the poison, his throat closing up as he tries to communicate.
 
 Spoiler 

Action: Activate EC
BA EC Attack  (1d20+8)[ 23 ]  for  (2d8)[ 3 ]  force damage and 5' push - maybe I can knock it off?

Loop around  the "gate" to the southeast. Net change is 5 squares right and 1 down.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 23/45, AC: 16
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 0/3, 3rd: 1/3  
 
  

"I don't mean to rain on your parade," Leif says, returning to her more cheerful nature now her allies seem to be safe, "But I'd appreciate it if you stayed grounded!"

 
 Spoiler 
Leif casts Tidal Wave, targeting the large bird and the ruins it is perched atop, dealing  (4d8)[ 17 ]  bludgeoning damage and knocking the creature prone (half and not knocked prone on a successful save).
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 15/39, HD: 5/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Call Lighting)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
Wuffles III (Wolf Familiar)
HP: 20/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla scrambles to a better hiding spot as Wuffles III attacks.
 
 Spoiler: OOC 
Call Lighting: DC 15 Dex save  (1d20)[ 3 ]  or take  (3d10)[ 13 ]  lightning damage on a failed save, or half as much damage on a successful one.
Bite:  (1d20+6)[ 14 ] , piercing damage  (2d4+3)[ 7 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 8 ]  or be knocked prone.
 
Archemist
Polina and Rax run in, following the wave of water and Wuffles that knocks the creature down. Kicking it while it's down may seem unsporting, but so was it ambushing us with an acid bath.

The ranger and her little dragon work as a practiced team, staying adjacent as they advance and alternating axe swings with bite. Polina's axe still has a shiny blue keen edge from her earlier spell, too.

 
 Spoiler: OOC - attacks 
 (1d20+7)[ 8 ]  or  (1d20+7)[ 12 ]  (if Polina has advantage from it being Prone) for  (1d8+4)[ 11 ]  plus  (1d6)[ 6 ]  slashing (with Hunter's Mark damage). And again:  (1d20+7)[ 22 ]  or  (1d20+7)[ 26 ]  for  (1d8+4)[ 8 ]  +  (1d6)[ 2 ]  slashing. Rax uses his reaction to add a d6 lightning damage to one of those if one hits:  (1d6)[ 2 ] 

Polina uses her bonus action to command Rax to attack also:  (1d20+6)[ 15 ]  or  (1d20+6)[ 10 ]  for  (1d6+3)[ 8 ]  piercing.
 
Amnestic
 Day 7, Evening 

A bolt of lightning combines with a wave of water to shock and knock the monster from its perch as Polina, Rax, and Wuffles close in to strike at it in melee, cutting at its arms and legs. When Paul's turret blasts it back, it rights itself, rolling with the strike to spring back to its feet, unleashing another torrent of the same scorching liquid against those who had gotten too close, before retreating into the ruined tower, lurking behind its crumbling stone walls away from the party to catch its breath and ready itself for another assault.

 
 Spoiler: Map 

 

Tidal Wave knocks it down from its perch, with a failed dex save.
Polina hits once and Rax hits once, total of 20 damage.
Paul's cannon hits, shifting it back slightly.
Save failed vs. Call Lightning, and Wuffles barely hits it

After this round, it is now bloodied.

Razorfiend rolled a 6 on its poison breath recharge and scorches Rax, Wuffles, and Polina. The former two miraculously make their saves and only take  18  poison damage, so they stay up (though I believe Wuffles is on a meager 2HP now). Polina was already low, so she drops. It then retreats into the tower, meaning it's got total cover from any attacks that aren't going through the gap to the southwest.

Party's up!

 Initiative:- 
Leif: 20
Polina: 16 (from Discord)
Paul: 12
Ayalla: 9 (from Discord)

GS: [8]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 45/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul runs forward to get a shot at the creature.  "Split up so it can't hit so many of us with its breath!"

Matching deed and word, he fires a magical blast at it and continues moving past the tower.

 
 Spoiler 

Dash.
BA EC  (1d20+8)[ 9 ]  for  (2d8)[ 8 ]  force damage and possible 5' push (against a wall, so nowhere)
Advantage if entangled  (1d20+8)[ 16 ] 
Paul should end up 3 squares to the left of the owl.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 23/45, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 0/3, 3rd: 1/3  
 
  

"Oh no you don't!" Leif calls out, "You don't get to hide after  you  attacked  us ! All you had to do was leave us alone, let us pass through!”

Vines quickly spread out and envelop their attacker as Leif and Calcifer move towards it.

 
 Spoiler 
Leif moves to the left of the force bubble to gain line of sight and casts Entangle (DC 16) centred on the creature.

 A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. 
 
Archemist
Polina has just enough time to say, "ugh, again? disgusting," before falling down overcome by the pain and stench of the greenspawn's breath. Her scales and shield seem less affected by it than skin or normal metal would be, but it's just... a lot.

Rax decides that keeping clear of the Entangled area is the better part of valor this time. He ducks behind the dome of force and makes a worried barking sound towards Polina, encouraging her to get up and join him.

 
 Spoiler: OOC - Polina death save 
 (1d20)[ 18 ] 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 15/39, HD: 5/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Call Lighting)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
Wuffles III (Wolf Familiar)
HP: 2/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla instructs Wuffles to fall back and calls down more lightning.
 
 Spoiler: OOC 
Wuffles will pull back and take the dodge action.
Call Lighting: DC 15 Dex save  (1d20)[ 4 ]  or take  (3d10)[ 11 ]  lightning damage on a failed save, or half as much damage on a successful one.
 
Amnestic
 Day 7, Evening 

When plantlife springs up around the dragonspawn creature, it slices at it with its wingblades, pulling free before any of the entangling vines can truly latch hold of it. It does keep the creature distracted just long enough for another bolt of lightning to crash down on its head though, but the source of its repeated shocking pain is far, and Paul is not. When the artificer dashes past the tower, the drakeblood gives chase, leaping free from the ruins and following behind the half-orc, slicing this way and that in a flurry to take down another and put an end to the pain that comes its way. One of the blade strikes hits for a crushing blow that threatens to down and leave Paul at the creature's mercy - assuming it doesn't get distracted by other enemies striking it, of course.

 
 Spoiler: Map 

 

The razorfiend narrowly makes his save vs. Entangle (13+4=17).
Polina passes death save #1.
Since no advantage, the cannon shot misses.
It fails its save vs. Call Lightning, taking 11 damage.

The razorfiend exits the Entangle area and attacks Paul. It misses the first attack, hits with the second for  23  piercing and  5  poison (24 total on the attack roll, so Shield won't stop it), and then misses with the third (even with advantage from what I'm guessing is a down on the second hit; though half-orc relentless endurance would keep him standing either way if you chose to use that).

Party's up!

 Initiative:- 
Leif: 20
Polina: 16 (from Discord)
Paul: 12
Ayalla: 9 (from Discord)

GS: [8]
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 23/45, AC: 16
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 0/3, 3rd: 0/3  
 
  

"  ENOUGH!  " Leif roars as she moves closer to the creature, flame erupting atop it. Calcifer mimics his companion and throws a little ball of fire of his own.

 
 Spoiler 
(Calcifer moved with Leif last turn so he should be next to her this turn)

Leif casts Fireball, aimed at the creature but leaving Paul just outside of its area of effect, dealing  (8d6)[ 5 ][ 6 ][ 2 ][ 5 ][ 3 ][ 2 ][ 4 ][ 1 ](28)  fire damage (half on DC 16 dex save).
Calcifer fires off a Flame Seed, to hit:  (1d20+8)[ 22 ] , to damage:  (1d6+3)[ 9 ] .
 
Archemist
Rax moves under cover of the fireball to strike at the greenspawn's backside.

 
 Spoiler: OOC - attack and death saving throw 
Polina's roll for being downed:  (1d20)[ 9 ] 

And Rax's attack:  (1d20+6)[ 21 ]  for  (1d6+3)[ 6 ]  piercing.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 15/39, HD: 5/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Call Lighting)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
Wuffles III (Wolf Familiar)
HP: 2/36, HD: 6/6, AC: 16
 
 
 
  
Seeing that Paul is taking some serious hits, Ayalla moves closer and tries to drop the monster.
 
 Spoiler: OOC 
Call Lighting: DC 15 Dex save  (1d20)[ 11 ]  or take  (3d10)[ 8 ]  lightning damage on a failed save, or half as much damage on a successful one.
 
Amnestic
Unaccosted by tentacles, the creature is able to duck away from the aerial fireball, saving itself from the worst of the scorching. Rax harries the beast's legs, but the creature ignores the drake, in favour of others. As it runs towards Leaf, it's takes both Paul's cannonblast and firebolt in its back, but it keeps on going, despite the accumulated wounds. The bolt of lightning strikes down on its head from above,  but it keeps on going.  It tears into the tiefling with poisoned wing and hungry maw, ripping flesh and skin and armour asunder. She falls at its feet.

Rax gives chase, leaping atop the monster's back and tearing a chunk of the already weakened scales from its neck. The spine is severed from the force of the bite, and it collapses to the ground, not quite atop Leaf, but very nearly.

Still, two of you are down, and bleeding out, and you'll need to act fast to save them.

 
 Spoiler: OOC 


It makes its save vs. fireball from Leif.
Rax hits once.
Paul's cannon hits (with disadvantage) for  5  and then firebolt+artillerist boost hits for a further  18 
It fails its save vs. call lightning, but stays barely standing.

The monster is left with 4HP, and moves to Leif. It hits twice, for  9  piercing+  2  poison and then  16  piercing and  6  poison, which downs her. Downing it turns its last attack into advantage, which also turned a nat 1 into a nat 20. It crits her, for two failed death saves.

Leif needs to roll a death save (risking death!), along with Polina before Paul and Ayalla get a chance to act.

However I did take Rax's turn to see if he could end the fight before any of the healers are up, and indeed Rax hits, and due to monster HP the fight is over.

Despite how close you are to death, this fight was strictly a  Medium  encounter at CR7, so you get  8  experience for defeating it.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 0/45, AC: 16
Conditions: Has Definitely Felt Better
Spell Slots: 1st: 3/4, 2nd: 0/3, 3rd: 0/3  
 
  

Death saving throw:  (1d20)[ 19 ] 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 15/39, HD: 5/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Call Lighting)
Spell Slots: 1st: 2/4, 2nd: 3/3, 3rd: 2/3
Wuffles III (Wolf Familiar)
HP: 2/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla and Wuffles III run around performing triage.
 
 Spoiler: OOC 
Level 1 cure wounds for everyone that is down.
Ayalla can deliver one of them while Wuffles gets into position to do the other. I think they can both be cast before we run out of death saves.
Cure Wounds:  (1d8+4)[ 10 ] 
Cure Wounds:  (1d8+4)[ 10 ] 
 
Amnestic
A few minutes pass while you're still patching yourselves up and catching your breath from the engagement with the monstrous razorfiend, and you hear a strange rush of wind. Overhead, you spot five giant owls - identical to the one that lies dead in the tower ruins - soaring overhead. Each bears a rider - dark haired elves wearing leather armour dyed in the same greens and browns of the marsh. The elves circle above, but one makes a descent, swooping down to the tower. With bow in hand, they dismount, held at the ready (though not pointed at you). With narrowed eyes, he studies the party, while the others hover above, watchful and at the ready. Deducing the age of elves is near impossible once they're no longer children, but from the way the man stands he's clearly an experienced fighter, with scars on his face bounded by tattoos of war.

In a harsh and demanding voice, he calls out  "Who are you? What are you doing in the marsh?" 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 24/45, AC: 16
Conditions: Has Definitely Felt Better
Spell Slots: 1st: 1/4, 2nd: 0/3, 3rd: 0/3  
 
  

Thanks to Ayalla's quick thinking, Leif is back on her feet quite quickly. Brushing herself off and stretching as if she had just taken a nap, Leif casts a couple Cure Wounds spells to patch herself and Polina up as Calcifer looks on warily. When the mysterious elves appear, Calcifer interposes himself between the two and does the least intimidating angry face you've ever seen from a floating blob of fire. Leif doesn't even look up at the elves or their unusual mounts until she is certain Polina is okay.

"We're just passing through. We have important business on the other side," Leif says, "We have a date with someone in Rhest, though I somehow imagine our welcome won't be much warmer than the one that thing gave us." She thumbs over to the creature that had attacked them.

 
 Spoiler 
Cure Wounds (on Leif):  (2d8+4)[ 11 ]  plus  (1d4)[ 3 ] 
Cure Wounds (on Polina):  (2d8+4)[ 14 ]  plus  (1d4)[ 3 ] 
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 7/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul keeps his Eldritch Cannon ready, but not pointed at anyone.  He subtly tries to stay in the background where his small tusks and greenish-toned skin are less visible. The enmity between orcs and elves is very, very old, and old grudges fade from memory slowly, especially in situations where violence is already on the table.
Amnestic
The answer doesn't seem to engender any relaxation in the elf.  "Rhest is a sunken city of the dead. The only ones there now are those plundering the ruins. You are with them then? More bandits come to invade our lands?" 

He glances at the body of the dead razorfiend, and to that of the mutilated owl, and clearly puts the two together from the respective set of wounds - at the very least, his gaze says he doesn't (yet) blame you for the owl's death, but he's clearly still wary and ready to jump to combat.
Archemist
Polina notices the elf looking at the owl and belatedly puts two and two together to make four.  "Was this one of yours? It was like that when we got here. We haven't seen a rider." 

In somewhat un-practiced Elvish, she also adds,  "Warmest greetings! We may be strange outsiders but we mean you no evil." 

Switching back to the common tongue, she decides to demonstrate some trust to the elves.  "We're looking for Saarvith and dragons. My tribe doesn't like the goblins and dragons working together." 

 


Meanwhile, she smiles warmly at Leif and the others in thanks for the healing magic. She also expresses gratitude to Rax playfully,  "We're even again, I suppose." 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 24/45, AC: 16
Conditions: Has Definitely Felt Better
Spell Slots: 1st: 1/4, 2nd: 0/3, 3rd: 0/3  
 
  

"Rest easy," Leif chuckles, "We are no bandits and we certainly aren't invaders." Calcifer sticks his tongue out as if offended by the accusation.

She ponders for a moment but comes to the conclusion that if these elves meant harm they would have already attacked. Leif then motions to the elf to join her near the water, where she casts the Shape Water cantrip and forms the water into a simplified aerial view of the area, with an emphasis on the rivers to make it easier to recognise.

Leif points to roughly where Koth's Keep is and then says "We found information here about some unfriendly folk holed up in Rhest," she then points to roughly where Rhest is, although she imagines her elven audience already knows, "We're on our way here to...  evict  the one called Saarvith."
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 15/39, HD: 5/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Call Lighting)
Spell Slots: 1st: 2/4, 2nd: 3/3, 3rd: 2/3
Wuffles III (Wolf Familiar)
HP: 2/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla nods in greeting to the elf as she sends Wuffles III to his pocket dimension until she has a chance to heal his wounds.
Amnestic
Taking a quick moment before the elves arrive, Paul hacks into the belly of the razorfiend. Amidst the stomach acids, he retrieves two items of note - an obsidian ring set with a single white pearl, and a carved statuette made of ivory in the shape of a goat.

The clarification that you're not here to aid whoever is in Rhest doesn't seem to relax the on-edge elf as much as you might hope. He's highly strung, and distrust still lingers in his eyes, though perhaps not outright hostility anymore. While keeping his eyes still set on you as much as possible, he steps back, towards the owl, and tugs a jade band from its leg, inspecting its engraving. Regret, sorrow, and disappointment flash over his face for just a moment before the hardened exterior of a soldier returns.

 "I would have you return to our encampment. Our Speaker will wish to converse with you, if you are truly what you say." 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 24/45, AC: 16
Conditions: Has Definitely Felt Better
Spell Slots: 1st: 0/4, 2nd: 0/3, 3rd: 0/3  
 
  

Leif wanders over to Paul, who is still looking worse for wear, and uses the last of her magical energy to ease his pain. Now exhausted, she then turns to the elves, “Is it closer to Rhest than we are now?” she asks, “As much as I am fond of evening strolls through a swamp, our task is an urgent one.”

She turns to her allies, “We must deal with Saarvith before they and those that serve under them join up with their allies. A lot is riding on our success. It’s up to you if we accept this… invitation.”

 
 Spoiler 
Leif casts Cure Wounds on Paul, healing him for  (2d8)[ 9 ] + (1d4)[ 4 ] +4 hit points.
 
Amnestic
 "Marginally. You would be carried on owlback, rather than on-foot."  The elf clarifies. It's hard to tell exactly how much of his 'invitation' is a request. He still seems forceful, but his stance says it's also unlikely he's going to fight or try to stop you if you do outright refuse. Almost as an afterthought, he adds  "You are welcome to camp out in the swamp if you prefer." 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 24/45, AC: 16
Conditions: Has Definitely Felt Better
Spell Slots: 1st: 0/4, 2nd: 0/3, 3rd: 0/3  
 
  

Leif's eyes grow wide with excitement. "I'd get to ride on a  giant owl? " She then coughs and regains her composure, "Well... if we must, for the sake of haste. We would not wish to keep your Speaker waiting."
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 15/39, HD: 5/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Call Lighting)
Spell Slots: 1st: 2/4, 2nd: 3/3, 3rd: 2/3
Wuffles III (Wolf Familiar)
HP: 2/36, HD: 6/6, AC: 16
 
 
 
  
  "Your invitation is much appreciated."  
Amnestic
With your acceptance, the elf signals down for the rest of his hovering squad to descend, and you're each allowed to mount one of the giant owls alongside their riders, before taking back to the sky. In the dying embers of the sun's fall, the swamp stretches out beneath you in a vast sea of thriving life and vigorous death all mingling together. In the distance, far away to the northeast, you think you can make out a gap in the thick trees that widens into a lake, but the owls don't fly high enough over the swamp floor to say for certain.

On foot, the journey (even without getting lost) would have taken you perhaps the better part of another day entirely, but on owlback, you stream across the sky unperturbed and without your feet getting even soggier, arriving at the encampment in just over an hour.

The camp is set on a mound of dry land - one of the few ones around that you've seen - surrounded by a thick grove of trees. Though it only rises to around 20 feet above the waterline at its highest point, it's enough to allow for some more permanent structures, though nothing made of stone.  When the owls swoop down you get an aerial view of the camp, and spot scores of wooden and hide structures, ones that could be broken down and moved if necessary but are solid enough that roots have been laid here. This is no temporary outpost or nomadic camp to be broken after two weeks of rest, but a seat of their civilisation.

Though the camp takes up much of the island, you note that a vast swath of the southern side lacks any structures. Instead, you spot the signs of giant owl nests amidst the trees there. It's difficult to tell how many, but perhaps two or three dozen owls in total.

Small lanterns filled with fireflies serve as light sources, each hanging from a tree-platform or from one of the conical tents. A number of elves emerge from their homes to observe as you soar overhead. The leader who 'interrogated' you produces a sleek, silver horn from a saddlebag and blows one wailing note, similar to a loon's cry - a message that is clearly understood by the listeners below, even if its meaning is lost to you.

Near the hill's peak stand three large trees, grouped together. Built into their boughs are wooden structures  - one looks to be a temple, another to be large enough to serve as a town hall or some other community meeting place. The third, however, is your destination. It's the smallest of the three. A cozy looking tree house set above a large pool. As you land, you spot a large crocodile lazily resting in the pool below.

The leader bids you wait a moment as you dismount, before disappearing inside, emerging only a moment later to invite you in. The owls, and their riders, take flight back to their nests.

Waiting inside is an elf that may well be ancient, with the weight of wisdom hanging around her like a hefty incense. She is dressed in robes of flowing gold and green, her hair braided up around a headdress of wicker and wood. She is sat in a large, cushioned chair of wicker, its style matched in comfort to the room at large, with ornaments and trinkets of wood and plantlife here and there. An array of chairs - smaller, and less comfortable - are laid out around the central room you find yourselves in, though given how they look it seems likely they're not there just for you specifically.

 "I am Sellyria Starsinger, Speaker for the Tiri Kitor,"  the ancient elf says. Though her demeanour is relaxed and kind, it has an air that this could change swiftly if called for. Indeed, you have not been left alone. The elven soldier who brought you here takes up a silent position by the one exit door, and stands at attention.  "If Killiar has brought you here it must be for good reason. What brings you to the Blackfens?"  She gestures to the chairs, inviting you to sit.
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 24/45, AC: 16
Conditions: She just flew on a GIANT OWL
Spell Slots: 1st: 0/4, 2nd: 0/3, 3rd: 0/3  
 
  

To say that Leif enjoys the flight would be an understatement and, when they land, she offers thanks to the rider and the owl for the trip. Especially the owl, whom she playfully ruffles the feathers of before following the others into the tree house.

Leif and the Wood Elves seem to have a lot in common, both preferring to live among nature and as part of it. Sellyria Starsinger seemed to give the air, or at least the  smell , of someone of great importance to these people, so Leif decides to treat her with the respect someone of her position would deserve.

Lowering herself to one knee and using the Staff of Life to support her, Leif lowers her head and says "We thank you for your kind welcome, Speaker. I am Leif Fochlucan of the Circle of Wildfire and these are my friends, who will no doubt introduce themselves and have questions of their own."

Standing up again, Leif continues "We are hunting one called Saarvith, who last we heard was occupying a nearby town called Rhest with a great many goblins and orcs and have taken to calling themselves a Wyrmlord. They are part of a larger army that is a threat to the entire region, so we are doing what we can to... thin their numbers and gather what information we can."
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 15/39, HD: 5/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Call Lighting)
Spell Slots: 1st: 2/4, 2nd: 3/3, 3rd: 2/3
Wuffles III (Wolf Familiar)
HP: 2/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla gives a formal bow as she introduces herself.
  "Thank you for your hospitality, Ayalla Nazonda at your service."  
Amnestic
 "We're...aware of these goblins,"   Sellyria says diplomatically after listening to your explanation.  "For decades we've only had local lizardfolk tribes to contend with, but these others came more recently, some months ago. For what, we don't know. They haven't yet interfered with us, and we wouldn't commit our forces to ousting them from a dead and sunken city."  She sighs.  "If you have questions, ask them, I'll tell you as much as I can." 
Archemist
 "Well, like my friend here said, these goblins are just the scouts for a much larger army that's on its way - down from the Wyrmsmoke Mountains and out for destruction. Do you know how many there are here? Or what they might be looking for in the ruins? Or if they have a dragon or two with them, and what color it was?"  Polina motions towards Rax.  "It'd look like this little cutie here, but bigger, say."  Rax gives a chirp for emphasis.

She grins sheepishly.  "But if you want to stay out of their way, I get it. Goblins are scary. If all you can offer is a dry bed, then you still have our thanks." 
 
 Spoiler 
Polina stinks at social skills so I dunno if you want a roll. But I like to think she's backhandedly insulting them and perhaps provoking the elves to action just due to being genuinely somewhat un-tactful. 😁
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 15/39, HD: 5/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Call Lighting)
Spell Slots: 1st: 2/4, 2nd: 3/3, 3rd: 2/3
Wuffles III (Wolf Familiar)
HP: 2/36, HD: 6/6, AC: 16
 
 
 
  
  "Please excuse my companion, I understand why you would not want to risk the lives of your people but would you be willing to join a coalition with the other settlements in the area if the goblin forces were to go on the offensive?"  
Amnestic
There's a quiet flash of surprise when you mention the dragon, but it passes just as quickly as she confirms your suspicions.  "They  do  have a dragon, at least one, perhaps more. The one we've seen has black scales, around the size of one of our giant owls. It's kept clear from striking us, but in truth I expect it's only biding its time. As for the others, we don't know exactly how many they have, but not an army. Perhaps thirty at most, maybe less. The lizardfolk own the shores of the lake, with the goblins having at its centre, so our scouts can't get close to truly observe them." 
 "If you need healing or trade, we can offer that - you're welcome to stay the night in safety, and I can have boats made available to you if you want them for navigating the swamp but..."  She hesitates, glancing at Killiar, still stood to attention.  "While the goblins linger I can't commit any of our warriors to anything but defending ourselves. My people must come first, above all others."  It's delivered with the stoic resolve of a leader, one forged by time more than anything else.  "If you can remove the threat of those in Rhest, then I will commit to this...coalition. We do not number many, but I am confident in our hunter's skills." 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 24/45, AC: 16
Conditions: She just flew on a GIANT OWL
Spell Slots: 1st: 0/4, 2nd: 0/3, 3rd: 0/3  
 
  

"Have you noticed any... friction between these lizardfolk and the goblins?" Leif ponders, "Or do you think they're working together? Thirty goblins and a dragon might be easier to handle if we can use the lizardfolk to our advantage."

She is disappointed that they can't offer any direct aid but she asks, "If we were to take the dragon down, do you think Killiar and a small number of his best warriors could support us from the air?" She turns to Killiar, "We would never ask you to face a dragon with us, but if any quarry were to try to escape it would help us a lot if you didn't let them get very far."

Putting all this talk of strategy and the coming battles aside for a moment, she nods once more in gratitude, "I'd love to see what you have to trade and I'd love even more to see where we might sleep," Leif lets out a big yawn, "I am  knackered ."
J-H
 Paul Mauser 
Paul pulls out the map the party captured at Vraath keep.   "The best way to protect your borders is to fight outside them.  Who do you think the figure begging for mercy on this map is meant to symbolize?" 

If she still won't budge...   "We've fought a dragon before, but merely chased it off.  Do you have any weapons with dragon-bane enchantments we can use to make sure that this one doesn't escape to return and bedevil us or you later?" 
Amnestic
 "We've had no reports of them fighting the lizardfolk, I think it more likely they've allied, or at least mutually agreed not to interfere with another - yet another reason we can't send our warriors out carelessly."  Sellyria says pointedly.  "This is the first dragon we've seen in the Blackfens in centuries, so we have little in the way of preparation against them. Our temple might have some potions that will aid you accrued in storage, but we have no dragonbane weapons to speak of." 
 "I will have some guest tents made ready for you to stay in, you should-"  The Speaker is cut off by the sound of rapid footsteps approaching, followed by another elf bursting in through the doorway. By elven standards, she's probably quite beautiful, young and moving with a dancer's grace, though admittedly less so currently. Blonde hair falls in waves around her shoulders, unbound by any sort of ties.
 "Have you found him? Where's my brother!?"  The newcomer yells. Killiar doesn't react, letting the scene play out. Sellyria holds up an imperious hand.
 "You know better than this, we have guests."  Seething still, the young elf falls quiet.  "This is Trellara Nightshadow, our High Singer. It was her brother's owl that you found."  With a nod from Sellyria, Killiar steps forward, holding out the band he'd retrieved from the owl's corpse to Trellara, who takes it in shaking hand. She turns it over, reading its inscription over and over again.
 "He...he could still be alive though, right?"  Trellara pleads, but Killiar just shakes his head quietly. As quickly as she came, the elf exits the home once more, the sounds of sobs echoing in her footstep's wake.

The regret and sorrow tempered by time and seeing so many lost fill Sellyria's voice when she speaks again.  "Lanikar's funeral will be held tomorrow, if you wish to attend, but in the meantime rest. You are free to explore the encampment at your leisure, Killiar will have someone guide you to your tents, but I will insist you stay out of the owls forest to the south, for your own safety. They are not fond of strangers at the best of times." 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 24/45, AC: 16
Conditions: None
Spell Slots: 1st: 0/4, 2nd: 0/3, 3rd: 0/3  
 
  

"We would be honoured to attend," Leif says of the funeral, "Are there any customs we should observe before or during the funeral?"

Once the group is ready to leave, Leif will try to find Trellara.
J-H
Paul is a little unsure about attending the funeral of someone he's never met, but will stay silent.  After all, the group is trying to get the elves to be allies, and that involves diplomacy.  He'll leave that up to the experts.  He doesn't think he'll be expected to do anything other than stand or sit around and look serious or solemn.
Amnestic
 "You may participate in the communal dirge. It's not hard to follow, but you wouldn't be thought less of for abstaining."  Sellyria answers diplomatically - not everyone is a fine singer, after all.  "Otherwise the ceremony will be short, and followed by feasting, dancing, and storytelling. It's a celebration of life, as much as mourning for those we lost." 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 24/45, AC: 16
Conditions: None
Spell Slots: 1st: 0/4, 2nd: 0/3, 3rd: 0/3  
 
  

"My own people have similar customs. Each life is a flame and though some burn fiercely and others are as gentle as candlelight, they are all fire that lights the way forward. Celebrating the light others have shone on our lives is always more important than fearing the darkness left by their passing."

Pausing for a moment, Leif continues, "I would like to know more about Lanikar before the ceremony. If I may be excused, I will speak with his sister and try to offer her some comfort before we retire for the night."
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 15/39, HD: 5/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Call Lighting)
Spell Slots: 1st: 2/4, 2nd: 3/3, 3rd: 2/3
Wuffles III (Wolf Familiar)
HP: 2/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla attends the funeral in her official Gyðja robes.
J-H
 Paul Mauser 
Paul makes sure he cleans off his equipment, re-combs his hair, and generally neatens up out of respectfulness before he attends the funeral.
Amnestic
 "I'd ask that you leave her to her grief, for one day at least. She will be attending tomorrow, and you may have time to speak to her then."  Regardless of whether you heed Sellyria's request or not, you aren't able to track down Trellara that night - she proves surprisingly elusive, and though you have the run of the encampment the locals aren't all that interested in helping you speak to her, given the circumstances - the news traveled fast.

The request for a map goes unfulfilled, though not for lack of will, but rather a lack of availability. They don't have any maps, instead operating on ingrained knowledge formed over years to find their ways. What Sellyria  does  offer instead, however, is a guide - one who will stay away from the battlefield as much as they're able, but serve to point you in right direction for your chosen destination.

A visit to the temple turns up the town's only healer, and indeed apparently the only one for all of the Tiri Kitor camps in the area - this main one and the satellites both. Illian Snowmantle proves to be perpetually busy and out of lack of time more than lack of etiquette has little attention to spare for you, flitting about this way and that. Absence of rest has clearly taken its toll on him lately, as large grey bags sink beneath his eyes. He does, however, offer up two potions of acid resistance to your cause. His other stock it seems is already spoken for, at least while the threat of the goblins and their dragon remain in the swamps.

The guest tents prove remarkably comfortable, despite - or perhaps because of - their rusticness. Hammocks piled with treated furs and pillows packed with owl feathers served as beds, while the scents of the swamp were dispelled by small bundles of wildflowers that had been left for you. They even provided hot water with which to wash yourself and your equipment. It wasn't a palatial bath by any stretch, but it was far more than you would have received had you been camping on your own terms.

 
 Spoiler: OOC 

Long rest received, along with the aforementioned two potions.

Ivory Statuette Revealed as:-
 
 Spoiler: Figurine of Power: Ivory Goat of Traveling 

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Ivory Goats of Traveling:-
The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.
 


The ring, as it turns out, is non-magical.
 

 Day 8, Morning 

The misty morning that finds you the next day heralds a dim and maudlin affair for Lanikar's funeral. Once you've finished the provided breakfast (consisting primarily of flatbreads, wild vegetables, and some smoked meats) you proceed to the ceremony. Trellara returns, from wherever she had vanished to the night before, dressed in a ceremonial garb. With no body to be burned, the funeral pyre is instead piled with boughs and branches anointed with holy water, along with small mementos.

Once everyone has laid their trinket upon the pyre, it is lit, and Trellara begins a mournful song. Others join in, here and there, but in total the performance - a dirge that strikes mourning into the hearts of all that hear it -lasts for nearly an hour.

 
 Spoiler: OOC 

If anyone wishes to try their hand at a Performance check to participate in the ceremony, feel free.
 


Almost immediately after it ends, Trellara vanishes  again  - almost as if she is avoiding you. You are invited to stay and enjoy the festivities (and they are festive: a grand feast, singing, dancing, games of chance and tests of skill and strength, and most importantly large amounts of what seems to be pear-based alcohol) but Killiar, who has been hovering nearby as an almost constant watchful eye, does note that should you wish to leave, you can do so at any time.
J-H
 Paul Mauser 

Paul takes a shot at some of the games of skill, particularly those related to magic and identifying things... but after days of travel and the prospect of death behind every tree and around every corner, they just don't seem as fun.  After not very much time, he finds the others and motions with a shrug and a head-tilt to ask if they are ready to go.
Amnestic
 Day 8, Midday 

Once you've had your fill of song, games, and drinks, you gather yourselves together and make ready to head out. Killiar points you in the direction of the northern docks, away from the party. It's a secluded area, enclosed overhead by a copse of trees that block it from sight on all sides save its entrance by land and exit by water. Calling it a dock may be a bit of an exaggeration though - it's barely a single pier. A boat is already prepared for you, and sits bobbing in the water, tied to the end of the jetty.

There stands not the expected hardened guide you were told of, but High Singer Trellara, in traveling leathers and cloak, a bag of weapons and other gear hooked over her shoulder.  "Ready to go then?"  She questions, bright tone undercut by a clear impatience in her words.  "Those goblins aren't going to kill themselves."  The implication seems a notable departure from what Sellyria said about your guide not involving themselves in the fight, but it doesn't seem to bother the elf in front of you - indeed there's a bloodlust fuelled by vengeance hiding behind her pretty eyes and sing-song voice.

Leif spots, out of sight mostly due to some barrels, what looks like an elf in a travelling cloak slumped down. Trellara sees you see him, and slides her step to block him from view.  "Just had a bit too much to drink,"  she offers with a nervous laugh.  "Wouldn't be any use to you." 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 45/45, AC: 16
Conditions: None
Spell Slots: 1st: 4/4 2nd: 3/3, 3rd: 3/3  
 
  

Leif merely sighs. Audibly, very audibly. “I’m sure you’ll have plenty of time to explain to Lady Sellyria just how drunk he was and how you had no choice but to be our guide,” she then motions to the boat, “I won’t stop you from coming with us but do not think I’m going to let you get yourself killed in search of revenge. I know what it’s like to lose people you love and how the pain can eat away at you but dying won’t make it any easier. Trust me.”

After getting in the boat, Leif says, “Once we reach Rhest and scout the town out, you must turn back and report what we find to Lady Sellyria and Killiar. At the very least your people should know what is at their borders, but mostly they will just appreciate that you exercised caution and wisdom and returned in one piece.”
Amnestic
 Day 8, Midday 

Trellara huffs, frustration clear in her face.  "I didn't realise you were so safe that you could turn away help. I'm not  just  a singer. Every Tiri Kitor is trained to fight, they have to be. I wouldn't slow you down."  She looks to the rest of the party for their own judgment on the matter, but finally gives up - for now - in preference of moving ahead.

Once you've all clambered into the boat, Trellara takes the rear tiller, and whistles a jaunty tune. Carved runes along the boat's edge glimmer for a moment, and it propels itself forward on its own power. Though the vessel does have oars, evidently they've found a way to make do without them.

The boat cuts through the misty fog almost silently, gliding through the lapping waves at a regular pace beneath overhanging trees that drip with fresh dew, soon replaced by even fresher rain. It's a cool day, one that helps put off the worst of the swamp smells, but it can only do so much.

Perhaps an hour into the journey, she releases another short whistle, quieter, and the boat slows to a stop. She peers around, eyes focused on the shores to both sides.  "I think...I think there's a lizardfolk ambush ahead."  She points through the fog towards the northern shore.  "I think that's the start of one of their rope nets to trap boats."  At your current distance, you can't be sure if it's anything more than just a pile of vines bleached browner by the sun. Trellara also doesn't sound confident in her assessment - it's an overabundance of caution more than expertise that's caused her to stop.

 "How do you want to handle it?" 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
  "I shall ask a water spirit for information."  
Ayalla steps out of the boat and hovers a few inches over the surface of the water backing away from the potential ambush and picking out an undisturbed spot. Where she begins whispering a chant while sprinkling some sacred herbs as an offering.

  "Are there creatures with weapons and/or traps ahead?"  
  "How many are there?"  
 
 Spoiler: OOC 
You can speak with the spirit of a tree, a brook, an animal, the air, a stone, or any other part of nature that you can touch. You can ask spirits questions with one word answers. You can ask a single spirit an amount of questions equal to your proficiency bonus, with one word answers for each question. Generally, only natural things have spirits, wood made into a door or water in a fountain has lost its spirit. The spirit is not omniscient. It knows all observable facts about its surroundings, and can answer any such question with 100 percent accuracy. For example, if a reibai asked the spirit of a river if any people on horseback had crossed it in the last three days, it would be able to answer the question. A spirit’s surroundings are never more than a 100-yard radius, however a river that is miles long will have many spirits. It is possible that a spirit knows the answer to a question about things farther afield (GM’s discretion). They never know the answer to a question pertaining to the future or to the thoughts of another. When you use this ability, it generally takes at least a minute to coax a spirit to appear. These spirits may take on a translucent humanoid form or simply make a face appear in the water, wood, or other substance they inhabit. To convince the spirit to give an answer the GM might ask you to make a Persuasion check. A failed check might result in no answer, or it might result in a lie (GM’s discretion). You can use this ability twice. When you finish a short or long rest, you regain your expended uses.
 
Amnestic
The spirit of the river bubbles up, and after some mulling over the questions offers the following responses when questioned - short, warbling, and to the point.
 "Yes." 
 "Thirteen." 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla asks the spirit one last question before it leaves.
  "Are all of them Lizardfolk?"  
Amnestic
In the same warbling voice, the river spirit mumbles a blunt  "No."  before vanishing, returning back to original form.
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla returns to the others.
  "I have communed with a spirit. There are creatures ahead with weapons and/or traps. They number 13. Some, or all of them are not Lizardfolk."  
J-H
 Paul Mauser 
 "We could go around them... or we could try to wipe them out, or take prisoners and interrogate them.  What do you think?" 
Amnestic
After making your preparations Trellara quietly guides the boat into shore and Leif casts their cloaking spell, masking the party in shadow and silence. You creep forward, delicately, step by step, to get closer through the undebrush until - There! You catch a glimpse of mottled green and yellow scale among the vegetation, camouflaged but not invisible. There's more than one, each of them armed with javelins, clubs, and spiked shields. They watch, both the river and around, waiting for prey, but they do not see  you , and this will allow you to rush them by surprise.

Trellara did not see fit to stay back on the boat, instead she came with, armed with bow and blade both, and looks more than ready to bring death to the lizardfolk that would as assuredly bring it to you in turn.

 
 Spoiler: Map 

 

Due to Pass Without Trace, the party gets  Surprise , with their first attacks going from Hidden for easy advantage.

Due to the Initiative order below, Polina, Trellara, and Leif ended up with two turns before any of the Lizardfolk get to act, while Paul and Ayalla end up with one.

The entire party's surprise round is up.

Trellara is built as a 4th level swords bard, coming in two levels below the party.

 
 Spoiler: Trellara Somewhat Abridged Statblock 

Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 27 (4d8+4)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 12 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +5, Survival +5, Nature +3, Perception +3, Performance +7, Stealth +5
Tools Lute +5, Lyre +5, Viol +5
Senses darkvision 60 ft, passive Perception 13
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D6, 3/LR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep, thunderwave
2nd level (3 slots): enhance ability, lesser restoration, shatter
-------------------------
Actions
Scimitar (melee 5 ft) +5: 1d6+5 slashing
Longbow (ranged 150/600 ft) +5: 1d8+3 piercing
 


Should anyone want to pilot Trellara during her adventures with the party shout up, it'll save me doing so, but I'm not averse to playing her either.

 Initiative Order:- 
Polina:  (1d20)[12] (1d20)[19]
Trellara: 17
Leif:(1d20)[14]

LF2: (1d20)[13

Ayalla:(1d20)[9]

LF3: (1d20)[7]

Paul: (1d20+1)[4]

LF1: (1d20)[4]
LF4: (1d20)[1]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 45/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

As the others begin their attack, Paul moves into the open, launching a bolt of flame and a purple ball of force energy at one of the farther lizardfolk.
 
 Spoiler 

Move 40' due east into the open.
Targeting the farthest lizardbolt he can see, probably at the bottom right of the map.  If any of them look like spellcasters, target that one.
Both ignore cover.
Fire bolt w/ Arcane cannon bonus  (1d20+8)[ 14 ]  for  (2d10)[ 12 ] + (1d8)[ 7 ]  fire damage

Eldritch Cannon  (1d20+8)[ 19 ]  for  (2d8)[ 9 ]  force and a 5' pushback
 
Infernally Clay
Trellara stays her ground, as Leif had asked her to, and casts Sleep.

 
 Spoiler 
Trellara casts Sleep at second level, knocking out a number of enemies with a hit point total of  (7d8)[ 33 ] .
 


_______________________________________________

      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 45/45, AC: 16
Conditions: None
Spell Slots: 1st: 4/4 2nd: 2/3, 3rd: 3/3  
 
  

With, hopefully, some of the enemies knocked unconscious, Leif gives Trellara a brief thumbs up before moving towards the lizardfolk as quietly as possible.

 
 Spoiler 
Stealth check:  (1d20+11)[ 23 ] 
Leif movies southeast to the edge of the plant life but tries to remain hidden. She is observing to see if any other enemies appear in reaction to what Trellara did or if there is movement that does not come from her group.
Perception check:  (1d20+7)[ 13 ] 
 
Archemist
Edited to add:
Turn 1:
Polina and Rax sneak closer to the edge of the foliage, where she draws out 4 arrows and sticks them in the ground, imbuing them with some magical energy. She says in Elvish,  "Fly true."
  Then she takes a few more steps out into the open with her shield and axe.

 
 Spoiler: OOC - Cordon of Arrows 
The 4 arrows are a 30' radius centered on a spot 15' Southeast of Polina's token (near where I think Leif was ending her movement). The first four enemies coming within 30' or ending their turn there have to make a DC13 Dex save or take 1d6 piercing damage.

Then Polina steps another 10-15' East into the clearing with Rax at her heels.
 


 


Polina surveys the area to take count of how many lizardfolk are still standing.
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Call Lighting)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla waits until the last second before casting Call Lighting.
 
 Spoiler: OOC 
Ready action to cast the spell and hit one of them after the other party members go.
For now Wuffles will stay in front of our casters to attack anyone that gets within melee.
Call Lighting: DC 15 Dex save  (1d20)[ 14 ]  or take  (3d10)[ 17 ]  lightning damage on a failed save, or half as much damage on a successful one.
 
Amnestic
You move as one, half of you breaking from the treeline to begin the attack against the ambushers who suddenly find themselves quite ambushed in turn. Trellara's magic immediately knocks one out, sending it to the floor with a clatter of wooden shield and javelin. It doesn't seem like they understand just what, exactly, Polina has done with her spell, but they're not in much of a position to react to it either. Paul's two-fold blast cuts past bark and branch, slamming into one of the distant scaled warriors and bringing him to the ground before he can even see what was coming, and it's only the trees overhead that keep Ayalla's target from the worst of the lightning that rains down on him in turn.

Still concealed, Leif peers through the gloom, and see that not only are there distant lizardfolk on this shore, but there's others on the opposite side, now martialling themselves to attack as well.

 
 Spoiler: Map 

 

Polina casts Cordon of Arrows
Trellara's Sleep knocks out one of them.
Leif spots some more through the misty swamp, map expanded.

When Ayalla's CL does go off, the one south of the sleeper succeeds on their save solely due to the cover granted by foliage, taking half damage.

Paul's firebolt gets advantage due to being Hidden (Roll: 21 - Hit) and the Eldritch Cannon hits on its own, the combined damage downing one of the Lizardfolk.

 Polina, Trellara, and Leif  are now up. The Surprise has ended.

 
 Spoiler: Trellara Somewhat Abridged Statblock 

Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 27 (4d8+4)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 12 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +5, Survival +5, Nature +3, Perception +3, Performance +7, Stealth +5
Tools Lute +5, Lyre +5, Viol +5
Senses darkvision 60 ft, passive Perception 13
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D6, 3/LR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep, thunderwave
2nd level (3 slots): enhance ability, lesser restoration, shatter
-------------------------
Actions
Scimitar (melee 5 ft) +5: 1d6+5 slashing
Longbow (ranged 150/600 ft) +5: 1d8+3 piercing
 

 Initiative Order:- 
Polina:  (1d20)[12] (1d20)[19]
Trellara: 17
Leif:(1d20)[14]

LF2: (1d20)[13

Ayalla:(1d20)[9]

LF3: (1d20)[7]

Paul: (1d20+1)[4]

LF1: (1d20)[4]
LF4: (1d20)[1]
 
Archemist
Polina says,  "Not so sneaky now, eh?"  and casts Hunter's Mark on the closest non-sleeping lizard. She advances with Rax close by, keeping an eye out for javelins that might be headed their way.

 
 Spoiler: OOC - Hunter's Mark, Dodge action for both 
Polina can't quite make it to the lizards this turn so she'll stay in range of the Cordon of Arrows protection by heading just 15' Southeast and taking the Dodge action (giving foes disadvantage on attacks). Rax follows and Dodges too. Polina also casts Hunter's Mark as a Bonus Action.
 
Infernally Clay
Trellara fires an arrow at one of the lizardfolk that didn't get caught by her spell.

 
 Spoiler 
Trellara shoots an arrow at the lizardfolk two squares south of the sleeping one.

To attack:  (1d20+5)[ 24 ] , to damage:  (1d8+3)[ 9 ] 
 


_______________________________________________

      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 45/45, AC: 16
Conditions: None
Spell Slots: 1st: 3/4 2nd: 2/3, 3rd: 3/3  
 
  

Seeing the lizardfolk begin to rally, Leif puts her hand to the ground and whispers to the earth itself. Immediately strange barbed vines crawl from underneath the lizardfolk, hampering their approach.

 
 Spoiler 
Leif casts Entangle, centred on the square directly west of the lizardfolk Paul killed.

  Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw (DC 16) or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against a DC of 16. On a success, it frees itself.  
 
Amnestic
Polina's cautious approach proves fruitful. While one of the lizardfolk finds themselves trapped by Leif's enchanted vines, another closes the distance towards the Goliath and flings two javelins at her, but she deflects and dodges away from the projectiles which sink into the soft gloopy mud with sad  plops . Trellara's bowshot finds its target, though they're still standing, not quite dead just yet despite the lethality intended with every pull of the string.


 
 Spoiler: Map 

 

Polina moves forward and  Dodges 
Trellara hits, though the lizard is still standing.
Entangle gets cast, it catches one, the other makes its save

One of the lizardfolk moves forwards and throws two javelins at Polina - Dodge saves her from one of the hits. The other just misses.
Another one [B]dashes[/B ]to get closer.
A third one attempts to Strengthcheck their way out of Entangle and fails.

Ayalla is up.

 
 Spoiler: Trellara Somewhat Abridged Statblock 

Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 27 (4d8+4)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 12 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +5, Survival +5, Nature +3, Perception +3, Performance +7, Stealth +5
Tools Lute +5, Lyre +5, Viol +5
Senses darkvision 60 ft, passive Perception 13
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D6, 3/LR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep, thunderwave
2nd level (3 slots): enhance ability, lesser restoration, shatter
-------------------------
Actions
Scimitar (melee 5 ft) +5: 1d6+5 slashing
Longbow (ranged 150/600 ft) +5: 1d8+3 piercing
 

 Initiative Order:- 
Polina:  (1d20)[12] (1d20)[19]
Trellara: 17
Leif:(1d20)[14]

LF2: (1d20)[13

Ayalla:(1d20)[9]

LF3: (1d20)[7]

Paul: (1d20+1)[4]

LF1: (1d20)[4]
LF4: (1d20)[1]
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Call Lighting)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
 
 Spoiler: OOC 
Drop lightning on one that is on the other side of the water.
Call Lighting: DC 15 Dex save  (1d20)[ 12 ]  or take  (3d10)[ 18 ]  lightning damage on a failed save, or half as much damage on a successful one.
 
Amnestic
Lightning raining down from above has the lizardfolk on the south side of the river rush forward, diving towards the water to get away from the shocking aerial 'projectile'. Unfortunately, their movement puts them in the path of Polina's arrow cordon. One of the pieces of ammunition flips up and flies straight at the weakened warrior and pierces it through the throat, turning the blue-green water of the swamp a deep dark crimson as it dies.


 
 Spoiler: Map 

 

Failed save vs. Call Lightning

The two on the south side of the river move forward,  dodging  as they do so.
The dodge proves insufficient to successfully save against Cordon of Arrows, which the weakened one activates unknowingly. It takes  4  damage, which is just enough to finish it off after the CL damage.

The other one is now Underwater, with the relevant features for doing so.

Paul is up.

 
 Spoiler: Trellara Somewhat Abridged Statblock 

Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 27 (4d8+4)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 12 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +5, Survival +5, Nature +3, Perception +3, Performance +7, Stealth +5
Tools Lute +5, Lyre +5, Viol +5
Senses darkvision 60 ft, passive Perception 13
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D6, 3/LR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep, thunderwave
2nd level (3 slots): enhance ability, lesser restoration, shatter
-------------------------
Actions
Scimitar (melee 5 ft) +5: 1d6+5 slashing
Longbow (ranged 150/600 ft) +5: 1d8+3 piercing
 

 Initiative Order:- 
Polina:  (1d20)[12] (1d20)[19]
Trellara: 17
Leif:(1d20)[14]

LF2: (1d20)[13

Ayalla:(1d20)[9]

LF3: (1d20)[7]

Paul: (1d20+1)[4]

LF1: (1d20)[4]
LF4: (1d20)[1]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 45/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul flings a glob of acid at two nearby lizardfolk, while firing a purple blast from the construct on his shoulder at another one as he moves east.
 
 Spoiler 

Eldritch Cannon  (1d20+8)[ 18 ]  for  (2d8)[ 16 ]  force and a 5' pushback, which doesn't clear the restrained condition
Advantage if it's restrained  (1d20+8)[ 21 ] 
Ignore cover due to wand

Acid Splash at the two in the central group who are adjacent to each other.   (2d6)[ 9 ]  plus  (1d8)[ 6 ]  acid damage, Dex DC 15 negates
Left  (1d20)[ 11 ]  plus mods
Right  (1d20)[ 12 ]  plus mods
Move 30' east
 
Amnestic
Paul blasts his attacks across the field, smothering two lizards in searing acid and smashing the entangled one in the rear with a cannon blast, but though injured and bloodied none of them fall from their injuries - that is, until one of them closes with Polina and triggers her Cordon once more. Another arrow flips up and flies forth, stabbing through the creature's throat and sending it to the ground at her feet. The other closes with Paul, and unleashes a brutal combination strike of bite and spiked shield, tearing past his armoured defences. Deaths and injury do not seem to be hindering their advance at all, and they seem quite willing to put their lives on the line rather than flee.

In the distance, two more enter the battle from beyond your line of sight, diving first into the water as they speed towards you.


 
 Spoiler: Map 

 

Failed saves vs. Acid Splash and the cannon hit.

One of the lizardfolk is still asleep.
One closes with Polina, fails its save vs. Cordon of Arrows, and takes 5 damage which is just enough to kill it.

The other closes distance with Paul and attacks,  critting  with its first hit for  14  piercing damage and then hitting (roll: 18+4=22) with the second for  6  piercing.

Two more lizards enter from the south, diving into the water as they go.

Polina, Trellara, and Leif are up.

 
 Spoiler: Trellara Somewhat Abridged Statblock 

Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 27 (4d8+4)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 12 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +5, Survival +5, Nature +3, Perception +3, Performance +7, Stealth +5
Tools Lute +5, Lyre +5, Viol +5
Senses darkvision 60 ft, passive Perception 13
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D6, 3/LR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep, thunderwave
2nd level (3 slots): enhance ability, lesser restoration, shatter
-------------------------
Actions
Scimitar (melee 5 ft) +5: 1d6+5 slashing
Longbow (ranged 150/600 ft) +5: 1d8+3 piercing
 

 Initiative Order:- 
Polina:  (1d20)[12] (1d20)[19]
Trellara: 17
Leif:(1d20)[14]

LF2: (1d20)[13

Ayalla:(1d20)[9]

LF3: (1d20)[7]

Paul: (1d20+1)[4]

LF1: (1d20)[4]
LF4: (1d20)[1]
 
J-H
 Paul 
 "Argh!"   Paul steps back slightly as he's stabbed and bitten.   "Savage little... you're doomed." 
Archemist
Polina smiles as another of her arrows flies true, just like she asked it to. She frowns again as she realizes one of the lizardfolk got to Paul, though. Outstretching her shield-arm she points and transfers her Hunter's Mark from the arrow'd lizardfolk at her feet to the one by Paul.

Then Polina motions to Rax and the two of them run over and attack. Rax nips distractingly at the lizardfolk's legs as Polina gives her foe the one-two with her axe.

 
 Spoiler: OOC - attacks and Rax's aura 
Polina uses her Bonus Action to transfer the Hunter's Mark from the dead foe. She moves to be just West of the lizardfolk attacking Paul, and Rax moves to the lizardfolk's South side. Polina's two attacks:
 (1d20+7)[ 14 ]  for  (1d8+4)[ 9 ]  and  (1d6)[ 5 ]  from the Hunter's Mark, plus  (1d6)[ 6 ]  lightning damage from Rax's aura.
And again:  (1d20+7)[ 10 ]  for  (1d8+4)[ 5 ]  and  (1d6)[ 2 ]  from the Hunter's Mark.

Rax takes the  Dodge  action instead of attacking since Polina used her Bonus Action already.
 
Infernally Clay
Trellara fires another arrow at the lizardfolk crossing the river.

 
 Spoiler 
Trellara shoots an arrow at the lizardfolk directly south of Leif.

To attack:  (1d20+5)[ 11 ] , to damage:  (1d8+3)[ 8 ] 
 


_______________________________________________

      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 45/45, AC: 16
Conditions: None
Spell Slots: 1st: 3/4 2nd: 2/3, 3rd: 3/3  
 
  

Leif moves towards the riverbed and throws a mote of flame at the lizardfolk Trellara shot at.

 
 Spoiler 
Leif moves to the lilypads directly south of her and casts Produce Flame, throwing the ball of fire at the lizardfolk nearest to her. To hit:  (1d20+8)[ 16 ] , to damage:  (2d8)[ 15 ]  fire damage.
 
Amnestic
Though she flanks the enemy, Polina's axe swings go deflected and blocked, not quite able to bring the scaled foe down. Trellara's arrow proves equally fruitless, though Leif's burst of flame does manage to land against the submerged enemy.

While one of the lizardfolk still continues to struggle with the entangling roots, the other shakes away the sleeper, ending Trellara's enchantment on it and bringing it back to the waking world.

 
 Spoiler: Map 

 

Polina unfortunately misses both attacks, as does Trellara.
The lizard that Leif attacked was dodging, but the produce flame still hits.

Lizard fails to free themselves from Entangle again.
The other one in group 2 shakes awake the sleeper.

Ayalla's up.

 
 Spoiler: Trellara Somewhat Abridged Statblock 

Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 27 (4d8+4)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 12 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +5, Survival +5, Nature +3, Perception +3, Performance +7, Stealth +5
Tools Lute +5, Lyre +5, Viol +5
Senses darkvision 60 ft, passive Perception 13
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D6, 3/LR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep, thunderwave
2nd level (3 slots): enhance ability, lesser restoration, shatter
-------------------------
Actions
Scimitar (melee 5 ft) +5: 1d6+5 slashing
Longbow (ranged 150/600 ft) +5: 1d8+3 piercing
 

 Initiative Order:- 
Polina:  (1d20)[12] (1d20)[19]
Trellara: 17
Leif:(1d20)[14]

LF2: (1d20)[13

Ayalla:(1d20)[9]

LF3: (1d20)[7]

Paul: (1d20+1)[4]

LF1: (1d20)[4]
LF4: (1d20)[1]
 
[/QUOTE]
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Call Lighting)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla steps forward and zaps one that is in the water.
 
 Spoiler: OOC 
Move 15 ft southeast.
Send Wuffles to guard Leif.
Call Lighting: DC 15 Dex save  (1d20)[ 9 ]  or take  (3d10)[ 18 ]  lightning damage on a failed save, or half as much damage on a successful one.
 
Amnestic
The lightning bolt blasts down from on high, dispersing through the water and shocking the lizardfolk warrior to a watery grave.

 
 Spoiler: Map 

 

Ayalla finishes off the injured underwaterman, ending LF3's group. As such, no lizard turns.

Paul's up.

 
 Spoiler: Trellara Somewhat Abridged Statblock 

Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 27 (4d8+4)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 12 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +5, Survival +5, Nature +3, Perception +3, Performance +7, Stealth +5
Tools Lute +5, Lyre +5, Viol +5
Senses darkvision 60 ft, passive Perception 13
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D6, 3/LR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep, thunderwave
2nd level (3 slots): enhance ability, lesser restoration, shatter
-------------------------
Actions
Scimitar (melee 5 ft) +5: 1d6+5 slashing
Longbow (ranged 150/600 ft) +5: 1d8+3 piercing
 

 Initiative Order:- 
Polina:  (1d20)[12] (1d20)[19]
Trellara: 17
Leif:(1d20)[14]

LF2: (1d20)[13

Ayalla:(1d20)[9]

 LF3: (1d20)[7] 

Paul: (1d20+1)[4]

LF1: (1d20)[4]
LF4: (1d20)[1]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 25/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul squirts some acid at the lizardfolk next to him, then follows up with a blast from his shoulder-mounted runic tube.

 
 Spoiler 

Acid splash  (2d6)[ 5 ] + (1d8)[ 5 ]  acid, Dex DC 15 negates
LF Dex save  (1d20)[ 4 ]  plus mods

If it's dead, retarget to next nearest Lizardfolk
Eldritch Cannon  (1d20+8)[ 9 ]  for  (2d8)[ 12 ]  force and a 5' pushback
Disadvantage   (1d20+8)[ 23 ]   for being in melee
 
Amnestic
A point blank burst of acid is enough to drop the lizard that had struck Paul so viciously, but the wounds linger still, and seem to throw off his aim as his cannon short explodes a collection of leaves instead of scales.

Two of the lizards continue to move forward under cover of water, while the recently roused one stands up once more. Though he seeks to close with Polina and have his jaws take a bite from her neck, she is too far. Instead, he satisfies himself by throwing javelins at the Goliath. The first one is knocked aside easily, but the second catches her arm.

 
 Spoiler: Map 

 

Acid Splash finishes off the closest one, but the cannon shot goes wide.

Group 4 move along the river, underwater, and  Dodge 
The newly awakened lizard stands up and throws two Javelins at Polina. One hits, for  5  piercing damage.

Polina, Trellara, Leif are up.

 
 Spoiler: Trellara Somewhat Abridged Statblock 

Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 27 (4d8+4)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 12 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +5, Survival +5, Nature +3, Perception +3, Performance +7, Stealth +5
Tools Lute +5, Lyre +5, Viol +5
Senses darkvision 60 ft, passive Perception 13
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D6, 3/LR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep, thunderwave
2nd level (3 slots): enhance ability, lesser restoration, shatter
-------------------------
Actions
Scimitar (melee 5 ft) +5: 1d6+5 slashing
Longbow (ranged 150/600 ft) +5: 1d8+3 piercing
 

 Initiative Order:- 
Polina:  (1d20)[12] (1d20)[19]
Trellara: 17
Leif:(1d20)[14]

LF2: (1d20)[13

Ayalla:(1d20)[9]

 LF3: (1d20)[7] 

Paul: (1d20+1)[4]

LF1: (1d20)[4]
LF4: (1d20)[1]
 
Infernally Clay
Trellara again fires an arrow at the lizardfolk crossing the river.

 
 Spoiler 
Trellara shoots an arrow at the lizardfolk directly south of Leif.

To attack:  (1d20+5)[ 18 ]  to damage:  (1d8+3)[ 10 ] 
 


_______________________________________________

      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 45/45, AC: 16
Conditions: None
Spell Slots: 1st: 3/4 2nd: 2/3, 3rd: 3/3  
 
  

Leif throws another mote of flame, again aimed at the lizardfolk Trellara shot at.

 
 Spoiler 
Leif casts Produce Flame, throwing the ball of fire at the lizardfolk nearest to her. To hit:  (1d20+8)[ 27 ] , to damage:  (2d8)[ 10 ]  fire damage.
 
Archemist
Polina and Rax deftly avoid the acid and cannon shots from Paul, though she tells him, "Careful with that!" before she runs over towards the other oncoming lizardfolk. No time for more than just banter, here. Polina gestures again and her Hunter's Mark surrounds the closest lizardfolk.

Polina and Rax attack as before, staying close. Rax ducks and dodges distractingly while Polina gives her foe the one-two with her axe.

 
 Spoiler: OOC - attacks and Rax's aura 
Polina uses her Bonus Action to transfer the Hunter's Mark from the dead foe. She moves to be just North of the closest lizardfolk and Rax moves to the lizardfolk's East side. Polina's two attacks:
 (1d20+7)[ 25 ]  for  (1d8+4)[ 6 ]  and  (1d6)[ 1 ]  from the Hunter's Mark, plus  (1d6)[ 4 ]  lightning damage from Rax's aura.
And again:  (1d20+7)[ 26 ]  for  (1d8+4)[ 5 ]  and  (1d6)[ 1 ]  from the Hunter's Mark.

Rax takes the  Dodge  action instead of attacking since Polina used her Bonus Action already.
 
Amnestic
Polina's axe cuts deep into the lizardfolk warrior, enhanced with an edge of lightning, but they remain standing, barely, blood pooling at their feet from deep gashes. Their allies move to assist, flanking Rax and Polina on both sides, but the swings of their own weapons swing wide, hitting nothing but air and solid defences.

Trellara and Leif's double team proves effective, as even concealed beneath the waters they're able to land their shots, but there's no signature flop of death, and you're keenly aware that danger is still oncoming.

 
 Spoiler: Map 

 

Polina hits twice.
Despite rolling disadvantage for dodging, Leif and Trellara still both hit, though likewise their lizard is barely alive.

Not a productive turn for the lizardfolk - they all missed, and the entangled one stayed wrapped up. Again.

Ayalla and Paul are up.

 
 Spoiler: Trellara Somewhat Abridged Statblock 

Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 27 (4d8+4)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 12 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +5, Survival +5, Nature +3, Perception +3, Performance +7, Stealth +5
Tools Lute +5, Lyre +5, Viol +5
Senses darkvision 60 ft, passive Perception 13
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D6, 3/LR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep, thunderwave
2nd level (3 slots): enhance ability, lesser restoration, shatter
-------------------------
Actions
Scimitar (melee 5 ft) +5: 1d6+5 slashing
Longbow (ranged 150/600 ft) +5: 1d8+3 piercing
 

 Initiative Order:- 
Polina:  (1d20)[12] (1d20)[19]
Trellara: 17
Leif:(1d20)[14]

LF2: (1d20)[13

Ayalla:(1d20)[9]

 LF3: (1d20)[7] 

Paul: (1d20+1)[4]

LF1: (1d20)[4]
LF4: (1d20)[1]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 25/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul shows his keen intellect for multi-tasking, as he launches a glob of acid at two lizardfolk, while blasting the restrained one in the distance.

 
 Spoiler 

Acid Splash vs the ones next to Rax &amp; Polina,  (2d6)[ 8 ]  plus  (1d8)[ 7 ]  acid, Dex D 15 negate
Left  (1d20)[ 3 ] 
Right  (1d20)[ 11 ] 

Eldritch Cannon  (1d20+8)[ 18 ]  or  (1d20+8)[ 22 ]   for  (2d8)[ 9 ]  force and a 5' pushback
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Call Lighting)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
 
 Spoiler: OOC 
Zap another one in the water.
Call Lighting: DC 15 Dex save  (1d20)[ 7 ]  or take  (3d10)[ 20 ]  lightning damage on a failed save, or half as much damage on a successful one.
 
Amnestic
Lightning strikes down on the injured lizardfolk beneath the water, shocking him to a swift and brutal death that leaves the water surging and boiled. Paul's acid sprays across the two menacing Polina, finishing them off in equally brutal a fashion, while his cannon pushes back the nearest remaining enemy from Rax, giving the drake a bit of space.

With only one remaining lizardfolk in the water, he shows no hesistancy in continuing the fight, surfacing to lob two javelins at Leif before vanishing back beneath the churning now-crimson waters. The projectiles find their mark, biting at skin with jagged razor points, and drawing blood from the young tiefling.

 
 Spoiler: Map 

 

Ayalla's lightning kills another.
Acid Splash kills two more.
Cannon knocks a third back, now injured but not bloodied.

LF1 is now also dead, leaving just 4 and 2 remaining.

The last lizard in LF4 surfaces and hits Leif with two javelins for  7  and  4  piercing damage respectively. He then disappears back beneath the surface. Don't forget to roll concentration on Entangle.

 
 Spoiler: Trellara Somewhat Abridged Statblock 

Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 27 (4d8+4)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 12 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +5, Survival +5, Nature +3, Perception +3, Performance +7, Stealth +5
Tools Lute +5, Lyre +5, Viol +5
Senses darkvision 60 ft, passive Perception 13
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D6, 3/LR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep, thunderwave
2nd level (3 slots): enhance ability, lesser restoration, shatter
-------------------------
Actions
Scimitar (melee 5 ft) +5: 1d6+5 slashing
Longbow (ranged 150/600 ft) +5: 1d8+3 piercing
 

 Initiative Order:- 
Polina:  (1d20)[12] (1d20)[19]
Trellara: 17
Leif:(1d20)[14]

LF2: (1d20)[13

Ayalla:(1d20)[9]

 LF3: (1d20)[7] 

Paul: (1d20+1)[4]

LF1: (1d20)[4]
LF4: (1d20)[1]
 
Archemist
Polina takes a survey of the lizardfolk.  "Didn't you say there were thirteen?"  she calls back to Ayalla. And she nods back to Paul in thanks for getting rid of the ones ganging up on her. But then it's on to the next closest lizardfolk, with Rax joining in this time. They stay adjacent, with Rax ducking out from under Polina's shield to get in his attack.

 
 Spoiler 
 (1d20+7)[ 20 ]  for  (1d8+4)[ 12 ]  and  (1d6)[ 1 ]  lightning. And again:  (1d20+7)[ 21 ]  for  (1d8+4)[ 9 ] . Rax attacks for  (1d20+6)[ 11 ]  with  (1d6+3)[ 6 ]  piercing damage.
 
Amnestic
Polina and Rax flank their injured foe, axe and tooth lashing out. He attempts to parry, to block and defend, but the speed and viciousness of the blows overwhelm him and he's cut down with a bloody yell. Trellara and Leif continue their arrow and flame assault against the underwater enemy. The flame scorches brighter than before, boiling the water around the aquatic foe until the only thing that surfaces is the blistered and broken body.

Only one foe remains in sight - the lizardfolk wrapped within Leif's entangling vines. It continues to struggle, and fails to escape, leaving it at the mercy of the approaching party that cut it down without further trouble. The ambushers became the ambushed, and they all fell because of it.

 
 Spoiler: OOC 

Polina and Rax finish off the closest lizard
Trellara and Leif (with a lucky crit) finish off the next closest in the water.

There's only one left, entangled, and he again fails his attempt to escape.

With the entire party arrayed against a single lizardfolk warrior I think it's pretty likely you'll finish him off here, so I'll call combat concluded there.

There was indeed thirteen according to the spirit, and not all of them were lizardfolk, but eleven lizards is all you've seen.

Despite their numbers, this was a Medium encounter so you receive  8  experience points for victory.

Lootwise the only equipment of note is a bunch of javelins, spiked wooden shields, and crude clubs.

 
 Spoiler: Trellara Somewhat Abridged Statblock 

Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 27 (4d8+4)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 12 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +5, Survival +5, Nature +3, Perception +3, Performance +7, Stealth +5
Tools Lute +5, Lyre +5, Viol +5
Senses darkvision 60 ft, passive Perception 13
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D6, 3/LR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep, thunderwave
2nd level (3 slots): enhance ability, lesser restoration, shatter
-------------------------
Actions
Scimitar (melee 5 ft) +5: 1d6+5 slashing
Longbow (ranged 150/600 ft) +5: 1d8+3 piercing
 

 
Archemist
Polina carefully wipes off her axe and slings it over her shoulder again.  "Hmph. These warriors deserved better than to be meat for the goblins' schemes. There was little honor in killing them." 

She pulls up the last couple unused arrows from her cordon spell. She gives Rax some friendly pats and a treat from her bag, and then she says to the other partymembers,  "Well, if two escaped, I imagine they'll know we're coming, now - we should be on our way quickly."  She glances at Paul and adds,  "Do you want some healing magic? Or another handsome scar?" 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 25/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  
 "That might be a good idea, thank you."   Now that the fight is over, Paul presses a hand against his injury to slow the bleeding. "Only 11 out of 13...do we want to check for tracks?"

 
 Spoiler 

Investigation  (1d20+8)[ 27 ]  to see if there are tracks or indications of what we missed.
I think it'll work for that, whereas Survival would be to follow the tracks? Maybe?  Only have a +1 in Survival.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 45/45, AC: 16
Conditions: None
Spell Slots: 1st: 3/4 2nd: 1/3, 3rd: 3/3  
 
  

"It's okay, I've got you," Leif says, pressing her hand against Paul's. He will feel the warm heat from her hand flow through his own and into the wound. She then looks for any indication where the remaining two enemies might be or what direction they might have run off to.

 
 Spoiler 
Leif casts Healing Word at 2nd level, restoring  (3d4+4)[ 13 ]  hit points.

Survival check:  (1d20+7)[ 19 ] 
 
Amnestic
Finding tracks in a swamp, in the remnants of a battlefield against almost a dozen foes, is a difficult prospect. Soggy footprints may vanish immediately, or sit in the sunned mud for days, seemingly at random.

But difficult is  not  the same as impossible, as your own abilities put to proof. Scouting around the area reveals a single set of tracks, bearing three webbed toes, heading away from the river you're on and further into the swamp. It is, vaguely, in the direction of the lake that serves as your destination, but there's every chance that changes if they were simply fleeing the battlefield.
 "Giant toad or frog, I think,"  Trellara says when the footprints are pointed out to her.  "Never really worked out what the difference was. Lizardfolk sometimes use them as mounts, sometimes as meals." 
J-H
 Paul Mauser 
 "Can they talk?  If not, it may not be worth chasing.  They sound fast." 
Amnestic
 "The frogs? Not that I've ever seen. The lizards can, but it's a diceroll if they speak the Common tongue. Not that they generally have anything worth saying."  Trellara mutters the last part a bit bitterly, and tugs a hunting knife from her belt to make sure every one of the lizardfolk was definitely dead - the ones that hadn't died in the swampwater anyway.
Archemist
Polina is intrigued by the mention of giant frogs.  "They don't have those where I'm from, certainly." 

But while she's disappointed that it means a rider got away, she reasons,  "For all we know their mission is to lead us away from the others or get us lost in the swamp. We should continue on by boat since we may still be able to get there before any reinforcements do.

"If more do arrive, their fate will be the same,"  she states definitively.
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
  "Perhaps we should just let this one go? There are more important foes for us to deal with and time is not on our side."  
Amnestic
Opting to give up on your pursuit for now, you head back to your boat and patch yourselves up while Trellara continues your guidance down the river. You make good time, and though you do occasionally see swamp creatures lurking on the shores, beneath the waves, or flying above, none of them bother you. An armed group as large as yours seems to keep most individual monsters from trying their luck, it seems.

 Day 8, Late Afternoon 

Driven by reckless vengeance she might be, Trellara nevertheless shows herself quite capable of getting you where you wanted to go. After a number of more hours curving this way and that along the swamp's many rivers and tributaries, propelled along by magic, you arrive at what you hope to be your destination.
A large, dark lake broods in the marshland here, measuring nearly two miles wide at a glance. The cloying reek of decaying vegetation and swamp ooze is thick in the air, and countless frogs and insects and marshbirds chirp and croak and call to each other.

Out near the middle of the lack, dozens of decrepit stone buildings jut from the black waters. In most cases these buildings sag and lean treacherously, the windows of their upper stories now at the level of the still lake's surface. Two buildings that seem to have survived relatively intact draw your attention - one a large stone tower, about a quarter mile from the southern shore, and the other a large stone building near the lake's center. Both structures have rickety wooden walkways ringing them at water level that appear to be recent additions.  Someone  has made an attempt to settle there.

From your current position still on the river, not quite on the lake proper, you can't make out much of the shoreline, but Trellara does point you towards what looks like a rickety construct some ways away.  "Lizardfolk hut. There'll be more than one for sure. Should expect them all around the lake's edge." 
Amnestic
 Day 8, Late(r) Afternoon 

Observation is the better part of valour is not a phrase used often, but it is still good advice. Opting to shore your boat and hide it off the water, you curve away from the lizardfolk huts and nestle yourself into the overgrowth to watch, at least for a while. After ten minutes: Not a lot, though you do spot a glint of what looks like metal shimmering at the top of the tower on the lake.

An hour of quiet observation gives you more information: While the centre of the lake  appears  free of lizardfolk, you do spot a hobgoblin sentry atop the tower, moving around, and where there's one, there's almost certainly more. The party sans Paul also pick up the sounds of a creature's calls across the still waters that sounds remarkably similar to the razorfiend you met that had devoured Trellara's brother.

At nearly two hours into your observations, you see a group of six lizardfolk board a reed boat and paddle across the lake to the central building, entering it. Five minutes pass, before a tremendous roar shakes the lake. Four lizardfolk break out of the building back into sight, rush back to their boat, and then immediately paddle away as fast as they can go.

Nightfall beckons.
Amnestic
 Day 8, Night 

After a discussion you opt to leave the matter for later, until nightfall. Darkness reigns as you retrieve your boat and slip across the silent still waters, buffeted only by the night winds. The full moon hangs overhead, casting a bright reflection against darkness, but it's easily circumvented to remain cloaked in darkness to head towards the central building. It's a slow passage, even when uninterrupted. The roofs of ruined buildings still stick up from beneath the water, easily missed in bright light, nevermind when you're cloaked in shadow.

When you get closer, you get a better luck at the building itself. It was an impressive stone structure, once, now laying half submerged beneath the water's surface. Its facade still depicts majestic heroes bearing heraldic lion devices and armed with swords, spears, and bows, their countenances carved into marble pillars. The building's ground floor is completely submerge, while its second floor sits just above the waterline, its marble heroes caked with moss and mud. The third floor is partially collapsed, exposing its rooms to the skys above. A wooden walkway has been lashed together around the building's perimeter, and a floating bridge leads to a nearby low ruin, surrounded by a wooden fence.

You have approached from the southwest, and you can barely make out a pair of external wooden stairs that lead up to the 'roof' above, yet approaching further carries its own risks. From your position on the boat you can see two ogres stood on the roof, highlighted by torchlight, keeping watch on the lake water. They don't seem to be doing a very attentive job at it, but nevertheless they have not left themselves absent of guards - and there may well be more that you as yet can't see.
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 45/45, AC: 16
Conditions: None
Spell Slots: 1st: 3/4 2nd: 0/3, 3rd: 3/3
Wildshapes: 1/2  
 
  

Leif casts a spell on the group to make their approach even quieter. "Let's hope this goes better than last time." she chuckles quietly to Ayalla and Paul. She then turns into a frog and approaches the building.

 Hop. Hop. Hop. 
 
 Spoiler 
Leif casts Pass Without Trace on the group, granting a +10 bonus to Dexterity (Stealth) checks and they can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

She then wildshapes into a frog.
Stealth check:  (1d20+13)[ 26 ] 
 
Amnestic
In froggy form, Leif circles around the building, only to be greeted by yet more ogres - two of the, in fact, one each, sat down on the stairs that lead to the roof. One is asleep, the other is looking wistfully at the moonlit lake surface. A greatclub sits at his feet, and a quarrel of javelins is strapped over his back - a similar set of weapons that the others seem to bear also.

This brings that total you've seen thus far to four.

There is no door, at this level - not too surprising, since it wasn't the ground level. A froggy hop up reveals a further two ogres - a total of six - these ones sleeping in piles of gravel that appear to have been fashioned into something approximating "beds". A large hole in the roof on the far end from the stairs opens up into darkness below, as do two sets of stairs that seem to have remained intact.

 
 Spoiler: Map 
 
 
Archemist
Polina helps pull the boat up alongside the makeshift platform near where it right-angles into the southwest corner. Hopefully this stays below the line of sight of the ogres on the roof. She and Rax then follow behind the frog/Leif and try to remain hidden, although they stop along the south edge of the building once the ogres at their level (on the stairs) come into view.

She readies her axe, of course, but waits for some signal from Leif before continuing towards the danger.
Amnestic
The party is forced to retreat, to allow Leif to convey what she saw, and for Ayalla to begin casting her silence spell. It is a small blessing that the ogres have torches on the building to allow you to see your target even from a distance away - there is slim chance you would be able to incant a spell's words of powers up close without being overheard after all.

The minutes tick by as you all prepare yourselves to make contact with the enemy. When the spell completes...nothing happens. Why would it? After all, all you've done is create a small pocket of silence. One of the ogre guards on watch seem momentarily confused, craning its heads, but they don't understand what has befallen them. They do not know, and they do not see, what is to come. Immediately, Trellara lets out the quietest whistle she can to urge the boat back towards the building at full speed, taking up her bow in readiness for the fight.

There's no way to hide your approach, and the one of the ogres spots you as you come, but his shout to grab the attention of the others goes unheard, captured as it is by the bubble of non-sound.

 
 Spoiler: Map 

 
20ft Radius Silence nets two "entirely inside it", I opted to ensnare the closest ones, I couldn't find a way to make it four no matter where I put the circle. Ogres have darkvision, so they would see the boat coming at this distance.

As a reminder the distance between the wooden platforms and the upper level is around 15ft, chances are most of you are going to have to go around rather than up and over.

The boat moves on Trellara's turn, so there'll be a new map when that happens.

 Initiative:- 
Ayalla:(1d20)[19]
Polina: (1d20)[19]

Trellara: 15
Paul: (1d20+1)[13]

OGPu: (1d20)[9]

Leif:(1d20)[1]

OGPi: (1d20)[1]
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Silence)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
Not wanting to raise the alarm with a flashy spell Ayalla looses a bolt at the nearest Ogre while Wuffles moves into position.
 
 Spoiler: OOC 
Wuffles will dash 20 ft flying.
Light Crossbow:  (1d20+6)[ 9 ] ,  (1d8+3)[ 6 ] 
 
Archemist
Polina quickly casts her Zephyr Strike spell on herself, and then takes two big steps to the front of the boat and leaps to the base of the wall. She scans the corner for handholds for climbing (rocky mountains are her natural habitat, after all).

She calls out in her best rough Giant dialect,  "They're coming from the north!"  But she readies herself for an inevitable javelin or two headed her way again.

 
 Spoiler: OOC - Dodge and Zephyr Strike, plus a Deception? 
Action to Dodge, Bonus Action to cast Zephyr Strike. Polina's movement doesn't provoke AoOs while she stays concentrating on it. Let me know if you want a Deception check to confuse the ogres with her misdirect. 😁
 
Amnestic
Ayalla's crossbow bolt soars through the darkness, into the light, and then right back into darkness again, peeling past the targeted ogre, who catches a glimpse of the projectile and understands it enough. Polina's call goes out, but added to the recent crossbow bolt you can be quite sure that at least one of them isn't buying it.

Trellara deflt guides the boat into a stop at the closest wooden walkway and whistles it to a halt, her bow at the ready.

 
 Spoiler: Map 

 

Crossbow misses.
Too soon to tell what Polina's shout's done.

Trellara and Paul are up.

 Initiative:- 
Ayalla:(1d20)[19]
Polina: (1d20)[19]

Trellara: 15
Paul: (1d20+1)[13]

OGPu: (1d20)[9]

Leif:(1d20)[1]

OGPi: (1d20)[1]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 45/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

With at least one ogre apparently having seen them, Paul targets that one with a glob of acid, then hops onto the wood platform.  He keeps his flamethrower runes from activating, as they will certainly be noticed by everyone in the area.
 
 Spoiler 

Closest ogre
Acid splash  (2d6)[ 4 ]  plus  (1d8)[ 4 ] , Dex DC 15 negates
Ogre dex  (1d20)[ 13 ] 
Move onto the wood and to just north of Wuffles.
 
Amnestic
Paul and Trellara split from the boat, crossing paths with one another and firing out their own attacks. Paul's acid globs soaks the confused ogre, who swiftly becomes angry, while Trellara's arrow narrowly pierces into the far eastern ogre's thick hide. He bellows in anger at this and slams his club into the walls of the building with thunderous power, awakening the sleepers save for the one locked in Silence. The other moves away from the edge of the wall towards the hole in the roof, and bellows down a warning of an attack, focusing on evading further blows for the moment.


 
 Spoiler: Map 

 

Trellara shoots the far right purple ogre, hitting on an attack roll of 12 for  8  damage.
Paul's acid lands, also for 8.

On the Ogre's turn, the far right ogre slams his club into the walls to alert everyone, waking up the sleepers except the one inside Silence.
The far left one moves to the roof-hole and yells an alarm down into it, and  Dodges .

Leif is up.

Remember V components if you're in the Silence area.

 Initiative:- 
Ayalla:(1d20)[19]
Polina: (1d20)[19]

Trellara: 15
Paul: (1d20+1)[13]

OGPu: (1d20)[9]

Leif:(1d20)[1]

OGPi: (1d20)[1]
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 45/45, AC: 16
Conditions: None
Spell Slots: 1st: 3/4 2nd: 0/3, 3rd: 2/3
Wildshapes: 1/2  
 
  

Leif follows Trellara and cups her hands together as a small flicker of flame appears in them. With a gentle blow the flicker expands into a great ball of flame that appears that rams into one of the ogres ahead.

 
 Spoiler 
Move: Next to Trellara
Action: Cast Flaming Sphere at third level, dealing  (3d6)[ 1 ][ 2 ][ 5 ](8) * fire damage to enemies who end their turn within range of the sphere.
Bonus: Move the Flaming Sphere to the location below, slamming it into the ogre Trellara damaged for  (3d6)[ 2 ][ 4 ][ 5 ](11) * fire damage.

 
  * ignore fire resist and any 1s are treated as a 2.  
 
Amnestic
The attack was already clear to those awake, but the burning fire-sphere appearing blazes with light, a signal brighter than the torches atop the building. The ogre who had clubbed the building to alert those inside shouts and roars as he's caught off guard by the fire that burns its skin, and his ally's retaliatory strike - a javelin from on high - is flung only into the water, far past its intended target of Trellara.

 
 Spoiler: Map 

 

Dex save failed vs. Flaming sphere, so full damage taken. It starts to burn the wooden platform beneath but its sodden status stops it from igniting immediately.

Pink ogres are either waking up (northeast), asleep (silence area), or throwing a Nat 1 javelin at Trellara, so no damage taken by the party this turn.

Ayalla, Polina, Trellara, and Paul are up.

Remember V components if you're in the Silence area.

 Initiative:- 
Ayalla:(1d20)[19]
Polina: (1d20)[19]

Trellara: 15
Paul: (1d20+1)[13]

OGPu: (1d20)[9]

Leif:(1d20)[1]

OGPi: (1d20)[1]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 45/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul rushes northeast.  He's not too worried about being quiet, and the ogres are louder.  He attacks the one near the hole in the roof - the loud one - with a jet and cone of flame powered by his temporary runes.
 
 Spoiler 

Move 40' along the walkway
Fire Bolt  (1d20+8)[ 28 ]  for  (2d10)[ 13 ]  plus  (1d8)[ 1 ]  fire damage
Eldritch Cannon, 15' cone of flame,  (2d8)[ 15 ]  fire, Dex DC 15 half
 
Archemist
Polina uses her magic boost to run and scale the wall up to the ogre outside of the Silence spell. She's practically a blur as the Zephyr Strike speeds her up. At the top, she draws her axe and shield and takes two mighty swings at the ogre, followed up by a shove with her shield to try to knock it over, just for good measure.

Rax follows as fast as his short little legs can carry him, but can't go quite as fast as the enhanced Polina. He ends up a little behind, near the sleeping one, but he knows better than to attack it. He stays alert for any javelins or ogres headed his way though.


 
 Spoiler: OOC - Attacks 
Zephyr Strike grants +30' movement and Advantage on the first attack this round, plus an additional 1d8 Force damage if it hits. So that's:
 (1d20+7)[ 19 ]  or  (1d20+7)[ 11 ]  for  (1d8+4)[ 5 ]  slashing and  (1d8)[ 7 ]  Force damage.
2nd Attack:  (1d20+7)[ 9 ]  for  (1d8+4)[ 10 ]  slashing.
Bonus Action - Shield Master Shove:  (1d20+7)[ 25 ]  vs the ogre's Athletics or Acrobatics - if it fails it goes Prone.

Rax's aura also adds  (1d6)[ 5 ]  lightning damage to either of the attacks if they connect. Rax just takes the Dodge action.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Silence)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla Hops out of the boat and skims over the surface of the water to get a better line on a target to bring down radiant flames while Wuffles attacks.
 
 Spoiler: OOC 
Move east and target the one to right of the silence.
Sacred Flame: DC 15 Dex save  (1d20)[ 1 ]  or take  (2d8)[ 10 ]  radiant damage. The target gains no benefit from cover for this saving throw.
Bite:  (1d20+6)[ 18 ] , piercing damage  (2d4+3)[ 6 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 5 ]  or be knocked prone.
 
Amnestic
Ayalla and Polina combine their strikes, with Wuffles leaping across the crumbling building walls to add to the paint. Radiant fire, lupine teeth, and the bite of a lighting infused axe lay the ogre low, dropping him to the damaged stonework with a heavy  slam . He remains moving, though perhaps not for long. Paul is likewise catches his opponent off guard, striking it from behind with a dual burst of fire that has it panting and screaming with pain.

The retaliatory strike comes swiftly and deadly, with a flurry of javelins being thrown. Even in the dark, even injured, the powerful throws of the muscle-headed ogres fling the projectiles, tearing at armour, clothes, and skin of Paul, Polina, and Ayalla. Trellara looses a single arrow at one of the ogres who squeezes his way up the stairs to the upper platform, but it is a mere grazing hit, drawing only a minor amount of blood.


 
 Spoiler: Map 

 

Ayalla's sacred flame lands and Wuffles hits, proning the ogre.
This allows Polina's second attack to also have advantage, allowing both to hit - the ogre is severely wounded and proned, but still alive.
Trellara shoots the purple ogre on the lower level, hitting for  4  (minimum damage) and holds her position.
Paul crits with firebolt and his flamethrower hits also - the ogre is severely wounded, but still alive.

The three purple ogres retaliate with javelins, lobbing them at Paul, Polina, and Ayalla. All three hit. Paul takes  13  piercing. Polina takes  10  piercing. Ayalla takes  6  piercing. Don't forget concentration saves if they're needed.

Leif's up.

 Initiative:- 
Ayalla:(1d20)[19]
Polina: (1d20)[19]

Trellara: 15
Paul: (1d20+1)[13]

OGPu: (1d20)[9]

Leif:(1d20)[1]

OGPi: (1d20)[1]
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 45/45, AC: 16
Conditions: None
Spell Slots: 1st: 3/4 2nd: 0/3, 3rd: 1/3
Wildshapes: 0/2  
 
  
 Noticing the ogres bunched up at the back, Leif moves into position and seems to grab the air in front of her. She pulls down against some form of invisible resistance and the air around her hand begins to sizzle with intense heat. In the next moment a massive explosion of flame erupts in the midst of the ogres, engulfing them completely. Then the ball of flame near Leif shoots forward, charging into the first ogre it comes across.

 
 Spoiler 
Leif moves to get line of sight with the three ogres, then casts Fireball to hit all four depicted below for  (8d6)[ 1 ][ 1 ][ 5 ][ 5 ][ 6 ][ 5 ][ 5 ][ 2 ](30)  (so 32) fire damage* (dc 16 dex save for half).

 

She then slams the Flaming Sphere 30ft northwards into the first it reaches, dealing another  (3d6)[ 6 ][ 4 ][ 3 ](13)  fire damage*.

  * ignore fire resist and any 1s are treated as a 2.  
 
 

Leif tries to climb the side of the building but falls on her butt, much to her embarrassment. Calcifer appears and laughs at her.
J-H
A rune painted onto Paul's armor flares and vanishes, conjuring a momentary shield that deflects the javelin.
Amnestic
Leif's clatter to the ground saves the ogres from fiery doom, and saves Leif from receiving any sort of response in turn, but what response the party does receive proves inadequate. The downed ogre stands tall once more, looming over Wuffles and Polina, but his greatclub swing slams only into stone as the nimble wolf spirit evades it. Polina likewise deflects a second javelin blow from making contact with her, as the remaining ogre lumbers up from the walkway to take position with the rest of his comrades on top of the building.

 
 Spoiler: Map 

 

Leif summons up Calcifer. The flaming sphere lingering in place ignites the wood beneath it. Passing over an on-fire wooden square deals 1d6 fire damage.

The prone pink ogre stands, swings its club at Wuffles, and misses. The other pink ogre squeezes their way up the stairs and lobs a javelin at Polina, and also misses. Team Purple is doing a lot better than Team Pink at the moment.

Everyone but Leif is up.

 Initiative:- 
Ayalla:(1d20)[19]
Polina: (1d20)[19]

Trellara: 15
Paul: (1d20+1)[13]

OGPu: (1d20)[9]

Leif:(1d20)[1]

OGPi: (1d20)[1]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 45/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  
Paul scales the wall, emerging on the rooftop.  "That's a lot of ogres in one place."  He mutters to himself.  There's already lots of yelling going on, so a little more won't hurt.  He approaches the closest ogre and triggers another blast of flame.  That acts as a distraction while he retrieves a wooden disc from his pocket.  A rune lights up under his thumb, rapidly growing brighter as he uses his wand to activate the on-time movement function on the disc.  It explodes amongst the group of 3 ogres with a massive bang and shockwave.

 
 Spoiler 

Rolled Athletics in Discord, got an 11!
Climb where he is, move 10' northeast, which gets him just in range for the 15' cone.
 (2d8)[ 3 ]  fire damage, Dex DC 15 half
Dex  (1d20)[ 14 ] 

Shatter on the group of 3 ogres.  Con DC 15
 (4d8)[ 12 ]  thunder damage (base 3, +1d8 from arcane firearm)
Top ogre Con save  (1d20)[ 14 ]  plus mods
Left ogre Con save  (1d20)[ 20 ]  plus mods
Right ogre Con save  (1d20)[ 2 ]  plus mods
 
Archemist
Polina sidles around the ogre in front of her. She gets to where the ogre is between her and the ledge, and then she shoves it again, this time hoping to topple it over the side and into the flames below. It just stands there unmoving.

She ducks down and takes a swipe at its leg like she did before, hoping to throw it off balance. The ogre looks at her with a puzzled expression, like what is this little creature trying to do?

Finally she takes her shield and catches the ogre's kidney in a sensitive spot. This time it bends over in pain and Polina gives a mighty shove up-and-over, pushing the ogre as she originally intended. Success!

But now there's still four more to deal with. That's okay. Polina wipes the sweat from her brow with her sleeve and readies herself for their approach. Rax comes up alongside her, still being more distraction than anything else, but welcome company.

 
 Spoiler: OOC - Shoves and Rax Dodge 
Polina moves to the square diagonally upper-left of the ogre (three squares up, one left). She has two Attack actions and a Bonus-action Shield-Master Shove, all of which she ends up using to push the ogre over (made the rolls in the Discord).

Rax moves to the square just to the right of Polina and takes the Dodge action (enemies have Disadvantage).
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Silence)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
 
 Spoiler: OOC 
Move east and target one on the stairs.
Sacred Flame: DC 15 Dex save  (1d20)[ 17 ]  or take  (2d8)[ 9 ]  radiant damage. The target gains no benefit from cover for this saving throw.
If the ogre that was next to Wuffles is no longer on the roof he will stay next to Polina attack any ogre that enters melee.
Bite:  (1d20+6)[ 16 ] , piercing damage  (2d4+3)[ 6 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 14 ]  or be knocked prone.
Advantage  (1d20+6)[ 10 ]  (Pack Tactics)
 
Amnestic
Ayalla's sacred flame finds a remarkably agile ogre, despite his injuries, or perhaps the darkness of the night simply makes him harder to properly target. Regardless, the descending radiance doesn't manage to land its mark. Wuffles is luckier, tearing a chunk from the ogre's leg, allowing Polina to shove the great beast towards the edge of the building. Two pushes are nothing to the muscles of the giantblood, but the third has it teetering, unable to find its footing. In one slow motion it flops over the edge, right into the flaming sphere of Leif, and slamming onto the cracked woodwork below. Its movements fall still.

Paul continues his assault, skirting the area of Silence, but the ogre's sturdy body lets it push off the worst of the flames. He ignores Paul, dodging past the follow up spell.
If the inhabitants of the building were not aware of you before, somehow, they certainly are after Paul's  Shatter  peals across the lake, an audible crash that alerts everyone and everything - save for the sleeping ogre, still. The heavily injured ogre rushes to its side, shoving it awake and ending the natural sleep that held it, while taking momentary shelter within the Silence. The others retaliate, one failing to strike Polina with its club, the other's hefty javelin cutting into Paul.

Its difficult to see in the darkness, but the Shatter  definitely  damaged the stonework. Another similar spell in a similar place could cause it to collapse, taking any currently stood atop it below.

Trellara attempts to climb up to follow the party to the upper level, but elven grace doesn't mean elven climbing skills, and she fails to latch on to any handholds, falling back to the wood with a solid  thunk . Irritated, she instead readies her bow for any more ogres to come into sight.


 
 Spoiler: Map 

 

Sacred Flame gets dodged, Wuffles hits, but the ogre stays standing.
I ruled that since the ogre was only half off the edge (since I only saw one successful shove, not two) he'd get a dex save to avoid falling, but he rolled a 2, so...he fell. Flaming sphere and fall damage finished him off.
Trellara tries to climb, but she's got a -1 in Athletics, and fails. She's readies an attack in case the pink ogre nearby stands up.

Paul's flamethrower doesn't quite finish the purple ogre off due to a low damage roll. Two successful saves on Shatter, one fail - failure is now Bloodied.

Purple ogre moves to the sleeper and finally shakes them awake, but they're still prone.
One moves in to close with Polina, misses with Greatclub.
One throws a Javelin at Paul, hits for  14  piercing (attack roll: 15+6).
Leif is up.

 Initiative:- 
Ayalla:(1d20)[19]
Polina: (1d20)[19]

Trellara: 15
Paul: (1d20+1)[13]

OGPu: (1d20)[9]

Leif:(1d20)[1]

OGPi: (1d20)[1]
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 45/45, AC: 16
Conditions: None
Spell Slots: 1st: 3/4 2nd: 0/3, 3rd: 2/3
Wildshapes: 0/2  
 
  

"Get us to the top," Leif tells Calcifer before turning to Trellara, "You should stay here where it's safe."

 
 Spoiler 
Move to the square NE of Trellara.
Use bonus action to get Calcifer to teleport himself and Leif to the roof.
 
Amnestic
Leif teleports up top just in time to see the formerly sleeping ogre stand to its two massive feet. Its blinking confusion is dispelled in a moment by Trellara's lightning infused arrow sticking into flesh. With a (silent) roar it responds by slamming its greatclub down onto Rax's head, despite the drake's attempt at evasion. The other charges towards Polina, but the Goliath manages to parry its blow and deflect it into stone.


 
 Spoiler: Map 

 

Leif teleports up.

The formerly-sleeping pink ogre stands, getting hit for  5  piercing plus  1  lightning from Trellara's arrow readied action+Rax's reaction. It then attacks Rax, hitting despite dodge, for  12  bludgeoning damage. The other attempts to club Polina, and misses.

Everyone but Leif's up.

 Initiative:- 
Ayalla:(1d20)[19]
Polina: (1d20)[19]

Trellara: 15
Paul: (1d20+1)[13]

OGPu: (1d20)[9]

Leif:(1d20)[1]

OGPi: (1d20)[1]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 45/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul flings a glob of acid towards the two southern ogres, then moves in closer to trigger some fire before backing away.

 
 Spoiler 

Acid splash bottom two for  (2d6)[ 10 ]  plus  (1d8)[ 6 ]  acid damage, Dex DC 15 negates
N Ogre  (1d20)[ 11 ] 
S Ogre  (1d20)[ 17 ] 

If they're both still up, 3 South/2 east (15' movement) and trigger the arcane cannon, then 3 west/4 north (20' movement) back.
If one is down, then 4 east (20' movement), fire, then 4 west.
Arcane cannon  (2d8)[ 8 ]  fire damage, 15' cone, Dex DC 15 half
N Ogre  (1d20)[ 19 ] 
S Ogre  (1d20)[ 15 ] 
 
Archemist
Polina focuses her attacks on the purple-garbed ogre to her right. Her axe keeps up its vicious swings and she directs Rax to fight/bite back as well.  "Go, dragon, go!" 
 
 Spoiler: OOC - Attacks 
The bloodied one seems a tempting target.  (1d20+7)[ 15 ]  for  (1d8+4)[ 12 ]  slashing, and Rax contributes an additional  (1d6)[ 6 ]  lightning to one of these. Polina's 2nd attack:  (1d20+7)[ 13 ]  for  (1d8+4)[ 6 ]  slashing.

Rax retailiates against the awakened pink one:  (1d20+6)[ 12 ]  for  (1d6+3)[ 9 ]  piercing.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Call Lightning)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 1/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla drops Silence and calls a storm cloud into existence.
 
 Spoiler: OOC 
Move east to get a better view of the ogres.
Drop a lightning bolt between the two ogres that were inside the silence.
Wuffles will help Rax.
Call Lighting: Each creature within 5 feet of a point DC 15 Dex save  (1d20)[ 2 ]  or take  (3d10)[ 19 ]  lightning damage on a failed save, or half as much damage on a successful one.
Bite:  (1d20+6)[ 20 ] , piercing damage  (2d4+3)[ 10 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 18 ]  or be knocked prone.
Advantage  (1d20+6)[ 26 ]  (Pack Tactics)
 
Amnestic
The ogres have been worn down, and the party's unleashed strikes see three of them swiftly executed. Bolts of lighting from on high that shocks the soul, tearing lupine and draconid teeth that rip flesh and blood, scorching acid and flame that burn away and cauterise just as fast, and of course a charged axe with a bite to match any beast. Where there were five, there are now two, with only dead bodies still and harmless left in the wake of your attacks.

Trellara endeavours to assist, but winded from her climb, her arrow soars far away, into the distance.

There is nowhere for the ogres to run, nor do they seem to believe they have any chance to do so, and so they press on, striding towards Paul and swinging its massive greatclub at the man, smashing into him.

Ayalla hears a scrabbling from the building at her side, and then a tearing the makeshift wooden 'door' is torn from its placement. You see a razor claw emerge first, and then the full form of another one of the drakeblooded razorspawns you fought in the swamp - the same type that ate Trellara's brother. It watches you warily, observing the battlefield before acting.

 
 Spoiler: Map 

 

Two failed saves vs. Call Lightning (kills one) and a crit from Wuffles.
Polina and Rax hit with all three attacks; Polina finishes off one of them.
Trellara successfully climbs (nat 20!) and then fails her attack (nat 1!)
Paul's acid splash and flamethrower kill another.

3 total dead.

The last purple ogre moves out and greatclubs Paul for  8  bludgeoning.

A Razorspawn (initiative: 5) emerges and  Dodges . Attacks have disadvantage.

Leif's up.

 Initiative:- 
Ayalla:(1d20)[19]
Polina: (1d20)[19]

Trellara: 15
Paul: (1d20+1)[13]

OGPu: (1d20)[9]
Razorspawn: [5]

Leif:(1d20)[1]

OGPi: (1d20)[1]
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 45/45, AC: 16
Conditions: None
Spell Slots: 1st: 3/4 2nd: 0/3, 3rd: 2/3
Wildshapes: 0/2  
 
  

Leif runs up beside Polina and gives her a fist bump before her hands begin erupting in flame towards the ogre before them. Then, the flaming sphere circles around the building, up the ramp and stops ten feet away from Leif and Polina, almost menacingly preparing to ran into the ogre soon.

 
 Spoiler 
- Leif moves to the square adjacent to Polina and the ogre.
- Leif then casts Burning Hands at 1st level to deal  (3d6)[ 4 ][ 2 ][ 4 ](10)  + (1d8)[ 8 ] * fire damage, DC 16 dex save to half.
- Finally, Leif moves the Flaming Sphere within 10ft of the ogre, since I believe that's the full 30ft of movement.

  * 1s are treated as 2s and ignore fire resist.  
 
Amnestic
Leif's searing burst scorches flesh that sizzles with the smell of flash-roasted meat. The ogre barely seems to attempt a dodge, and instead swings its greatclub at Leif, only to miss wildly, its aim no doubt thrown off by pain.

 
 Spoiler: Map 

 

Failed save vs burning hands (rolled a total of 0!) so full damage.

Attempts a reprisal swing, misses.

Ayalla, Polina, Trellara, and Paul are up.

 Initiative:- 
Ayalla:(1d20)[19]
Polina: (1d20)[19]

Trellara: 15
Paul: (1d20+1)[13]

OGPu: (1d20)[9]
Razorspawn: [5]

Leif:(1d20)[1]

OGPi: (1d20)[1]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 37/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Unaware of the emerging threat, Paul focuses his wizardly might on the ogre in front of him, attacking it with rune and with conjured acid.
 
 Spoiler 

Arcane cannon  (2d8)[ 6 ]  fire damage, Dex DC 15 half
If it goes down, splash the other ogre instead
Acid splash  (2d6)[ 7 ]  plus  (1d8)[ 3 ]  acid damage, Dex DC 15 negates
 forgot saves, rolled in Discord, 11 &amp; 7 on the d20 so both failed 
 

If the ogre in front of him goes down, Paul will go over to the hole in the roof and peer down, his orcish blood giving him monochromatic darkvision.
Archemist
Polina returns Leif's fist-bump and then turns her attention back to the sickly-pink ogre. She fends off the greatclub with her shield and keeps her axe in motion. With a low whistle, she signals Rax to circle around and take some pressure off Paul.

She hasn't really been able to take in the Razorspawn but she calls back to Trellara,  "We've got the ogres, see if Ayalla needs help!" 
 
 Spoiler: OOC - attacks as per usual haha 
Rax runs to the purple ogre (he's got 40' speed) and bites it:  (1d20+6)[ 14 ]  for  (1d6+3)[ 8 ]  piercing.

Polina's two attacks (if the pink ogre drops, she'll follow Rax over and take her second swing on the purple ogre while between/adjacent to Paul/Rax if possible):
 (1d20+7)[ 18 ]  for  (1d8+4)[ 8 ]  slashing and  (1d6)[ 5 ]  lightning
 (1d20+7)[ 18 ]  for  (1d8+4)[ 10 ]  slashing.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Call Lightning)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 1/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla dives into the water under the wooden walkway that the razorspawn emerges onto and brings a bolt of lighting down onto it with the hope that it goes after something else.
 
 Spoiler: OOC 
Wuffles will go help Paul.
Drop the lightning so she doesn't hit herself with it.

Call Lighting: Each creature within 5 feet of a point DC 15 Dex save  (1d20)[ 1 ]  or take  (3d10)[ 17 ]  lightning damage on a failed save, or half as much damage on a successful one.

Bite:  (1d20+6)[ 17 ] , piercing damage  (2d4+3)[ 10 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 18 ]  or be knocked prone.
Advantage  (1d20+6)[ 18 ]  (Pack Tactics)
 
Amnestic
Lightning crashes down from the sky upon the fiend, too quick for it to evade proper.

Paul has no chance to gaze into the hole below even with the dual beasts of Rax and Wuffles aiding him in his assault. Though the ogre focuses all their energies on a reckless attack, striking Paul with a hefty greatclub blow, he emerges from it bloodied and beaten, with huge gouges of skin and muscle torn out by tooth and sizzling acid. Its remaining compatriot still stands also, a mirror of it - weakened and injured by Polina's lightning-infused axe.

Trellara spots the razorspawn emerging and anger takes hold. Though sense compels her to strike at the ogres first and finish them off, rage has her bow drawn, her arrow locked, and her aim centred on the vile monster that took her brother from her. The shot flies true, skewering it in the side through thick scales, but it's not enough. The creature is strong, and dives into the firelit waters, emerging almost as quickly to swing it blades at Ayalla, cutting deep gashes with its deadly limbs.

 
 Spoiler: Map 

 

Dex save fail vs. Call Lightning (even with Dodge giving it advantage), Wuffles hits the ogre but it stays standing.
Polina and Rax hit with all attacks; both ogres end up bloodied.

Trellara shoots the Razorspawn and hits (despite disadvantage from dodging) for  11  and uses  Slashing Flourish , but only rolls a  1  for additional damage dealt. 12 total.
Saves failed vs. Paul's stuff, but it's still up.

Ogre hits Paul (14+6=20) for  18  bludgeoning damage.
The Razorspawn moves in, jumping into the water and slashing up at Ayalla. It hits twice, for  16  and  18  slashing damage with its wingblades (34 total).

The fire from flaming sphere spreads.

 Initiative:- 
Ayalla:(1d20)[19]
Polina: (1d20)[19]

Trellara: 15
Paul: (1d20+1)[13]

OGPu: (1d20)[9]
Razorspawn: [5]

Leif:(1d20)[1]

OGPi: (1d20)[1]
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 45/45, AC: 16
Conditions: None
Spell Slots: 1st: 3/4 2nd: 0/3, 3rd: 1/3
Wildshapes: 0/2  
 
  

"Get Ayalla to the bridge!" Leif calls out to Calcifer, before turning to the Paul and Polina and saying "Can I leave the ogres to you?"

She then runs to the edge of the building and fires multiple bolt of flame at the razorspawn to draw its attention away from Ayalla. "Pick on someone your own damn size!"

 
 Spoiler 
 Bonus action:  command Calcifer to move adjacent to Ayalla and the razorspawn, then teleport Ayalla onto the bridge, dealing  (1d6+3)[ 8 ]  fire damage to the razorspawn.
 Move action:  Move 20ft east to the edge of the building.
 Standard action:  Cast Scorching Ray at third level, aiming all four rays at the razorspawn.
 To hit:  (1d20+8)[ 26 ] , to damage:  (2d6)[ 4 ][ 5 ](9) , plus  (1d8)[ 3 ]  fire damage.
To hit:  (1d20+8)[ 22 ] , to damage:  (2d6)[ 3 ][ 1 ](4)  fire damage.
To hit:  (1d20+8)[ 23 ] , to damage:  (2d6)[ 4 ][ 6 ](10)  fire damage.
To hit:  (1d20+8)[ 16 ] , to damage:  (2d6)[ 4 ][ 6 ](10)  fire damage. 
 
Amnestic
The ogre's club swings at the retreating Leif, but she ducks it and all it strikes is empty air. When she makes her way to the edge of the building and Calcifer effects the escape from the Razorspawn, her follow up beams of flame boil the water with their intense heat. Each one strikes the green-scaled fiend leaving searing gaps in its scales the reveal burned muscle beneath. Its injuries are severe swiftly, but it remains standing, for now.

The ogre that failed to strike at Leif swings again at Polina, to no avail. Its greatclub strikes only her shield, and then the ground.

 
 Spoiler: Map 

 

I shifted some people around because it seemed unlikely you'd willingly end your turn in Flaming Sphere's damage radius and I didn't notice it before, but yeah, probably something to still be aware of.

The ogre's OA on Leif misses.
Scorching Ray hits all four, and the Razorspawn fails its save vs. Calcifer. Not a good turn for it, it's now bloodied.

The ogre's follow up swing on Polina also misses.

Ayalla, Polian, Trellara, Paul are up.


 Initiative:- 
Ayalla:(1d20)[19]
Polina: (1d20)[19]

Trellara: 15
Paul: (1d20+1)[13]

OGPu: (1d20)[9]
Razorspawn: [5]

Leif:(1d20)[1]

OGPi: (1d20)[1]
 
Archemist
Polina keeps on swingin' that big axe. If the ogre in front of her drops from the first swing, she strides over to the one by Paul to take care of it. Rax will help with that one if necessary, otherwise Polina will turn her attention to casting a Hunter's Mark on the razorspawn.

 
 Spoiler: OOC - Polina's attacks 
 (1d20+7)[ 11 ]  for  (1d8+4)[ 11 ]  slashing and Rax adds  (1d6)[ 1 ]  lightning.
And again:  (1d20+7)[ 13 ]  for  (1d8+4)[ 11 ]  slashing.

Bonus action: Rax attack if Purple Ogre is still up:  (1d20+6)[ 14 ]  for  (1d6+3)[ 4 ]  piercing. If there's nothing to attack, Rax Dodges by default and Polina uses the bonus action for her spell.
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 19/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul triggers another jet of flame, following up with acid.
 
 Spoiler 

 (2d8)[ 10 ]  fire damage, only hitting the ogre, Dex DC 15 half
Ogre Dex  (1d20)[ 4 ] 

Acid splash  (2d6)[ 9 ] + (1d8)[ 1 ]  acid damage, only hitting the ogre, Dex DC 15 negates
Ogre Dex  (1d20)[ 4 ] 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 17/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 2/3, 3rd: 1/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla staggers as she is sliced open. After Calcifer pulls her away from the Razorspawn she heals the wounds with magic as she runs over to the burning pier hoping that it will be afraid of the flame.
 
 Spoiler: OOC 
Cure Wounds 2nd level spell slot:  (2d8+4)[ 12 ] 
Bite:  (1d20+6)[ 21 ] , piercing damage  (2d4+3)[ 9 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 15 ]  or be knocked prone.
Advantage  (1d20+6)[ 26 ]  (Pack Tactics)
 
Amnestic
The animalistic duo tears down the ogre menacing Paul, allowing the artificer to stomp over its corpse to get to its fellow, adding his elemental strikes to Polina's and cut it down in turn. Trellara looses another arrow at the Razorspawn, one that narrowly hits, but still sticks deep. With the last of the ogres falling, flames in its path and an archer it can't reach landing shot after shot, the razorspawn chooses not to risk another set of Scorching Rays and instead flees, diving into the water with aquatic elegance and vanishing beneath the moonlit liquid. It disappears among the choking moss and algae, leaving the battlefield.

With the sounds of battle calmed, your ears pick up the sounds of movement from the floor below - boot on stone, metal clasping metal, and heavy footfalls of something much heavier than any of you, but you may have caught them unawares and unprepared, as none immediately ascend the stairs to face you.

 
 Spoiler: OOC 


Rax and Wuffles finish off the left ogre. Polina and Paul finish off the right. Trellara hits and expends another BI dice on the Razorspawn, which chooses to flee - it dashes and dives beneath the water, ending up 50ft off the map and outside of sight range.

The encounter is over, for now, but for how long? The building was awakened, and below you can hear the sounds of movement. You have a moment's pause to recover. Use it wisely! Also remember that the fire on the wood will continue to spread, unless put out. It likely won't be a danger to you health-wise, but it will impact your movements, no doubt.

 Deadly  encounter complete. 15 experience acquired!

Trellara has Cure Wounds on her list, and 3 slots available for both 1st and 2nd level spells. If anyone wants to make use of them she offers healing freely.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 29/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/3, 2nd: 2/3, 3rd: 1/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
With the ogres defeated and the razorspawn gone Ayalla heals herself.
 
 Spoiler: OOC 
Cure Wounds:  (1d8+4)[ 12 ] 
 
J-H
 Paul 

Trellara casts a quick healing spell on Paul, and he drinks a healing potion, then moves over to the hole in the roof to see what his Darkvision reveals.
 
 Spoiler 

Trellara  (1d8+3)[ 7 ] 
Potion  (2d4+2)[ 10 ] 
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 45/45, AC: 16
Conditions: None
Spell Slots: 1st: 2/4 2nd: 0/3, 3rd: 2/3
Wildshapes: 0/2  
 
  

While the others are tending to their wounds, Leif will use the Ring of Spell Refueling to recover a third level spell slot. She will also cast Healing Word, restoring  (2d4+4)[ 10 ]  plus  (1d8)[ 1 ]  hit points to whoever has the lowest hit point total (probably Ayalla?).
Archemist
Polina, always wary, takes a bundle of four arrows and sticks it into the body of an ogre on the roof, casting her  Cordon of Arrows  spell again.  "Just in case." 

When the others have joined them on the roof and give the signal they are ready, Polina and Rax move to the southern stairwell and head down, hoping to catch the occupants still unprepared.
Amnestic
Once you've healed up and taken a breath to steady yourself, Paul peeks over the edge of the hole and into the darkness - for it is unlit - below. The hole in the building goes straight down, opening from sky to water below, a pool of darkwater that leads into what must undoubtedly be the building's original ground floor. The large room bearing the hole may once have been a well appointed library, but now its shelves lie in disarray along the east and west walls. No sign of any books are apparent, but rather more pressing is the black dragon curled up at the far end of the room, one eye pointed towards the hole, glimmering with cruelty, malice, and amusement. Before Paul can respond, it raises a claw and utters a single word of draconic power.

Shadows blossom in response, inky and thick, encompassing Paul and the surrounding area, blocking even darkvision from sight.

Only the faintest of firelights trickle down from above to follow Polina down the stairwells that lead into what may have once been a grand hallway, now bare except for shaggy furs piled against one wall. A foul, fetid smell rises up from this place, and the source of it is clear: An ettin, two headed, and larger than any of the ogres from above, wielding in its hands a massive morningstar and an even more massive battleaxe.

 
 Spoiler: Map 

Upper Level:
 

Lower Level:
 

You'll forgive me for not duplicating all the burning on the second map.

S's turn goes unseen since it's not in sight.

The Dragon (D) goes next, casting  Darkness  on the edge of the hole. The black circle on both maps is therefore opaque magical darkness, and cannot be seen through.

You do not otherwise hear the dragon move.

We ended up relatively well split on Initiative this go around which is nice to see, at least until the mysterious 'E' dies.

Ayalla, Paul, and Trellara are up.

 Initiative:- 
S: (1d20+5)[21]
D: (1d20)[18]

Ayalla:(1d20)[16]
Paul: (1d20+1)[11]
Trellara: 8

E: (1d20)[8]

Leif:(1d20)[7]
Polina:  (1d20)[2] (1d20)[5]

K: (1d20)[4]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 36/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul's eyes go wide, not that there's anything to see.  He exclaims  "Dragon!  Dragon!"   while pulling a black sphere out of a belt pouch.  He hurls it in the direction of the black dragon, where it explodes with a loud popping sound.  He runs east, away from the cloud of Darkness, and down the other staircase.   "Giant!" , triggering his arcane flames and deciding not to approach any more.
 
 Spoiler 

For some "oh no!" panicked running, I think he's doing OK this round.
Bead of Force at the dragon
 
 Spoiler: BoF 

This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together.

You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.

An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
 

 (5d4)[ 12 ]  force damage, Dex DC 15 negates and prevents trapping.
You probably want to roll that secretly.

40' of movement gets Paul just barely down the stairs, and I don't think there's quite room to come back up.

Flame cannon  (2d8)[ 10 ]  fire damage, Dex DC 15 half
Ettin Dex  (1d20)[ 12 ] 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/3, 2nd: 2/3, 3rd: 1/3
Wuffles III (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla takes a few steps down the northern stairs to find an ettin between herself and Polina. Wuffles runs in to bite it.
 
 Spoiler: OOC 
Sacred Flame: DC 15 Dex save  (1d20)[ 19 ]  or take  (2d8)[ 8 ]  radiant damage. The target gains no benefit from cover for this saving throw.
Bite:  (1d20+6)[ 18 ] , piercing damage  (2d4+3)[ 8 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 7 ]  or be knocked prone.
 
Amnestic
Though the darkness of the dragon's spell Paul lobs his bead of magic to where he remembers the dragon having been, and then joins with Ayalla to march down the stairs and get eyes on what's going on. Wuffles takes the lead, dragging the ettin with surprising strength from its feet, and opening it up to the dual flames from the pair. The two-headed creature rolls away from the radiance, right into the turret's belched inflammation. Roaring, it stands up, sweeping its battleaxe against Paul, and bringing down its morningstar against Wuffles for a devastating blow that cracks the stone beneath.


 
 Spoiler: Map 

Upper Level:
 

Lower Level:
 

Ayalla's Sacred Flame gets dodged despite its low dexmod. Wuffles hits, proning the Ettin.
Paul throws his Bead and then runs out of the darkness to successfully fireturret the Ettin.
Trellara Readies a longbow shot for the dragon, or any other enemy, entering her line of sight.

The Ettin stands up from prone and swings its weapons. Paul gets hit (16+7=23) for  11  slashing. Wuffles gets  crit  for  22  bludgeoning.

With the Darkness and moving away from the Hole, the dragon area is obscured once more. Who knows what's down there anymore...?

Leif and Polina are up.


 Initiative:- 
S: (1d20+5)[21]
D: (1d20)[18]

Ayalla:(1d20)[16]
Paul: (1d20+1)[11]
Trellara: 8

E: (1d20)[8]

Leif:(1d20)[7]
Polina:  (1d20)[2] (1d20)[5]

K: (1d20)[4]
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 45/45, AC: 16
Conditions: None
Spell Slots: 1st: 1/4 2nd: 0/3, 3rd: 2/3
Wildshapes: 0/2  
 
  

Hearing the commotion downstairs, Leif turns to Calcifer and says "We'd best get down there." She then channels and holds magic in her hand, waiting to unleash it upon whomever is attacking her allies.

 
 Spoiler 
 Standard Action : Ready an action, to cast Entangle on the giant enemy below after Leif is teleported downstairs. DC 16 strength save ( (1d20)[ 12 ]  plus modifiers) or restrained, can use their action each turn to try to break out.
 Bonus Action : Command Calcifer to teleport himself and Leif to the floor below.
 
Archemist
Polina avoids the various flames and vines, and begins to step up to the Ettin, ready to brawl as always. Then her brain remembers Paul shouting about a dragon, and that she had a potion for just this occasion. She drinks it and readies herself for the slog, casting her Hunter's Mark on the Ettin. She raises her shield against the inevitable axe/morningstar onslaught.

 
 Spoiler: OOC - Potion of Acid Resistance and casting spell 
Action to drink the potion, bonus action cast Hunter's Mark, move to the square next to and south of Wuffles. Rax follows to be adjacent diagonally southwest of Polina and he takes the Dodge action by default.
 
Amnestic
Leif and Polina rush down below, but when Leif's roots and vines spring up around them. Massive muscles prove more potent than plants as it wrenches its way free, despite being surrounded on all sides.

The hope that Paul's bead had locked the dragon proves unfulfilled. You hear a scratching of  something  against stone, and then with a whoosh of air the black-scaled beast emerges from darkness, eyes swiftly taking in the firelit scene of the dead ogres and the party retreating beneath the roof. Trellara's arrow looses from her bow but the projectile just skitters against scale. It descends, murder in its eyes, and tears Trellara's life from her in a flurry of tooth and claw. In one moment she's stood tall. In the second, she's bleeding out against the stone.

 
 Spoiler: Map 

Upper Level:
 

Lower Level:
 


Leif and Polina are up head downstairs, the Ettin saves vs. Entangle, so it's just a big load of difficult terrain now.

K and S turns go past unknown, they're still in the dark.

The dragon emerges from the darkness, having made its dexsave vs. Bead of Force (rolled a 19).

It then attacks Trellara, who misses with her readied shot. It bites her once for 11 piercing and 4 acid, then claws her twice for 7 slashing each, for a total of  29 , which drops her to 0. She's now making death saves.

Ayalla and Paul are up.


 Initiative:- 
S: (1d20+5)[21]
D: (1d20)[18]

Ayalla:(1d20)[16]
Paul: (1d20+1)[11]
Trellara: 8

E: (1d20)[8]

Leif:(1d20)[7]
Polina:  (1d20)[2] (1d20)[5]

K: (1d20)[4]
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration Stardust
Spell Slots: 1st: 4/3, 2nd: 2/3, 3rd: 1/3
Wuffles III (Wolf Familiar)
HP: 14/36, HD: 6/6, AC: 16
 
 
 
  
Upon hearing that there is a dragon outside Ayalla hurries down the stairs inot a corner and hits the ettin with a splash of stardust.
 
 Spoiler: OOC 
Stardust: As an action, you can cause stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as would a candle, and it cannot benefit from concealment or any invisibility effects. The creature has disadvantage on attack rolls and sight-based Perception checks. This effect lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). Sightless creatures cannot get disadvantage from this ability.
Bite:  (1d20+6)[ 16 ] , piercing damage  (2d4+3)[ 11 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 3 ]  or be knocked prone.
Advantage  (1d20+6)[ 10 ]  (Pack Tactics)
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 25/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Flames reach towards the fallen Ettin briefly, but it rolls aside and they miss.  Paul checks the top of the stairs and lunges over the top, letting his wand dangle by its lanyard as he stretches forward to grab Trellara and pull her towards him, then gets as far down the stairs as he can.  It's not a gentle ride, but it beats bleeding out in front of a dragon.
 
 Spoiler 

Flame cannon  (2d8)[ 8 ]  fire damage, Dex DC 15 half
Ettin Dex save  (1d20)[ 18 ] 
Move up and sort of south just enough to grab Trellara, then move as far back downstairs as possible.  If dragging/carrying her doesn't slow Paul down and the stairs aren't difficult terrain, he has 40' of movement and may end up in the center right square of the downstairs room.
 
Amnestic
Paul and Ayalla dart downstairs, Trellara being dragged roughly down behind them, but a few bangs on the ankle are far preferable to the dragon's claws tearing her apart. As Ayalla ducks away, the black-scaled fiend lashes out with its maw, catching her on the shoulder and drawing blood. The ettin, quickly surrounded, fumbles around, as its once again brought down by Wuffles, befuddled by starlight, and swings its weapons wildly in an effort to hit  something , but hits  nothing. 
 
 Spoiler: Map 

Upper Level:
Unknown! Probably not that different to the last one though, since the dragon's not had another turn yet.

Lower Level:
 

When Ayalla heads downstairs, it triggers the dragon's bite OA for leaving its reach. It hits for  14  piercing and  2  acid. This takes effect before Stardust, so no Concentration required.

Her movement also provokes from the ettin, but he misses.

Wuffles prones the ettin with a hit.

Paul drags Trellara downstairs (she fails one death save on her turn - 1/3 fails, 0/3 successes)

The ettin stands up again, and attacks twice on Polina and Wuffles, but misses both attacks.

Leif and Polina are up.

 Initiative:- 
S: (1d20+5)[21]
D: (1d20)[18]

Ayalla:(1d20)[16]
Paul: (1d20+1)[11]
Trellara: 8

E: (1d20)[8]

Leif:(1d20)[7]
Polina:  (1d20)[2] (1d20)[5]

K: (1d20)[4]
 
Archemist
Polina is dismayed to see the Ettin so quickly on its feet again, but she soldiers on. Her axe flashes more glints of light in its face, reflections of the Stardust.

Rax joins in, his teeth nipping at the Ettin's hamstrings while Polina focuses on the heads and arms.

 
 Spoiler: OOC - Attacks, etc 
 (1d20+7)[ 23 ]  for  (1d8+4)[ 5 ]  and  (1d6)[ 4 ]  slashing (Hunter's Mark is on it already) and  (1d6)[ 2 ]  lightning from Rax.
And again:  (1d20+7)[ 17 ]  for  (1d8+4)[ 8 ]  and  (1d6)[ 6 ]  slashing.

Rax also attacks:  (1d20+6)[ 8 ]  for  (1d6+3)[ 4 ]  piercing.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 45/45, AC: 16
Conditions: None
Spell Slots: 1st: 1/4 2nd: 0/3, 3rd: 1/3
Wildshapes: 0/2  
 
  

"C'mon, up you get," Leif says, moving to Trellara and rousing her awake.

 
 Spoiler 
Leif will move to the opposite side of Trellara and cast Cure Wounds, restoring  (1d8+4)[ 12 ]  hit points, plus another  (1d8)[ 7 ]  from Enhanced Bond and  (1d4)[ 2 ]  from the Moon Sickle.

Then Calcifer will attack the Ettin. To hit:  (1d20+8)[ 17 ] , to damage:  (1d6+3)[ 9 ]  fire damage.
 
Amnestic
Polina tears into the ettin, bloodying the massive creature who has nowhere to run, and no one to support him. Its angry roar at Calcifer's burn echoes through the interior, but it is sound and fury and little more than a herald of Trellara's return to consciousness.

From above, you hear the beating of dragon wings, followed by the stomp of hefty feet entering back into the building's inners -likely through the whole it emerged from - though to what end you can't say.

 
 Spoiler: Map 

Upper Level:
Still Unknown!

Lower Level:
 

Polina and Calcifer hit, Rax doesn't, Leif heals Trellara, who's still prone, but no longer making death saves.

Ayalla and Paul are up.

 Initiative:- 
S: (1d20+5)[21]
D: (1d20)[18]

Ayalla:(1d20)[16]
Paul: (1d20+1)[11]
Trellara: 8

E: (1d20)[8]

Leif:(1d20)[7]
Polina:  (1d20)[2] (1d20)[5]

K: (1d20)[4]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 25/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  
Paul moves up to the head of the stairs, checking...  "The dragon is probably back downstairs, 'ware the doors!"   He takes advantage of his position to roast the Ettin.
 
 Spoiler 

Fire bolt w/ Arcane cannon bonus  (1d20+8)[ 11 ]  for  (2d10)[ 6 ] + (1d8)[ 6 ]  fire damage
If this would be in melee range with disadvantage, then Fire Bolt before moving.

Flame cannon  (2d8)[ 10 ]  fire damage, Dex DC 15 half
Ettin Dex  (1d20)[ 2 ] 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 23/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration Stardust
Spell Slots: 1st: 4/3, 2nd: 2/3, 3rd: 1/3
Wuffles III (Wolf Familiar)
HP: 14/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla hits the ettin again.
 
 Spoiler: OOC 
Sacred Flame: DC 15 Dex save  (1d20)[ 5 ]  or take  (2d8)[ 7 ]  radiant damage. The target gains no benefit from cover for this saving throw.
Bite:  (1d20+6)[ 10 ] , piercing damage  (2d4+3)[ 9 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 9 ]  or be knocked prone.
Advantage  (1d20+6)[ 8 ]  (Pack Tactics)
 
Amnestic
Already having been felled twice by the pesky wolf spirit, when Wuffles goes for the ettin's leg once more it kicks the 'beast' away, darting forward despite the stardust assailing its eyesight. Flames both mechanical and mystical lick at its skin, but the desire - nay,  demand  - to hurt you back proves the stronger as it slams first its morningstar down onto open stone, and then its battleaxe down onto furred flesh. Trellara takes aim, but her brief brush with unconsciousness seems to have thrown her off, as the arrow strikes only stone.

When Paul scouts the upper level, his suspicions are confirmed - the dragon has disappeared. Most likely it has returned to the building's interior given the noises you heard, but black dragons  are  aquatic, and it may also be lurking beneath the waters.

 
 Spoiler: Map 

Upper Level:
 

Lower Level:
 

Some unfortunate rolls this time around allows the Ettin to just  barely  survive another turn. It fails its save vs. fire turret+sacred flame, but Wuffles, Firebolt, and Trellara all miss against its 13 AC.

The Ettin swings twice, hitting Wuffles on the second attack despite disadvantage, for  18  slashing damage.

Leif and Polina are up.

There's an extremely solid chance that one of you will kill the ettin, in which case Polina may need to consider what they're doing with it dead.

 Initiative:- 
S: (1d20+5)[21]
D: (1d20)[18]

Ayalla:(1d20)[16]
Paul: (1d20+1)[11]
Trellara: 8

E: (1d20)[8]

Leif:(1d20)[7]
Polina:  (1d20)[2] (1d20)[5]

K: (1d20)[4]
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 45/45, AC: 16
Conditions: None
Spell Slots: 1st: 1/4 2nd: 0/3, 3rd: 1/3
Wildshapes: 0/2  
 
  

"Why. Won't. You. Die?!" Leif says through gritted teeth, more annoyed than surprised that the Ettin won't go down. She then calls to the others "Where did the dragon go?"

 
 Spoiler 
Cast Produce Flame and throw it at the Ettin. To hit:  (1d20+8)[ 15 ] , to damage:  (3d8)[ 4 ][ 6 ][ 3 ](13)  fire damage.

Calcifer follows up with an attack of his own. To hit:  (1d20+8)[ 10 ] , to damage:  (1d6+3)[ 6 ] .
 
Archemist
Polina sees the ettin go for a killing blow onto Wuffles, and she moves her shield at the last second to deflect the giant battleaxe's inertia somewhat, though not entirely. Leif's flames take down the ettin before it even gets a chance to lift its morningstar off the floor again, thankfully.

Polina leaps over the corpse towards the door it had been guarding. With their usual impeccable coordination, she goes right while Rax goes to the left side of the door. Polina tries the doorhandle as Rax ducks down and twitches his tail as if stalking something.

 
 Spoiler: OOC - Doordash 
Rax and Polina move to flank the door. Rax takes the Dodge action and Polina opens the door to move through. If there's a hostile visible inside, she'll use her Bonus Action to  Hunter's Mark  it since the ettin doesn't need it anymore. She's still got her Action and 20' movement remaining (and Rax has 30' potentially).
 
Amnestic
With a burst of flame the ettin finally falls, leaving Polina and Rax to take up position and ready themselves for what comes next. No sooner does the door open then it reveals the dragon, maw glistening with sizzling liquid at the ready. It unleashes a burst that swallows the door whole, blowing it off its hinges, and engulfing Wuffles and Leif - neither suffer the scorching well, as the liquid burns away at skin and fur and hair and  everything .

 
 Spoiler: Map 

Upper Level:
 

Lower Level:
 

Polina opens the door, triggering the dragon's readied acid breath. It targets the line of Wuffles and Leif. Neither make their dex save, and take  40  acid damage from it.

Polina still has her action and a bit of movement to get closer to the dragon.

 Initiative:- 
S: (1d20+5)[21]
D: (1d20)[18]

Ayalla:(1d20)[16]
Paul: (1d20+1)[11]
Trellara: 8

E: (1d20)[8]

Leif:(1d20)[7]
Polina:  (1d20)[2] (1d20)[5]

K: (1d20)[4]
 
Archemist
Polina stoically knows it's her job to keep the dragon busy while the others tend to the damages. She ducks in the door, Marks the dragon with a quick wave, and then brings her axe up and then down again in a one-two swing. Rax follows, staying adjacent and dodgy.

 
 Spoiler: OOC - Attacks as usual 
 (1d20+7)[ 20 ]  for  (1d8+4)[ 5 ]  and  (1d6)[ 3 ]  slashing, plus Rax's  (1d6)[ 2 ]  lightning aura.
And her second attack:  (1d20+7)[ 14 ]  for  (1d8+4)[ 11 ]  and  (1d6)[ 3 ]  slashing. She'll stay central to the doorway to body-block anybody from slipping back through towards the others.
 
Amnestic
When Polina steps into the room, to her left she spots a hobgoblin spellcaster, wearing hastily donned studded leather armour that seems to have only barely been buckled in time. They bark out a spell, and though there's a hint of jovialness in its wake, its magic proves utterly insufficient to affect the goliath. Cursing in goblinoid, the spellcaster darts around a corner, back out of sight and out of danger.

The dragon proves little more effective, as its claws and teeth strike only empty air and thick armour. It finds Polina a far more difficult target to snack upon than it did Trellara.



 
 Spoiler: Map 

Upper Level:
 

Lower Level:
 

Polina hits with one axe hit, misses with the other.

The Spellcaster ('K') casts  Tasha's Hideous Laughter  on Polina, who rolls a nat 20 on the wis save, and easily beats the DC.

The dragon then rolls 3, 1, and 10 on it's triple attack rolls, which with a +7 means a triple miss.

The enigmatic 'S' remains unseen and unknown.

With the Ettin slain, the entire party is up. Bear initiative in mind for positioning purposes.

 Initiative:- 
S: (1d20+5)[21]
D: (1d20)[18]

Ayalla:(1d20)[16]
Paul: (1d20+1)[11]
Trellara: 8

E: (1d20)[8]

Leif:(1d20)[7]
Polina:  (1d20)[2] (1d20)[5]

K: (1d20)[4]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 25/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: Faerie Fire 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul comes back down the stairs, having gone up just in time to miss the blast of acid.  He moves up behind Polina, throwing a copper disk that shatters into a shower of magical sparks around the dragon... then he tries to burn it.
 
 Spoiler 

Move to just behind Polina.  Faerie Fire, Dex DC 15 or attacks have advantage
Dragon Dex save  (1d20)[ 14 ]  plus mods
Flame cannon  (2d8)[ 10 ]  fire damage, Dex DC 15 half
Dragon Dex save  (1d20)[ 13 ]  plus mods
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 23/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration Stardust
Spell Slots: 1st: 4/3, 2nd: 2/3, 3rd: 1/3
 
 
 
  
Ayalla sees Wuffles III vanish in the acid and hits the dragon with stardust before moving onto the base of the south stairs.
 
 Spoiler: OOC 
Stardust: As an action, you can cause stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as would a candle, and it cannot benefit from concealment or any invisibility effects. The creature has disadvantage on attack rolls and sight-based Perception checks. This effect lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). Sightless creatures cannot get disadvantage from this ability.
 
Archemist
Polina groans at the hobgoblin's poor attempt at a joke, and replies in Goblinoid,  "That was shameful! You're right to go hide!" 

She's a little busy with the dragon, of course, but she and Rax sense that the dragon flailing about means an opportunity for them, and they strike out in full force. Rax moves up and attacks, his little blue wyrmling dragon form dwarfed by the much larger one.

Polina takes advantage of her  Hunter's Mark  and Ayalla's  Stardust  on the dragon, slashing out at the illuminated foe. Her axe alternates strikes while her shield keeps cover for Calcifer and Rax on either side.

 
 Spoiler: OOC - moar attacks 
 (1d20+7)[ 24 ]  for  (1d8+4)[ 12 ]  and  (1d6)[ 4 ]  slashing and  (1d6)[ 5 ]  lightning.
2nd attack:  (1d20+7)[ 27 ]  for  (1d8+4)[ 7 ]  and  (1d6)[ 5 ]  slashing.

Rax's bite:  (1d20+6)[ 9 ]  for  (1d6+3)[ 4 ]  piercing.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 25/45, AC: 16
Conditions: None
Spell Slots: 1st: 0/4 2nd: 0/3, 3rd: 0/3
Wildshapes: 0/2  
 
  

When the dragon pukes acid at the group, Leif is barely able to react in time and summons a protective barrier to mitigate most of the damage. Still, what got through the barrier still hurt like hell.

"Go help Polina and Rax out," Leif says to Calcifer, as she cleans off some of the acid, "I'll be right behind you."

Calcifer then moves next to Polina and he is clearly not amused at the dragon's antics. A little hand extends from the blob of fire and little fingers extend from the hand, which then click together. Immediately a massive ball of flame erupts from the dragon's right side.

 
 Spoiler 
 

Leif readies a Fireball spell and uses her bonus action to move Calcifer into position before casting it through him, dealing  (8d6)[ 2 ][ 4 ][ 1 ][ 6 ][ 3 ][ 4 ][ 4 ][ 4 ](28)  plus  (1d8)[ 5 ]  fire damage *. DC 16 dex save to halve damage.

  * ignore fire resist and all 1s are treated as 2  
 
Amnestic
The dragon proves an agile foe, even with Ayalla's stardust swirling around its vision. Paul's bursts of light and flame, and Calcifer-Leif's fireball are slipped through as if it always knew it was coming. It doesn't prove quite as able against Polina's thick-slicing axe, nor a lucky arrow from Trellara, both of which deal critical blows against the black-scaled beast. It howls in anger, maw gnashing, when the hobgoblin - looking slightly singed - reappears from around its corner and barks a quick spell. Paul's joints slow for just a moment before releasing back, but Polina locks up, utterly paralyzed by the magic.

The dragon's bite snaps down on her shoulder, though its claws skitter against locked-armour, kept from landing by the light in its eyes.

As if this weren't bad enough, the door to your right opens, revealing a cruel-looking goblin, wielding a bow that looks just as cruel, accompanied by a hunting hawk. They launch themselves into battle their arrow finding nothing, but the hawk's talons add to the hurt caused by the dragon, and the paralyzed Polina drops like a slab of metal to the ground, still unable to move even unconscious. With one of your party downed once more, the dragon retreats back into darkness, hiding away to let the goblins take its place.

 
 Spoiler: Map 

Upper Level:
 
 Spoiler 
 
 


Lower Level:
 

Ayalla hits the dragon with Stardust.
Unfortunately the dragon has a semi-okay Dex save, and saves against both of Paul's artifices.
Trellara pulls out a surprising shot and  crits  the dragon...for 14. She's trying.
Leif's fireball hits dragon and hobgoblin; but both make their dex save, knocking the 34 down to  17  each.
Polina hits once and crits once. Rax misses. The damage is enough to severely  bloody  the dragon.

On its turn, the hobgoblin spellcaster reveals himself again, a little more on-fire for ware, and upcasts a  Hold Person  on Polina and Paul. Paul saves (barely, ended up with a 14 vs. DC14). Polina does not, and is Paralyzed.


S finally makes their appearance, and likewise targets Polina alongside their pet hawk. The goblin ranger misses despite advantage (double 5's), but the bird hits, paralyze turning it into a crit for  24  damage.

The dragon attacks Polina, disadvantage negated by advantage, but still only hits once with its bite, critting due to paralyze for  32  piercing and  12  acid.
Assuming Polina's health total was accurate, this drops her to 0 and making death saves, albeit at the very end of the party set.

The dragon then retreats back into the darkness, since it's severely injured.

As a reminder, even if healed, she'll still be Paralyzed from Hold Person (DC14 Wis save to end early). Trellara is also more than happy to donate a heal spell with her turn if needed/desired.

Party's up.

 Initiative:- 
S: (1d20+5)[21]
D: (1d20)[18]

Ayalla:(1d20)[16]
Paul: (1d20+1)[11]
Trellara: 8

E: (1d20)[8]

Leif:(1d20)[7]
Polina:  (1d20)[2] (1d20)[5]

K: (1d20)[4]
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 25/45, AC: 16
Conditions: None
Spell Slots: 1st: 0/4 2nd: 0/3, 3rd: 0/3
Wildshapes: 0/2  
 
  

"Calcifer, retreat!" Leif calls out. She then moves forward just as Calcifer teleports himself, Polina and Paul a dozen or so feet away from danger. She's exhausted both her energy and her patience, yet she remains defiant as she stands between the hunter and his hawk and her friends.

Throwing a ball of flame at the hawk, Leif spits "You want her? Just try it, you overgrown pigeon."

 
 Spoiler 
Bonus action command Calcifer to teleport three squares directly east, taking Polina and Paul with him. DC 16 reflex save or  (1d6+3)[ 6 ]  fire damage to the hawk.

Leif moves to one square west of where Calcifer will teleport to. She then casts Produce Flame and throws it at the hawk. To hit:  (1d20+8)[ 17 ] , to damage:  (3d8)[ 5 ][ 7 ][ 1 ](13)  fire damage *.

  * ignore fire resist and all 1s are treated as 2  
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 25/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  
Paul steps over Polina's body to prevent any further attacks on her.  The runic tube on his shoulder sprays flames towards the hawk and its bow-wielding master, but Paul's wand points south, towards the hobgoblin, with a more focused ray of flame that misses.  Too many targets at once, and if the dragon breathes, Paul will be right in its path...
 
 Spoiler 

Move 5' west.
Fire bolt w/ Arcane cannon bonus  (1d20+8)[ 11 ]  for  (2d10)[ 11 ] + (1d8)[ 6 ]  fire damage, ignore any partial cover if that's relevant

Flame cannon  (2d8)[ 9 ]  fire damage, Dex DC 15 half
Hawk  (1d20)[ 15 ] +mods
Archer  (1d20)[ 3 ] +mods
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 23/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration Stardust
Spell Slots: 1st: 4/3, 2nd: 1/3, 3rd: 1/3
 
 
 
  
Seeing Polina freeze up Ayalla runs over and taps her with a spell before jumping back into cover from the dragon.
 
 Spoiler: OOC 
Lesser Restoration on Polina
 
Archemist
Polina gets back on her feet, thanks to some timely magic from the other ladies. Her momentary unsteadiness makes her a harder target, ironically. Meanwhile, Rax runs over and bites the annoying hobgoblin in revenge, snarling and hopping up on the boxes in order to get in the caster's face.

 
 Spoiler: OOC - Rax attax 
Rax heads to the square north from the hobgoblin.  (1d20+6)[ 17 ]  for  (1d6+3)[ 8 ]  piercing damage.

Polina stands up and takes the Dodge action, returning to the doorway (though this time just on the side with the party).
 
Amnestic
Ayalla and Trellara get Polina back up onto her feet between the two of them, while Paul and Leif's combined fire puts a swift end to the hunting hawk's life. When Rax heads south to strike the hobgoblin spellcaster, it retaliates with a screaming wave of Fear that snatches at the hearts of Rax and Leif, urging them to flee as far and fast as they can. The goblin's potshot at Polina gets deflected, cut out of midair, and it takes the opportunity to hide itself away in the dragon's Darkness.

The dragon flaps past your sight lines, back to where it was laid to begin with, and out of your line of sight you hear glass shattering.


 
 Spoiler: Map 

Upper Level:
Unknown again

Lower Level:
 
Ayalla Restores the (Unconscious) Polina.
Firebolt misses from Paul, cannon splits save+failed save between Hawk+Archer.
Trellara Heals Polina for  16 , getting her back on her feet.

Leif teleports Paul+Polina+Calcifer back. Produce flame narrowly finishes off the Hawk.
Polina dodges, Rax hits the hobgoblin, whose spell is already ended.

The hobgoblin casts  Fear . The wall blocks the cone from hitting Ayalla/Paul/Calcifer. Polina and Trellara make their save. Leif and Rax fail it, and are affected by Fear.
It then moves into cover around a corner, clambering over boxes to make it harder for you to get to it.

 
 Spoiler: Fear 

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
 


The goblin shoots Polina and misses. It bonus action hides, and its stealth roll surpassed PP's, so you don't know where he went!

The dragon flies past, and you hear what sounds like glass shattering, but you can't see what its doing.

Party's up. Zero damage taken by them this time.

 Initiative:- 
S: (1d20+5)[21]
D: (1d20)[18]

Ayalla:(1d20)[16]
Paul: (1d20+1)[11]
Trellara: 8

E: (1d20)[8]

Leif:(1d20)[7]
Polina:  (1d20)[2] (1d20)[5]

K: (1d20)[4]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 25/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul moves out and to the left, triggering a pair of jets of flames at the hobgoblin spellcaster.
 
 Spoiler 

Move southwest, ending up just to the right of Rax

Fire bolt w/ Arcane cannon bonus  (1d20+8)[ 14 ]  for  (2d10)[ 11 ] + (1d8)[ 4 ]  fire damage

Flame cannon  (2d8)[ 10 ]  fire damage, Dex DC 15 half
Hob Dex save  (1d20)[ 7 ] 

Hob concentration saves, if needed
Hob  (1d20)[ 1 ] 
Hob  (1d20)[ 1 ] 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 23/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration Stardust
Spell Slots: 1st: 4/3, 2nd: 1/3, 3rd: 1/3
 
 
 
  
Ayalla peaks around the corner, casts a spell, and ducks back into cover.
 
 Spoiler: OOC 
Sacred Flame on the hobgoblin.
Sacred Flame: DC 15 Dex save  (1d20)[ 17 ]  or take  (2d8)[ 14 ]  radiant damage. The target gains no benefit from cover for this saving throw.
 
Archemist
Rax continues his bitey assault on the hobgoblin, while Polina runs past that room to try to track down the dragon. She calls out loudly, challenging,  "We're here for Saarvith! Your schemes will fail!" 

She ends up with one foot on the steps of a little dais(?) and swings at the dragon, hoping to stop its destructive tirade.

 
 Spoiler: OOC - attacks 
Axe vs Dragon:  (1d20+7)[ 15 ]  for  (1d8+4)[ 9 ]  slashing. And again:  (1d20+7)[ 10 ]  for  (1d8+4)[ 5 ]  slashing.

Rax is saving his Reaction in case the spellcaster tries to move away, but he also bites on his turn as Polina's Bonus Action:  (1d20+6)[ 7 ]  for  (1d6+3)[ 8 ]  piercing.
 
Amnestic
Paul's swift fire manages to put out the Fear before it can properly take hold of Rax and Leif, saving them from an awkward getaway. The barely-conscious hobgoblin retaliates with a mind-twisting spell once more, but the lance of mental pain on Paul is diminished by his own will.

Ayalla and Trellara both attempt their own assaults, but find their enemies slightly too dextrous or sturdy this go around. Likewise Leif and Polina's strikes against the dragon find no purchase, and it's only Calcifer's fireblast scorches a patch of its recently-healed scales, bringing it back low once more. From the darkness, the goblin leaps out, loosing an arrow at the unsuspecting Leif which lodges in her shoulder, only to be followed up by a blast of searing acid that washes over Polina and Leif.


 
 Spoiler: Map 

Upper Level:
Unknown again

Lower Level:
 

Ayalla's Sacred Flame gets dodged.
Paul's firebolt  barely  hits and dex-save failed vs. cannon, caster's almost dead.

Trellara shoots the dragon, and misses.

I had Leif Produce Flame the dragon (miss), Calcifer hit though.
Polina and Rax unfortunately got a string of misses.

The caster casts  Dissonant Whispers  on Paul, but he makes his wis save, so he only takes  7  psychic damage.
The goblin archer leaves the darkness and shoots Leif, hitting for  11  piercing. He attempts to Hide again but rolls poorly, and his location is clear.
The dragon's breath recharges, and it blasts Polina (successful save,  18  acid) and Leif (failed save, ( 36  damage).

Unless you spend some defensive features/abilities with reactions, I think that drops Polina and Leif both. Might drop Leif even with them after she got shot.

Health update:
Hobgoblin caster  is extremely near death. It's likely one hit will end it.
Dragon is bloodied and quite injured, but not quite on death's door.
The goblin archer has been damaged but not much.

Party's up.

 Initiative:- 
S: (1d20+5)[21]
D: (1d20)[18]

Ayalla:(1d20)[16]
Paul: (1d20+1)[11]
Trellara: 8

E: (1d20)[8]

Leif:(1d20)[7]
Polina:  (1d20)[2] (1d20)[5]

K: (1d20)[4]
 
Archemist
Polina is not quite close enough to use her shield to block for Leif, but she successfully hides behind it herself, the shield's magical enhancement keeping it from instantly dissolving in the stream of acid.
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 0/45, AC: 16
Conditions: None
Spell Slots: 1st: 0/4 2nd: 0/3, 3rd: 0/3
Wildshapes: 0/2  
 
  

Calcifer, seeing Leif drop like a stone, moves closer to her to defend her and begins throwing motes of flame at the dragon. Leif stirs after Trellara's magic rouses her to consciousness and, seeing Calcifer valiantly attack the dragon, joins in.

 
 Spoiler 
Calcifer moves next to Leif and throws a Flame Seed the dragon. To hit:  (1d20+8)[ 23 ] , to damage:  (1d6+3)[ 5 ]  fire damage.

Leif then casts Produce Flame. To hit: 26, to damage: 9 fire damage.
 
J-H
      
   
   Paul Mauser   
 
 Half-orc Artillerist Artificer 
 AC: 18 HP: 18/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  
Paul sees Leif get blown backwards by a spray of acid.  This needs to end quickly.  He steps out from behind Rax, triggering another burst of flame.
 
 Spoiler 

BA only until I know if this worked.
Flame cannon  (2d8)[ 16 ]  fire damage, Dex DC 15 half
Hob Dex  (1d20)[ 3 ]  plus mods
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 23/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration Stardust
Spell Slots: 1st: 3/4, 2nd: 1/3, 3rd: 1/3
 
 
 
  
Ayalla tries to finish off the Hobgoblin.
 
 Spoiler: OOC 
Duck back into cover after casting.
Sacred Flame: DC 15 Dex save  (1d20)[ 14 ]  or take  (2d8)[ 10 ]  radiant damage. The target gains no benefit from cover for this saving throw.
 
J-H
With the hobgoblin falling, Paul moves just west of Leif and fires a barrage of flaming rays at the dragon.
 
 Spoiler 

Scorching ray.  Add  (1d8)[ 3 ]  to the first one that hits thanks to Arcane Firearm.
Ray  (1d20+8)[ 10 ]  for  (2d6)[ 5 ]  fire
Ray  (1d20+8)[ 26 ]  for  (2d6)[ 8 ]  fire
Ray  (1d20+8)[ 24 ]  for  (2d6)[ 4 ]  fire
 
Archemist
Rax's eyes glint in the light of the fire from Paul, pleased to see the hobgoblin go down who'd tripped up his master. Rax runs to aid Polina versus the much larger dragon again.

Polina, for her part, shakes off the last of the acid from her still-dripping shield, and brings her axe up again. She knows it must be just a matter of time before the dragon is felled. If the goblin were closer she'd love to be taking them both on, but he is just out of reach for the moment and the dragon is her priority.

Polina takes just a second to spare a glance back to make sure Leif is back in the fight but she smiles when she sees confirmation of the flames hitting the dragon once more.

 
 Spoiler: OOC - all-in at this point 
Axe and Rax vs Dragon:
 (1d20+7)[ 23 ]  for  (1d8+4)[ 11 ]  slashing and  (1d6)[ 3 ]  lightning from Rax's reaction aura, and again  (1d20+7)[ 17 ]  for  (1d8+4)[ 9 ]  slashing.

Bonus Action Rax bite:  (1d20+6)[ 12 ]  for  (1d6+3)[ 8 ]  piercing.
 
Amnestic
The battle swiftly swings back into your favour. Though the hobgoblin shrugs off the sacred flame, it doesn't do so for non-sacred flames, and finally falls to Paul's fire. Trellara dashes in to follow behind him, swiftly resuscitating Leif with a quickly incanted spell. Together, the pair of fire flingers end the black dragon's life with a pained roar and a thunderous slump, leaving only the goblin remaining. Rax and Polina leap up onto the bead of force to get close to the revealed ranger, slashing and biting and bloody him. He retaliates with a swing of his scimitar which strikes only shield, and then darts away onto the upper level before anyone can hit him in the back.


 
 Spoiler: Map 

Upper Level:
 
 Spoiler: Only known if someone goes up 

 
 


Lower Level:
 

Ayalla's Sacred Flame gets dodged again :(
Paul's turret finishes off the hob, and two of his SR rays hit.

Trellara heals Leif for  9 .

Both Leif and Calcifer hit and did exact damage to drop the dragon to 0.
So I redirected Polina's two hits to the goblin, Rax misses.

The goblin attacks Polina with its scimitar, misses, and then hops up onto the upper level with a Disengage to avoid OAs. He's bloodied, and may only live another turn by virtue of being kind of awkward to get to.

Party's up.

 Initiative:- 
S: (1d20+5)[21]
D: (1d20)[18]

Ayalla:(1d20)[16]
Paul: (1d20+1)[11]
Trellara: 8

E: (1d20)[8]

Leif:(1d20)[7]
Polina:  (1d20)[2] (1d20)[5]

K: (1d20)[4]
 
J-H
Confident that the others will handle the remaining goblin (and that he has no non-lethal spells), Paul moves to examine the dragon's corpse, and the area where it was perhaps drinking potions.
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 23/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 1/3, 3rd: 1/3
 
 
 
  
 
 Spoiler: OOC 
Cast cure wounds, edited by mistake
 
Archemist
Polina turns to follow the goblin and on seeing Calcifer, asks,  "Can you get us up there quicker?" 

Once up top, she yells at the goblin (in Goblin-speak),  "Stop! It's over!"  and tries to trip then smack the goblin with the flat of her axe.

 
 Spoiler: OOC - Polina shove+attack 
Going for an unconscious goblin or at least a prone goblin.
Athletics check in place of 1st attack: (1d20+7)[ 12 ] 
Attack:  (1d20+7)[ 18 ]  or  (1d20+7)[ 16 ]  (if advantage from prone succeeding) for  (1d8+4)[ 10 ]  slashing / non-lethal if it downs the goblin.

If nothing else is succeeding, she'll at least cast Hunter's Mark on the goblin for easier tracking.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 9/45, AC: 16
Conditions: None
Spell Slots: 1st: 0/4 2nd: 0/3, 3rd: 0/3
Wildshapes: 0/2  
 
  

"C'mon Cal we can't let it get away," Leif says, as she scrambles to where Polina and Rax are. Calcifer floats over and teleports everyone to the edge above. Leif and Calcifer then let Polina do her thing.
Amnestic
The goblin twists away from Polina's shove, and though her axe bites into his shoulder it doesn't fall, instead darting away, leaping from the building into the cold dark water below. You hear its sloshing grow distant, and then silent, unable to find its silhouette among the looming bones of the sunken civilisation.

With the danger passed, you have a moment to breathe to yourself. Trellara hurries past you back up to the upper level, and lets out a deep sigh.  "Our boat's gone."  The fires set during the fights with the ogre spread, uncontested, and spread to your boat, leaving you without transportation. You may be walking back to the Tiri Kitor enclave, unless you can source an alternative.

But that comes later - first is recuperation, and then reclamation of whatever the dragon and goblins kept secret here.

 
 Spoiler: OOC 

Polina's shove fails, so the goblin remains standing. She hits with her attack, but misses on the OA she gets when it darts away,  Dash ing down the building side and out of sight.

The goblin's got 40ft move speed due to Longstrider, so realistically it's outrunning you, in the dead of night, when you don't know what else is coming. I'm gonna call combat concluded there.

To no one's great surprise, this was another  Deadly  encounter for 15xp.

Decide if you're going to expend any additional resources (slots, potions, etc.) on healing and then I'll do an update on what you found and what comes next.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 32/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 1/3, 3rd: 1/3
 
 
 
  
With no more enemies in sight Ayalla drinks a potion.
 
 Spoiler: OOC 
Healing:  (2d4+2)[ 9 ] 
 
Archemist
Polina takes a look around, unsure what to do about the lack of boat.

She marvels at the dragon, joking to Rax,  "Someday you'll be even bigger than that, eh?" 

She gives the ettin's battleaxe an experimental lift, comparing it to her current one.  "Hmm." 

Lastly, she will wander over to the side-rooms and poke around for anything written in goblin or draconic. She's not the smartest in the group but she at least has some familiarity with these kind of foes.
Amnestic
You've got the run of the Town Hall, and for a few precious moments at least have time to investigate.

The room the hobgoblin was contained in is remarkably clean and well organised, despite its grim furnishings. Small barbed cages rest against the wall, not quite large enough to stand in, not quite wide enough to sit in. Several barrels of water are on the floor to the north, along with a bloodstained mop. A simple cot, a chair, and desk round out the room's contents. The papers are written in goblinoid, and appear to be parables or poems espousing how fun it is to hurt other people. A few are blood-spattered.
A small coffer beneath the cot contains a small trove of coinage, a Scroll of Spirit Guardians, and a Necklace of Adaptation.

Regrettably, the ettin's weapons are oversized, and not viable as something for Polina to wield, save outside of becoming Enlarged (in which case they deal an additional dice of damage).

The room to the north that the goblin and his hawk emerged from is decorated with trophies - three large animals to be exact. A leopard, wild boar, and crocodile, stand stuffed and mounted for display. The walls bear a tapestry of a five-headed dragon in a destructive rage. A free-standing perch for the hawk sits beside a fine-furred cot. Atop the table in the room is a large bat, its body half-cut open and stuffed with salt and wood chips. A large iron chest sits in the room, locked (DC22 Thieves Tools, or an alternative solution)

Beneath the dragon's body, beneath the fragments of the shattered potion, you spot a brick that hasn't quite been put back in its proper place. Removing it reveals what is undoubtedly the dragon's treasure hoard. Alongside a wealth of coinage, gems, and jewellery you also find what is undoubtedly a number of magic items. Nestled among the items and coins is a small iron coffer, thankfully unlocked, which reveals to opens a necklace - an odd construction of hard bone, claws, teeth, and even harder adamantine. Even just touching it is enough to overwhelm the senses with the sense that it is something  evil .

Identifying the necklace's nature can be accomplished by way of an  Identify  spell, or a successful DC22  Arcana  check.

 
 Spoiler: Other Hoard Items 

Magic Items:-
 Plate Armour +1 
does what it says on the tin innit

 Cowl of the Stars 
Wondrous Item (Cloak), Uncommon

This cloak is patterned with a thousand thousand shooting stars, all against night-black cloth. As an action on your turn you can use the cloak's magic to cast _Melf's Minute Meteors_ without a material component. Once you have done so once, the cloak's powers cannot be used again until the next dawn.

 Dagger of Trollslaying 
 Weapon (Dagger), Uncommon 

Daggers of these kind were crafted specifically to target trolls. When you hit with this +1 dagger it deal an additional 1d4 fire damage. If the target creature is resistant or immune to fire damage, it instead deals 1d4 acid damage.

 M'Khiin's Buckler 
 Armour (Shield), Uncommon (Requires attunement) 

This buckler was once owned by a goblin shaman, M'Khiin, who called upon the spirits of the dead to aid her in battle. Proximity to the dead seems to have seeped into the shield, aiding the wearer in avoiding an early grave. While attuned to this +1 shield, your maximum hit points increase by 5. If you are a goblin, it increases instead by +10.
 


Before you can don or actually identify the magic items you find however, you hear Trellara rushing back down the stone stairs, weary fear writ hot on her face.  "There's another boat coming from the north - I think it's from the tower. They probably saw the fires and came to look." 

You have little time to arrange yourselves, but you are now on the defensive instead of the offensive.

 
 Spoiler: OOC 

Decide how you're going to spread out your forces, whether you'll engage on the upper or lower level, and cast any 1 minute or less duration spells you want to prebuff with. The above magic items should be considered 'unidentified' for the moment, I'm just listing them now before I forget.
 
J-H
 
 Spoiler: Rolls 

Thieves Tools  (1d20+7)[ 27 ] 
Arcana to identify necklace  (1d20+11)[ 23 ] 
Potion  (2d4+2)[ 7 ] 
 


Paul quickly helps gather the valuables.  When he hears that another boat is coming, he chugs a healing potion.  Trying to not be too loud, he asks  "Can we sink the boat before it gets too close?  Make them swim for it." 
Archemist
In the northern room, Polina frowns and slashes her axe angrily at the five-headed dragon tapestry. You notice the gleam of her silver (one-headed) dragon brooch, perhaps for the first time, as she defaces the tapestry.  "So THIS is who we're up against."  She spits for good measure.

At Trellara's warning, Polina peers out carefully over the ramparts at the incoming boat. Then she says,  "Hold on, Rax, time for a little disguise,"  and she kneels beside him, closing her eyes. Rax blinks out of existence momentarily and when he pops back into the world he's a wyrmling black dragon, instead of the usual blue. He looks a little healthier than he did before, too.

Rax hops up on the top of the wall, near the side the boat is coming in on, and tries to look fierce. Polina whispers back to Paul,  "Maybe if they see the dragon they'll think things are under control, and turn around. If they're goblins and they keep coming, we'll try your plan."  She then seems to be hit with a brilliant idea, running downstairs again and lugging up the large stuffed crocodile. She hides it behind the rampart so it'll be a surprise for someone if she tosses it over the wall at them.

She readies her longbow and arrows, just in case. Ironically, after everything her  Cordon of Arrows  is probably still in place on the roof, also, with two arrows remaining.

 
 Spoiler: OOC - cordon 
So we don't have to retcon anything because I forgot, we'll say the goblin who hopped up to the upper level dodged the arrow that would've headed his way from the Cordon spell.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 9/45, AC: 16
Conditions: None
Spell Slots: 1st: 0/4 2nd: 0/3, 3rd: 0/3
Wildshapes: 0/2  
 
  

While her allies prepare for another battle, Leif taps the earring hanging from her right ear and points towards the approaching boat. With a whisper she sends a Message forth.

 "Come no closer or we will open fire. Who approaches?" 
Amnestic
As you assemble yourselves on the upper level, you're faced with a steadily burning inferno surrounding you - the fires of the lake-side water have yet to subside, and cast the entire building in a defensive wall that also illuminates those who stand atop it.

When Leif's message goes out, the only thing she receives back is a string of goblinoid expletives not fit for discussion among polite company, and it becomes immediately clear that they mean you harm.

Whoever is coming this way, it's hard to make them out. Even with Trellara's detection, the invaders carry no light of their own, and are now approaching under the exact same darkness that you used to slip in beneath the ogre's attention. That is, they'll be visible to Darkvision soon enough, but for now you're stuck waiting for them to get closer, absent any lights of your own.

 
 Spoiler: Map 


The map I have doesn't actually stretch properly in to the north, so we're kinda TotM for the first turn or two, at least until they get closer.

Currently the enemy boat has just enetered Message range, so it's 120ft away, in complete darkness, so you're guessing their locations.

Ayalla's up.

 Initiative:- 
Ayalla:(1d20)[20]

R: (1d20)[20]

Polina:  (1d20)[16] (1d20)[17]
Leif: (1d20)[16]

B: (1d20)[16]
K: (1d20)[10]

Trellara: (1d20)[6]
Paul: (1d20+1)[2]
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 32/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Bless)
Spell Slots: 1st: 1/4, 2nd: 1/3, 3rd: 1/3
 
 
 
  
 
 Spoiler: OOC 
Cast Bless on the other PCs
 
Amnestic
Ayalla's spell glows with a radiant light, but all it seems to herald immediately is an attack. An arrow cuts through the darkness and hits Leif in the shoulder, biting deep. Two others work hard on the oars, pushing the vessel into your darkvision range, though still outside of the flame wall below you and normal sight. Those whose eyes can pierce gloom can pick out seven figures. The one at the head has two weapons at its belt, a spyglass in hand, and wears a chain shirt.

The other six are decked in chain mail, wielding longbows, longswords, and have swords strapped to their backs - excepting the ones manning the oars, who otherwise have their hands full.

 
 Spoiler: Map 


Alas, the map still doesn't stretch out to 60ft, so ToTM for another set.

One rolls with advantage on Leif (because he can see her but not vice versa) and  Crits !...for  6  piercing damage total. Not a huge amount, all things considered.
Two of the Hobs spend their actions on rowing the boat - they don't get a magic elfboat, unfortunately.

Polina and Leif are up. The boat's now 60ft away, it has 7 hobs in it, two are rowing, and one at the forefront that looks to be the leader.

 Initiative:- 
Ayalla:(1d20)[20]

R: (1d20)[20]

Polina:  (1d20)[16] (1d20)[17]
Leif: (1d20)[16]

B: (1d20)[16]
K: (1d20)[10]

Trellara: (1d20)[6]
Paul: (1d20+1)[2]
 
Archemist
Rax, still up on the ramparts, dances around to try to distract the incoming foes. Polina, not having darkvision herself, nocks her new light-up arrow but covers it until she can see the boat a bit better.  "Let's go below when they dock, like Paul suggested,"  she says to the others with her.

 
 Spoiler: OOC - arrow'd 
Polina Readies an Attack to shoot her longbow at the lead goblin:  (1d20+5)[ 15 ]  for  (1d8+2)[ 9 ]  piercing. Rax takes the Dodge action.
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 25/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  
Paul takes the tube off his shoulder and fiddles with it, chanting softly and moving some small components before giving it a twist.  He sets it back on his shoulder, and a purple bolt of energy lances out at one of the rowers.

 
 Spoiler 

Expending my last spell slot to reconfigure from Flamethrower to Cannon as an action... or dismissing and resummoning as an action at the cost of a slot.  Same thing.

Eldritch Cannon  (1d20+8)[ 14 ]  for  (2d8)[ 11 ]  force and a 5' pushback
Targeting one of the hobgoblin rowers to push him out.
If needed, moving up to 40' to the side to get an angle shot to push the hob off the boat rather than around in the boat on a hit.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 3/45, AC: 16
Conditions: None
Spell Slots: 1st: 0/4 2nd: 0/3, 3rd: 0/3
Wildshapes: 0/2  
 
  

Leif pulls out the arrow and whimpers quietly. She then moves out of the light and tries to avoid getting shot at again. Calcifer draws their attention by moving in the other direction and throwing a mote of flame at the goblins.

 
 Spoiler 
Leif will move out of the light so the goblins can't see her and use the Dodge action. Whichever way she goes Calcifer will move in the other direction and attack the lead goblin on the boat. To hit:  (1d20+8)[ 22 ] , to damage:  (1d6+3)[ 5 ] .
 
Amnestic
Volleys are loosed on both sides as you continue to exchange shots while the boat crawls closer. Calcifer manages to strike the lead hobgoblin with a bolt of flame, but Polina and Trellara's arrows fall short, while Paul's cannon blast detonates into the water, but otherwise doesn't seem to impede them at all. Three of the hobgoblins retaliate with their bows, firing them up towards the floating wildfire elemental and all sticking into its underbelly. Following suit, the lead hob swiftly downs a potion and takes to the air, floating on a magical uplift. He closes with Calcifer, striking with his shortsword, but the blade skitters across hardened bark and deals no damage.

 
 Spoiler: Map 


Polina readies an arrow.
Calcifer's fireblast hits the lead hob for 5.

Three of the hobs not manning the oars fire arrows at Calcifer, all three hitting, for a total of  18  damage.
The leader hob downs a Potion of Fly and...flies, taking to the air to intercept Calcifer. His singular shortsword attack misses.

Trellara shoots the leader, and misses.
Paul's Eldritch Cannon shot also misses.

 Ayalla  is up. Assuming no further interruption the boat will dock after her turn and then we'll get a real map again.

The lead hob is now within normal vision range, roughly 40 feet away from the building. The rest remain in darkness on the boat, roughly 60ft from the building.

 Initiative:- 
Ayalla:(1d20)[20]

R: (1d20)[20]

Polina:  (1d20)[16] (1d20)[17]
Leif: (1d20)[16]

B: (1d20)[16]
K: (1d20)[10]

Trellara: (1d20)[6]
Paul: (1d20+1)[2]
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 32/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Bless)
Spell Slots: 1st: 1/4, 2nd: 1/3, 3rd: 1/3
 
 
 
  
Ayalla lights one of them up, if only for a moment.
 
 Spoiler: OOC 
Sacred Flame: DC 15 Dex save  (1d20)[ 20 ]  or take  (2d8)[ 7 ]  radiant damage. The target gains no benefit from cover for this saving throw.
take cover behind a merlon or something if possible.
 
Amnestic
Ayalla's fire scorches only steel instead of skin, as the deft hobgoblin evades it. The hobgoblin rowers bring the boat right up to the still-burning walkway, but any hopes that they'd subject to themselves to the flames seems short-lived, as a ladder rests in the centre of the boat between them, one primed to bridge the gap to the upper level.

One of the others at the head of the boat looses an arrow at Calcifer as the boat drifts past, but it goes wide, soaring into the darkness of nothing.

 
 Spoiler: Map 

 

Can it be? It is! A real map to work with!

Unfortunately the nat 20 works against Ayalla, and Sacred Flame doesn't go off.

Two of the red hobs use their action to row the boat as far as it can go, the other shoots an arrow at Calcifer - and misses.

Polina and Leif are up.

 Initiative:- 
Ayalla:(1d20)[20]

R: (1d20)[20]

Polina:  (1d20)[16] (1d20)[17]
Leif: (1d20)[16]

B: (1d20)[16]
K: (1d20)[10]

Trellara: (1d20)[6]
Paul: (1d20+1)[2]
 
Archemist
Polina runs up to the edge and whistles to Rax to get down from the wall and join her. They take cover behind the rampart, Rax in the corner and Polina next to him. Polina gets ready to pop up and push the ladder (or the first hobgoblin, if the ladder isn't in reach) away from the wall. Rax dodges around energetically still.
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 3/45, AC: 16
Conditions: None
Spell Slots: 1st: 0/4 2nd: 0/3, 3rd: 0/3
Wildshapes: 0/2  
 
  

Leif will move back towards the edge of the building and with a raised clenched fist she pulls water from around the boat and dumps it inside. Calcifer, meanwhile, dances around his newly flying friend. He's finding the whole thing pretty amusing.

 
 Spoiler 
Leif moves adjacent to Rax and then casts Shape Water on the square adjacent to the goblin closest to her, moving all 125 cubic feet of water into the boat.

(that's about 7800 lbs of water and a boat of that size, as in 10ft x 25ft, typically can't carry more than 2550lbs according to this calculator I found online, so that should be enough to sink it)

Calcifer will take the Dodge action.
 
Amnestic
Polina charges back up to the wall, ready for the hobgoblins rise, but it never comes. Leif's torrent of water overturns their boat before they can mount the ladder, sending the hobgoblin warriors scattering into the water. Some swim to shore, loosing arrows at Calcifer (one of which hits) and Leif (one of which hits). The flying leader's not able to finish the elemental off, however, as it proves marginally too evasive for his attacks.

 
 Spoiler: Map 

 

Polina readies a shove...that doesn't go anywhere, unfortunately.
Leif overturns the boat with Shape Water, tossing the hobs into the water.

The blue hobs swim to shore. Two shoot at Calcifer. One hits, for  12 .
The other shoots at Leif, who hits for  9 .

The flying hob then attacks Calcifer with his shortswords, but misses both, hits due to dodge.

Trellara, Paul and Ayalla are up.

 Initiative:- 
Ayalla:(1d20)[20]

R: (1d20)[20]

Polina:  (1d20)[16] (1d20)[17]
Leif: (1d20)[16]

B: (1d20)[16]
K: (1d20)[10]

Trellara: (1d20)[6]
Paul: (1d20+1)[2]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 25/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  
Paul stands from his crouch, sending magical energy at the flying leader.  Purple and orange bolts flash in the darkness before he ducks back down.
 
 Spoiler 

Fire bolt w/ Arcane cannon bonus  (1d20+8)[ 14 ]  for  (2d10)[ 11 ] + (1d8)[ 4 ]  fire damage

Eldritch Cannon  (1d20+8)[ 18 ]  for  (2d8)[ 10 ]  force and a 5' pushback
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 32/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Bless)
Spell Slots: 1st: 1/4, 2nd: 1/3, 3rd: 1/3
 
 
 
  
Ayalla hurries over to the fallen Leif, mentally pulls her from the edge, and administers her last healing potion.
 
 Spoiler: OOC 
Ayalla will stay prone next to Leif away from the edge so she will be hard to see or target.
Telekinetic feat: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
Healing Potion:  (2d4+2)[ 10 ] 
 
Amnestic
Paul and Trellara both focus their fire on the leader, arrow and cannon shot pushing him back from Calcifer while Ayalla tends to the fallen Leif. Just as she's roused, however, the hobgoblins scrabble onto shore and loose another volley at the floating elemental, snuffing its fires for good, and freeing the leader to make his approach once more.


 
 Spoiler: Map 

 

Trellara  Crits  the hob leader for 12.
Paul's first shot misses, but the cannon blast hits, knocking it back.
Ayalla heals up Leif.

The red hobs swim to shore, and shoot Calcifer. One misses, two hits, for  8  total, which kills it.

Polina and the recnetly resuscitated Leif are now up.

 Initiative:- 
Ayalla:(1d20)[20]

R: (1d20)[20]

Polina:  (1d20)[16] (1d20)[17]
Leif: (1d20)[16]

B: (1d20)[16]
K: (1d20)[10]

Trellara: (1d20)[6]
Paul: (1d20+1)[2]
 
Archemist
Polina shifts over, along with Rax, to put herself between the hobgoblins and the party. She and Rax both make themselves as tough of targets as possible.

 
 Spoiler: OOC - Dodge 
Polina has her shield and her axe and is going prone for the moment. Rax also dodges. They both move 5' to the right. Rax will add his aura to Trellara's weapon attack vs the hobgoblin from last round and can do so again this round if someone hits with a weapon. Last round:  (1d6)[ 2 ]  acid. And this round?  (1d6)[ 5 ]  acid.
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 3/45, AC: 16
Conditions: None
Spell Slots: 1st: 0/4 2nd: 0/3, 3rd: 0/3
Wildshapes: 0/2  
 
  

Seeing Calcifer go down hurts Leif, but she can't do much right now. So she backs away from the edge and prepares to hit the flying goblin if he comes close.

 
 Spoiler 
Leif moves 20ft backwards behind Polina, then readies Produce Flame to hit the flying goblin if he comes within range.
To hit:  (1d20+8)[ 27 ] , to damage:  (2d8)[ 1 ][ 4 ](5)  fire damage.
 
Amnestic
Polina drops to the ground on the edge of the building, wary of attackers. Two of the hobgoblins shoot at her, with one of the arrows still managing to skim her skin despite the small target she provides. One of the other rights the boat they used and confirms it's still lake-worthy. Above, the flying dual-wielder moves closer, warily dodging left and right in the air, but it's insufficient to evade Leif's fireblast which scorches him all the same.

 
 Spoiler: Map 

 

One of the blue hobs rights the boat, and sets it in place.
The other two shoot Polina. One misses, the other hits, despite Disadvantage, for  4 . I also added the damage to Trellara's attack from last turn.

The flying leader  Dodges  and moves forward, not able to reach the building with his movement. Produce Flame still hits despite disadvantage. He's now  Bloodied .

Trellara, Paul, Ayalla, are up.

 Initiative:- 
Ayalla:(1d20)[20]

R: (1d20)[20]

Polina:  (1d20)[16] (1d20)[17]
Leif: (1d20)[16]

B: (1d20)[16]
K: (1d20)[10]

Trellara: (1d20)[6]
Paul: (1d20+1)[2]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 25/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul stands from his crouch and launches a glob of acid at two hobgoblins, followed up by another bolt of purple magical energy.
 
 Spoiler 

Acid Splash the two rightmost hobs for  (2d6)[ 8 ] + (1d8)[ 7 ]  acid damage, Dex DC 15 negates
LeftHob  (1d20)[ 11 ] 
RtHob  (1d20)[ 11 ] 

Eldritch Cannon  (1d20+8)[ 16 ]  for  (2d8)[ 8 ]  force and a 5' pushback on the rightmost hob
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 32/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Prone, Concentration (Bless)
Spell Slots: 1st: 1/4, 2nd: 1/3, 3rd: 1/3
 
 
 
  
Ayalla considers that the flying one might be the most dangerous so she goes after that one first.
 
 Spoiler: OOC 
Sacred Flame: DC 15 Dex save  (1d20)[ 5 ]  or take  (2d8)[ 13 ]  radiant damage. The target gains no benefit from cover for this saving throw.
 
Amnestic
Another volley between the party sees you, the defenders, come up on top. While the hobs launch a set of arrows, they either whistle past you into darkness or plink against stone. Meanwhile Paul's acid and Ayalla's flames scorch and sear the hobgoblins, even if Trellara's arrow flies wide in turn.


 
 Spoiler: Map 

 

Trellara attempts to hit the flying hob again, but misses due to Dodge disadvantage.
Paul hits on both the rightmost hobs with acid+cannonblast. The right-right-rightmost hob is bloodied after the damage dealt.
Ayalla's sacred flame hits, even with advantage due to Dodge.

There's a sense of hesitancy in the flying hob given the damage dealt to him and the dragon corpse behind the party.

All three red hobs shoot again...and miss due to prone disadvantage or just rolling low.

Leif and Polina are up.

 Initiative:- 
Ayalla:(1d20)[20]

R: (1d20)[20]

Polina:  (1d20)[16] (1d20)[17]
Leif: (1d20)[16]

B: (1d20)[16]
K: (1d20)[10]

Trellara: (1d20)[6]
Paul: (1d20+1)[2]
 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 3/45, AC: 16
Conditions: None
Spell Slots: 1st: 0/4 2nd: 0/3, 3rd: 0/3
Wildshapes: 0/2  
 
  

Leif moves up behind Rax and throws another ball of flame at the flying goblin before once again dropping to the floor.

 
 Spoiler 
Move to the square behind Rax.
Cast Produce Flame at flying hobgoblin. To hit:  (1d20+8)[ 24 ] , to damage:  (2d8)[ 5 ][ 6 ](11)  fire damage *.
Drop prone.

  * ignore fire resist and 1s are treated as 2s  
 
Archemist
Polina looks around for things to chuck at the flying hobgoblin who's staying annoyingly out of axe-reach.

One of the ogres' javelins is nearby and she sets down her axe in order to lob the javelin at the leader. It's a long shot but it's either that or a random rock from the roof. With a mighty grunt, Polina hefts the javelin once to get its feel and then throws it as best she can.

Rax dodges around eagerly.

 
 Spoiler: OOC - disadvantage 
 (1d20+5)[ 19 ]  or  (1d20+5)[ 22 ] , whichever is worse, for  (1d8+4)[ 8 ]  piercing (plus Rax's aura, if I'm really that lucky, otherwise allocate this to Trellara or Paul, say) for  (1d6)[ 2 ]  acid.
 
Amnestic
Despite the size of the javelin and the evasiveness of the flying hobgoblin, he proves a target too tempting to ignore, and a combination of flame and spear end his life before he can do much more than slay an elemental. With his death ends the magic that kept him aloft, and he falls into the water. This act seems to split the hobgoblin archers - some clearly are calling for a retreat, while others seem to be holding fast to wanting to fight. The hasty argument seems to come to no conclusion, as one fires an arrow at Polina, and misses, while others re-mount the boat and turn it, getting it ready to leave with any of those willing to go.

 
 Spoiler: Map 

 

Despite disadvantage, both Polina and Leif bring down the leader, who plops down into the water dead, or unconscious but dead shortly.

Two of the blues use their action to swivel the boat around, apparently looking to leave. Another shoots at Polina, and misses.

 Initiative:- 
Ayalla:(1d20)[20]

R: (1d20)[20]

Polina:  (1d20)[16] (1d20)[17]
Leif: (1d20)[16]

B: (1d20)[16]
K: (1d20)[10]

Trellara: (1d20)[6]
Paul: (1d20+1)[2]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 25/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: Bless 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  
Paul targets the two who are trying to flee with his acid and his shoulder cannon.   "We can't let them get away to warn others.  I mean, beyond the giant bonfire we already lit in a lake, and the dead dragon." 
 
 Spoiler 

Acid Splash against two adjacent enemies trying to flee,  (2d6)[ 9 ] + (1d8)[ 8 ]  acid Dex DC 15 negates.
1  (1d20)[ 4 ] 
2  (1d20)[ 11 ] 

Eldritch Cannon  (1d20+8)[ 23 ] + (1d4)[ 2 ] (bless!) for  (2d8)[ 5 ]  force and a 5' pushback to knock one of them off the boat if possible
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 32/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Prone, Concentration (Bless)
Spell Slots: 1st: 1/4, 2nd: 1/3, 3rd: 1/3
 
 
 
  
Ayalla crawls forward to the edge and targets one in the boat that looks the most injured.
 
 Spoiler: OOC 
Try to pull/push one out of the boat into the water.
Sacred Flame: DC 15 Dex save  (1d20)[ 20 ]  or take  (2d8)[ 8 ]  radiant damage. The target gains no benefit from cover for this saving throw.
Telekinetic shove: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. DC 15 Strength save  (1d20)[ 7 ] .
 
Amnestic
Paul manages to sear the boat-bound people and thrust one from the boat. The other gets pulled overboard by Ayalla, even if it manages to dodge her flames in the process. The hobs unleash another volley at you, but when they see that all the arrows miss, their morale breaks, and they begin a full retreat into the darkness, choosing to swim and slosh over swamp rather than the boat. With the enemy falling back, you're able to pick off two more of them before they vanish into the black, and you're left with a few floating corpses, an intact boat, and the crackling of flames around you.

 
 Spoiler: OOC 

With resources available, distance, darkness, and average damage I'm going to call the fight here as a victory for the party, and they're doing so little damage you're in no real danger at this stage, so I'm gonna keep it going.

This was a  Hard  encounter so the party receives  12  experience points for claiming victory.
 


Free of interference for the moment, you're able to go back below and finish your investigations on the necklace from the dragon's hoard, and the locked coffer from the goblin archer's room. Inside the coffer are a few bags of perfectly evenly distributed coinage - payment, you surmise, a potion, and a letter written in the goblin tongue.

 
 Spoiler: Coffer Contents 

The potion is a Potion of Advantage - drink to get Advantage on an attack/ability check/saving throw of your choice within the next hour.

The letter, translated, reads as follows:-
 
 Spoiler: Goblinoid 

Saarvith -
Take great care with the enclosed phylactery. I need not explain to you what the Ghostlord would do if he knew where I had sent his little bauble for safekeeping. Hide it somewhere safe - perhaps it could be trusted to your dragon friend's safe keeping? Keep it hidden until Brindol is taken. If you mess this up, there will be no mercy for your soul, or mine.
- Ulwai
 

 


Paul's analysis of the necklace confirms what the letter suggests: This is a phylactery, a dark magical artifact bearing the soul of a lich, used to safeguard it from true death, and now in your possession. Objects such as these usually require unique or special rituals in order to destroy, and merely smashing them with a hammer proves inadequate at best and actively dangerous to the hammer-wielder at worse. Once Paul's explained what he knows, Trellara's frown deepends.   "Sellyria...would probably want to know about this." 
 
 Spoiler: OOC 

Recovering and discovering the nature of the Ghostlord's phylactery without help earns an additional  8  quest experience points.
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 25/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: Bless 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  
 "A lich."   Paul knows what that is.  He also remembers where the Ghost Lord is on the map.   "This is something we do not want to lose!  Unfortunately, the Ghost Lord is far to the south."   He looks over the dragon's body, assessing whether or not there's anything that could be used to easily create enchanted weapons or armor.

 "We'll need some proof if we are going to get the lizardfolk to stop working with the goblins." 
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 3/45, AC: 16
Conditions: None
Spell Slots: 1st: 0/4 2nd: 0/3, 3rd: 0/3
Wildshapes: 0/2  
 
  

Sitting down and breathing a sigh of relief that the battle is over, she waves her hand as if to push the suggestion aside and says "The lizardfolk can wait until tomorrow. Trellara has had enough fun for one day," she looks over to their charge, "It's time for her to go home and we should talk with Sellyria about this phylactery, anyway."

Now that the group is aware of what it is, she continues, "We may be able to use the fact the Red Hand was hiding it. If they're coercing a lich into serving them, perhaps we can turn their begrudging ally into their eager enemy."
Archemist
 "Having a lich for an ally doesn't sound smart for them... or us,"  Polina adds emphatically.

With the goblins fleeing, she stayed prone on the ground for a minute, in no hurry to get up. See seemed to be enjoying the contact with the stones, but finally, reluctantly, she stirred herself and helped the party clean up. She'd translated out the note in Goblinoid, slowly, to the others.

Polina gladly left handling the evil amulet to the others.

But one thing she does handle with a sort of respect is the dragon corpse. She removes her silver-dragon brooch and places it on the black dragon's forehead for a moment, while she stands with her eyes closed. When she opens them again, her eyes are silvery as well. Then Polina will remove some of the black dragon's scales, the tips of its horns, and scoop up some of its acid into a vial. She says aloud,  "We did not know your name but you fought well. May you find more peace on the next plane." 

If the others in the party are amenable, Polina will return the black dragon corpse into the water.


 


When the flames have subsided, she'll also remove her armor and hop down into the water to fetch the hobgoblins' belongings, which she tosses into the boat. Holding onto the boat with one hand, she swims it over to the stone stairs (where the flammable deck used to connect) so the others can board with less trouble.
Amnestic
Trellara frowns at the patronising words from Leif.  "I held my own here."  The defensive tone is clear and thick.  "The dragon might have caught me off guard but I wasn't the only one to fall." 

Polina's able to retrieve fangs, scales, and claws without doing notable damage to each piece. One day, they might be used in some weapon or armour crafting, but the time pressure of the current assault makes such a possibility unlikely, at least for the moment. The potions she pulls off the leader's corpse turn out to be one of healing and one of flying, ones that will no doubt come in handy down the line.
Infernally Clay
      
  Leif Fochlucan 
 Tiefling Wildfire Druid 6
HP: 3/45, AC: 16
Conditions: None
Spell Slots: 1st: 0/4 2nd: 0/3, 3rd: 0/3
Wildshapes: 0/2  
 
  

"I don't mean it like that," Leif assures Trellara, "You are strong and you should be proud of that strength, but remember our terms. You must return to your people and tell them what we have learned, if they are to survive what is coming. You have fought bravely and helped us a great deal and I would ask no more of you than that."

She turns to the others "Do we give chase to our runaway in the morning, then? Either way I would rather we set up camp somewhere other than a building that's still on fire."

She pauses for a moment and says, with a cheeky grin, "Not that it was  my  fault or anything."
Amnestic
Thankfully with the boat now available for use, you're able to commandeer it and retreat with your haul without having to drag it miles across the water back to shore. You do, unfortunately, have to row it yourself, and Trellara's whistling proves to only be enchanting to the ears rather than the wood.

Still, after some effort you're back on soggy-but-mostly-sturdy land, able to drag your ship ashore, and find a quiet spot to settle down in for the night. It's not comfortable, it's a bit smelly, but it's also very unlikely that anyone will come for you during the night.

 Day 9, Morning 

It's a moderately sunny day come morning, with the fog over the lake mostly cleared, allowing decent visibility. At first light, the decision needs to be made of where you're headed next, and how.
Amnestic
As your first task of the day, you head back to the (now burned out) town hall to double check the razorfiend's lair. The wooden platforms are almost entirely gone, and you're forced to satisfy either by boat or water walking (or, more likely, both). You are keenly aware that others may be watching you as you make your way back across the lake, but if they are watching, none make a move against you.

The building the razorfiend was using is half-collapsed, with only a small fraction of the floor above the water level, though the walls and what remains of the roof have been reinforced by logs that were almost certainly put into place by the Red Hand goblinoids.  Atop what remains of the floor is a heap of mud and rotting plants, that may have served as a nest or bed for the fiend. Though hard to make out, through the murky and muddy waters you spot at least a half-dozen eggs nestled into the ground, roughly ten feet below the surface of the water, but you're keenly aware that there could be more that you can't quite make out.

 
 Spoiler: OOC 

It is time, not rolling, that will discover if there are more eggs to find. It's up to the party if they want to spend more time on it instead of going elsewhere, and also what they want to do with the eggs in the first place (if anything).
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 6 
 AC:  16  | HP:  45/45
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  3/3
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic

 Wildshapes:  2/2
 Active Effects:  None
 Conditions:  None  
 
  

"So this is where they've been coming from," Leif says, "We've seen what even one of these can do. I'm not sure we can just leave the eggs to hatch. They would devastate the land."
Archemist
 "I agree. I prefer a fair fight... but we've had a couple of those already."  Polina begins rounding up the eggs in a central spot for easier destruction.  "We both know Nature has its own balance, and how unfeeling and destructive it can be. But today, we are the forest fire cleansing the land." 

Rax is back to his usual blue self this morning. And Polina is looking far better than she did yesterday. It's amazing what a little sleep can do. She took to her blanket with obvious relief last night and was a snoring, immovable boulder until a long ways past dawn.
Amnestic
It takes the better part of a half hour to smash every single egg you can find, dipping in and out of the unpleasantly warm water for breath and breaks. It takes another ten minutes of careful checking through the churned and now unpleasantly egg-filled water to make sure you got them all, but by the end of it you feel confident that, yes, the hatchery has been entirely wiped out. For a moment as you row away it looks like Trellara readies a spell to bring down the building entirely, but sense wins out over vindicated rage, and she keeps her Shatter close instead.

You chose the tower as your next destination, wanting to leave nothing to chance. As you get closer you can see that it was, to no great surprise, originally a bell tower, though the top floor now appears to be missing its roof. The ground floor, like the town hall, is below water, but holes in the side of the tower's first floor allow entrance without getting wet. The holes are covered over by the same haphazard woodwork you saw at the Town Hall - a strong indicator that the hobgoblins have or had settled this as their base. Two empty boats, identical to the one you're using, are moored to the tower's side. It will be difficult to enter silently, and from your position on the exterior you can't hear anyone inside. If they had any watchers set though it's extremely unlikely they did not see you coming.

 
 Spoiler: OOC 

How you entering, if you are?
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 6 
 AC:  16  | HP:  45/45
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  3/3
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic

 Wildshapes:  2/2
 Active Effects:  None
 Conditions:  None  
 
  

"We should swim underneath and enter from the lowest floor," Leif suggests, "We have a necklace that will help one of you breathe underwater."
Archemist
Polina votes for just walking in.  "If someone's there, they've seen our boat by now. Worst case, they have put traps in place, which we should watch for. If they try to fight us, they are fools." 

But she sees the wisdom in what Leif is suggesting.  "Fine, let's try swimming under, first. Maybe there's some way in they don't know about." 
Amnestic
You secret your boat off to one side, tying it up among thick overgrown reeds where it's unlikely anyone would stumble upon it and then - as one - head beneath the surface, taking deep breaths and holding them desperately as you swim through murky grime and try not to imagine what sort of unpleasantness is clinging to your skin and the insides of your nostrils. If you get out of this having only picked up a minor infection, it may be a soft miracle.

You reach the tower thankfully unaccosted by the local wildlife and find its underbelly as pockmarked as it is above the waterline. Light here is extremely minimal, only a few shafts of sun shining through scant cracks, but there is one spot which appears to have been papered over by...wood. Polina takes the lead, pushing it aside as quietly as she can and raising up her head, just in time to see a hobgoblin warrior - likely one of those you fought last night - crouching in hiding. Unfortunately, he saw you coming. Fortunately for you, he's not so quick on the draw.

 
 Spoiler: Map 

 


3d map for showing underwater height etc. not easy! For the group that isn't Polina, you should assume you're scattered around 5ft below/around her beneath the tower (not outside it, but having your tokens inside the tower would be too confusing on the map - this is my compromise).

Squeezing past Polina takes an extra 5ft of movement, and I'm gonna say while the square's occupied you can't go up out and then back down again, if only so I don't have to worry about more underwater tokens.

I will note the wall immediately to Polina's left - you can't see those two hobs, and would have to move down a minimum of two squares to do so.

Paul's up first.

 Initiative:- 
Paul: (1d20+1)[19]

HW: (1d20)[13]
HG: (1d20)[13]

Leif: (1d20)[8]
Polina: (1d20)[2] (1d20)[7]
Ayalla:(1d20)[4]
Trellara:(1d20)[3]
 
J-H
      
   
   Paul Mauser   
 
 Half-orc Artillerist Artificer 
 AC: 18 HP: 45/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot

as action): Leif  
 
  
Polina smacks the water, a pre-arranged signal that she's found hostiles.  Paul launches himself out of the water and rolls to the side, a burst of flame aimed at the hobgoblin.  It's well-aimed, as a direct hit to the face could kill the goblinoid.  Unfortunately, it's not perfectly aimed, and instead burns the hobgoblin's ear... painful, but not truly debilitating.
 
 Spoiler 

Move 2 squares to the right of Polina, with style.
Fire Bolt  (1d20+8)[ 22 ]  for  (2d10)[ 3 ] + (1d8)[ 1 ]  fire
 
Amnestic
Paul hurries out of the water and delivers a glancing blow to the nearest hobgoblin, to which it responds by charging in and returning an equally-glancing sword strike. Its comrades are still off balance, as neither the other sword nor the arrowstrike land on him. One yells up in goblinoid, warning  someone  of intruders, and you hear the twang of bowstrings followed by the  plop  of arrows striking water. It appears that some of those above are shooting at the water, not knowing you're all safely beneath the tower.

 
 Spoiler: Map 

 

Paul hits, for 4.

The hobs move in, one  barely  hits Paul for  4  slashing. The others miss.

3D map for showing underwater height etc. not easy! For the group that isn't Polina, you should assume you're scattered around 5ft below/around her beneath the tower (not outside it, but having your tokens inside the tower would be too confusing on the map - this is my compromise).

Squeezing past Polina takes an extra 5ft of movement, and I'm gonna say while the square's occupied you can't go up out and then back down again, if only so I don't have to worry about more underwater tokens.

Note Polina goes second in the initiative block here, so only Leif would have to squeeze past her, assuming Polina is also going to get out of the water, which I anticipate she will.

Everyone's up.

 Initiative:- 
Paul: (1d20+1)[19]

HW: (1d20)[13]
HG: (1d20)[13]

Leif: (1d20)[8]
Polina: (1d20)[2] (1d20)[7]
Ayalla:(1d20)[4]
Trellara:(1d20)[3]
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 6 
 AC:  16  | HP:  45/45
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  3/3
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic

 Wildshapes:  1/2
 Active Effects:  None
 Conditions:  None  
 
  

Leif gets out of the water and stands between Polina and Paul. With a whistle Calcifer appears opposite from them, scorching the goblins with his flame.

 
 Spoiler 
Summon Wildfire Spirit, DC 16 dex save or  (2d6)[ 10 ]  fire damage.

Goblin #1 dex save:  (1d20)[ 20 ]  plus mods.
Goblin #2 dex save:  (1d20)[ 10 ]  plus mods.
 
Archemist
Polina hefts herself up out of the water and moves to stand down by the doorway. Her shadow from the campfire looms even larger-than-life over the archer hobgoblin, but she focuses her axe attacks on the one back in the room with everyone else. Rax follows suit, splashing up out of the water to stand by Polina's side, and he also attacks the same hobgoblin.

 
 Spoiler: OOC 
Polina moves 10' south to be diagonally between the hobgoblins. Rax moves to be one square to the east of her. They attack the middle-hobgoblin as Polina's action and bonus-action:

1st:  (1d20+7)[ 15 ]  for  (1d8+4)[ 11 ]  slashing and maybe  (1d6)[ 2 ]  lightning from Rax's aura.
2nd:  (1d20+7)[ 10 ]  for  (1d8+4)[ 8 ]  slashing.
Rax:  (1d20+6)[ 14 ]  for  (1d6+3)[ 6 ]  piercing.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Spirit Guardians)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
Wuffles IV (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla stays behind Polina and calls to the local spirits for aid. She sends Wuffles in front of Polina to attack a hob.
 
 Spoiler: OOC 
Cast Spirit Guardians: 15 ft radius. Enemy creature’s speed is halved in the area. Creatures entering the area for the first time on a turn or starting a turn make a DC 15 Wisdom save or take  (3d8)[ 14 ]  radiant damage, half on successful save.
Bite:  (1d20+6)[ 21 ] , piercing damage  (2d4+3)[ 6 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 13 ]  or be knocked prone.
Advantage  (1d20+6)[ 19 ]  (Pack Tactics)
 
J-H
Paul quickly squeezes acid on the two adjacent hobgoblins from a flask.
 
 Spoiler 

Acid splash before forum goes down again  (2d6)[ 11 ] + (1d8)[ 4 ]  Dex DC 15 negates
hob 1  (1d20)[ 13 ] 
hob 2  (1d20)[ 7 ] 
 
Amnestic
The party's sudden rise from the water clearly takes the hobgoblins by surprise as they're suddenly flooded by spells and steel. They're able to fend off Polina's blows, but fire from Calcifer washes over two, coupled with acid from Paul and radiant spirits from Ayalla. Wuffles manages to tear flesh from leg with a bite, but the injured hobgoblin warrior stays standing, barely. Their retaliatory strikes are similarly limp, as a pair of arrows aimed for Ayalla and Leif strike only stone. A sword cut does manage to catch Paul, perhaps a frantic last ditch attempt as its wielder is clearly suffering greatly.

The archers from above, called down by the yells of their comrades, rush forwards, only for one to immediately have their life extinguished by Ayalla's spell. They collapse to the floor, dead, and their allies make no swift move to follow behind them into what appears to be certain death.

 
 Spoiler: Map 

 

One save, one success, on Leif's summon.
I had to shift Rax slightly further to the right to make room for Calcifer, but ultimately didn't matter; unfortunately all three attacks missed.
Ayalla's spirit guardians goes up, Wuffles hits one, but it stays up.
Trellara's stuck at the back with no room to get up, so she just Dodges. It's cramped in here!
Paul successfully acid-soaks two.

At the start of their turn, you hear footsteps coming down the stairs and a hob appears, before failing its save vs. spirit guardians and dying immediately.
The other two following him don't step into the swirling spirits and instead ready actions with their bows.
The one south of Leif fails its SG save, the other two succeed. They attack Ayalla (bow), Leif (sword) and Paul (sword). The first two miss. The last guy hits, narrowly, for  13  slashing damage.

The ones in melee with you are very close to death already. The two by the stairs are undamaged, but clearly not that strong (since a failed SG save vs. 14 radiant one-shot them) and the guy to the south of Polina has taken a bit of damage but is still trucking. Polina also gets an OA against him.

Everyone's up.

 Initiative:- 
Paul: (1d20+1)[19]

HW: (1d20)[13]
HG: (1d20)[13]

Leif: (1d20)[8]
Polina: (1d20)[2] (1d20)[7]
Ayalla:(1d20)[4]
Trellara:(1d20)[3]
 
Archemist
Polina hacks at the hobgoblin as it leaves her reach, and then at the one behind her. If it falls, she steps south to swing at the one that got away. Rax attacks the far-right one he's next to.

 
 Spoiler: OOC - attacks and BA attack 
 (1d20+7)[ 21 ]  for  (1d8+4)[ 12 ] , and  (1d20+7)[ 8 ]  for  (1d8+4)[ 9 ]  slashing.  (1d6)[ 3 ]  lightning with Rax's aura.

Rax:  (1d20+6)[ 16 ]  for  (1d6+3)[ 5 ] 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
Conditions: Concentration (Spirit Guardians)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
Wuffles IV (Wolf Familiar)
HP: 36/36, HD: 6/6, AC: 16
 
 
 
  
Ayalla has Wuffles attack again and heads towards the archers.
 
 Spoiler: OOC 
Dodge action and move towards the archers so they are engulfed by the Spirit Guardians.
Spirit Guardians: DC 15 Wisdom save or take  (3d8)[ 13 ]  radiant damage, half on successful save.

Bite:  (1d20+6)[ 22 ] , piercing damage  (2d4+3)[ 7 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 20 ]  or be knocked prone.
Advantage  (1d20+6)[ 21 ]  (Pack Tactics)
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 41/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  
A last-second conjuration Shields Paul from the sword blow.  He retaliates with more acid.
 
 Spoiler 

Acid Splash the two left.   (2d6)[ 5 ]  plus  (1d8)[ 1 ] , Dex DC 15 negates.
Hob 1  (1d20)[ 15 ] +?
Hob 2  (1d20)[ 10 ] +?
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 6 
 AC:  16  | HP:  45/45
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  3/3
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic

 Wildshapes:  1/2
 Active Effects:  None
 Conditions:  None  
 
  

Leif moves further into the building and she and Calcifer attack whoever is still standing.

 
 Spoiler 
Move further into the building.
Cast Produce Flame on nearest enemy. To hit:  (1d20+8)[ 13 ] , to damage:  (3d8)[ 6 ][ 8 ][ 3 ](17)  fire damage *.
Bonus action Calcifer uses Flame Seed on nearest enemy. To hit:  (1d20+8)[ 12 ] , to damage:  (1d6+3)[ 9 ]  fire damage.

  * ignore fire resist and 1s are treated as 2s  
 
Amnestic
Polina cuts another hobgoblin down while the rest of the party spreads their attentions, with fire going wide, acid splattering flesh and stone, and the collective spirits of Ayalla bringing them low. While they muster a meagre attempt at retaliation, they are swiftly and easily overcome, crushed by your surprise strike in the enclosed space.

Trellara finally pops up from the hole behind you, and frowns with mild annoyance - she is soaking wet with swampwater, and she didn't get to help at all. She might as well have stayed in the boat, though she doesn't say it aloud. She does at least help with scouring the tower for anything of use. You find no further notes or documents that might be of use, but they do have a few trinkets - a ring that appears of similar design to the one you found out in the swamp shrine, and five potions, each different to the other - though one you immediately recognise as the same as the flying potion you took from the hobgoblin captain's corpse last night.

 
 Spoiler: OOC 

There were two of them left on single digit HP after that round, and then they missed their attacks, meaning even if the party did nothing they'd have 99% died from SG. I'll end the fight there.

That was an  Easy  encounter, so 5 exp each. If I'm not mistaken, that brings you to 7th?

Loot:-
 Potion of Fly 

  Potion of Insulation 
Potion, Uncommon
A lesser version of the Potion of Absorption, this potion grants you Lightning resistance for 1 hour. 


  Dragon Potion (Green) 
Potion, Rare
This potion bubbles with caustic green light. Though named a 'dragon potion', neither its component materials nor its origins are draconic in nature. Instead, it was named as such as a marketing gimmick. When you drink this potion, your Strength score is set to 30, and your Charisma and Wisdom scores are set to 3. This lasts 24 hours. 


  Dragon Potion (Red) 
Potion, Rare
This potion churns with crimson fury. Though named a 'dragon potion', neither its component materials nor its origins are draconic in nature. Instead, it was named as such as a marketing gimmick. When you drink this potion, your Intelligence score is set to 30, and your Strength and Dexterity scores are set to 3. This lasts 24 hours. 


  Dragon Potion (Violet) 
Potion, Rare
This potion pulses with unnatural violet light. Though named a 'dragon potion', neither its component materials nor its origins are draconic in nature. Instead, it was named as such as a marketing gimmick. When you drink this potion, your Charisma score is set to 30, and your Dexterity and Intelligence scores are set to 3. This lasts 24 hours. 


  Ring of True Love (Emerald) 
Wondrous item (Ring), Uncommon (Requires attunement)
Instead of a typical gemstone setting, this ring is inset by a band of crushed emeralds, carefully layered together and locked in place by dual bands of platinum

One part of a pair of rings, this ring's magic is only partially active when it's so far apart from its companion. Nevertheless, it does still provide some benefits. While wearing and attuned to this ring you can use your bonus action to grant a numbing safeguard to an ally you touch. The next damage they take within 10 minutes is reduced to 0. This can be used three times, refreshing at dawn.

When both rings are worn and attuned to different creatures within 120ft of each other, the bearer of the Emerald ring gains the benefit of the  Warding Bond  spell, as if cast by the Ruby bearer, with a range of 120ft instead of the normal 60ft. In addition, when the Emerald bearer takes damage, the Ruby bearer can use their reaction to transfer all the damage to themselves instead. 

I'll copy the older ring down too, just for visibility. I don't remember who had it on, if anyone.


  Ring of True Love (Ruby) 
Wondrous item (Ring), Uncommon (Requires attunement)
Instead of a typical gemstone setting, this ring is inset by a band of crushed ruby, carefully layered together and locked in place by dual bands of silver.

One part of a pair of rings, this ring's magic is only partially active when it's so far apart from its companion. Nevertheless, it does still provide some benefits. While wearing and attuned to this ring you gain the Interception fighting style:-
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. 
 

 
 Spoiler: Updated Trellara Statblock 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (2 slots): mass healing word, sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 7 
 AC:  16  | HP:  52/52
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  3/3  | 4th:  1/1
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph

 Wildshapes:  1/2
 Spell Refueling Ring:  1/1
 Active Effects:  None
 Conditions:  None  
 
  

Leif could feel her connection with nature deepening and Calcifer was growing stronger too. She felt as though they'd need every ounce of power they had to stem this flood, but now she was a little more ready than ever.

"So is it time to head back or do we have some unfinished business here?" Leif says to the others, "We have a lot to talk about with Sellyria, I fear."
J-H
 Paul 
 "We do.  I wish we could hunt down that one goblin that got away with his bird, though.  It's just one, but apparently he was their commanding officer." 

Paul studies the new potions.  They are strange enchantments.
Amnestic
There's no argument from Trellara, though she makes sure to torch the tied up boats that are left behind "just in case".

Leaving Rhest is a great deal less pleasant than arriving there, as you're now forced, in alternating pairs, to row your way back. At times it almost feels like walking might be the preferable option over yet more upper body arm workouts, of which only precious few of you have any real training, but just as the thought strikes you, you see a large ochre-coloured jelly sliming its way along the riverbank. It's too slow to catch your vessel, nor does it notice and seem particularly interested, but it's enough of a reminder that slogging over the swampland is much more dangerous and unpleasant than the relatively sanctuary of the boat, even if your arms are killing you.

The physical labour means you tire more easily, and despite your best efforts you're still a solid distance from the Tiri Kitor enclave by the time night approaches, forcing you to spend another day in the swamp, camped out in the only driest and least smelly spot you can find, before you get up to do the same thing the next day.

 
 Spoiler: OOC  

Long rest, for what it's worth.
 

 Day 10, Late Afternoon 

It's well past noon by the time you finally, sorely, return to the Tiri Kitor enclave. The dock on the north edge that you left from, you note, has the same guard who was there when you left though he is notably far more conscious than last you saw him. He glares daggers at Trellara as you approach, lips bristling with venomous words left unspoken as he rudely (though not without basis) thumbs her - and the rest of you by association - to Sellyria's home.

You find the aged elf unchanged from when you left her - not surprising, really, as it's only been a scant few days. Her weapon of choice for her glare are arrows - longer, more distant, less intimate, but equally as deadly. She at least does not extend the unpleasant glare to you, and saves her ire solely for Trellara. The look says quite enough though, and she shrinks back, just a little, a silent conversation taking place between the pair of them that could come only from knowing each other as only family can. It lasts only a moment before her attention turns back to you, and her expression softens from harsh to stoic.  "A runner has already told me you return on another's boat rather than one of our own. Does that herald good or bad tidings?" 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 7 
 AC:  17  | HP:  57/57
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  3/3  | 4th:  1/1
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  Emerald Ring
 Conditions:  None  
 
  

"Thanks to Trellara we were able to find our way to Saarvith's encampment," Leif nods in acknowledgement towards Trellara, "And I am confident we slew the most prominent of his forces. We were able to destroy a razorfiend nest so hopefully they won't trouble your people again."

She retrieves the box with the phylactery and continues: "Saarvith was able to escape our clutches but with the area considerably less threatening perhaps you can send a hunting party after him? We, meanwhile, must travel south. We found a note with this object, naming it the possession of a being called the Ghost Lord. Our intention is to...  politely  encourage this lich to avoid any more dealings with the Red Hand."
Archemist
Polina shows the horns of the black dragon, too.  "Good tidings. We killed many lizardfolk, goblins, and their dragon. They fought zealously but in vain. They worshipped Tiamat the Many-Mawed, and were cruel and greedy like their god." 

She tries to patch things up for Trellara a little, adding,  "Trellara was a great help; you are fortunate someone with her aim and courage is among your people."  Polina gives Trellara a respectful nod.
Amnestic
 "The Ghostlord?"  Sellyria eyes the object with knowing eyes.  "A tale from the distant past, but one I was, unfortunately, privy to personally."  She sighs, her age lines seemingly growing by the moment   "I'm sure the tale has twisted over the years, but it was by his design that Rhest sank so many years ago. I could recant the moments one by one, but I will try to keep it short. While he still lived he was a man by the name of Urikel, a prodigious master of evil magics whose talents for cruelty earned him place as head of a cult of cannibals who believed that through living and dying in service of their religion they would be transformed into undying lions." 
 "The nobles of Rhest at the time sought to expand their domain, and struck out with their cavalry to subjugate the lands to the southwest where the cult resided. It was a brief and bloody conflict, with both sides destroying each others in the blighted sands. Rhest's army was lost, and they gave up on the lands, but the cult was destroyed, and Urikel died in the process. Yet barely a scant week later he reappeared in Rhest, styling himself as the Ghostlord, and unleashed an army of ghostly lions and undead monsters on the now defenseless city. It sank beneath the weight of death. At the time we feared he would continue his rampage, and threaten us in turn, but he disappeared back to the lands now called the Thornwastes. I can't say what awaits you there, just know that he should not be trifled with lightly - and that if the goblins do have him in their pocket, they are all the more dangerous for it. Supposedly - and this is rumour, rather than something I know for sure now - the cult resided inside the statue of a massive stone lion. He may still be there even now." 

Trellara has quietly listened to the story, as it is clearly one that is new for her as well as yourselves, her eyes darting this way and that in thought.

 "But it seems your tidings are indeed both fair and ill. If the dragon has been slain and the goblins routed, I will abide by our promise. A hunting party will be dispathed to seek out this...Saarvith, and in the meantime I will have our warriors prepare for the march to Brindol. Our numbers may be few but the Tiri Kitor will stand with you in defense of the Vale." 
 "I want to go with them."  Trellara mutters, barely able to bring herself to look at Sellyria.
 "Trellara..."  Irritation crept into the aged elf's words.  "You might have had your lacking covered by them while out in the marshes, but what could you offer them in the Thornwastes? You don't know anything beyond the Blackfens. You'd only slow them down." 
 "You said yourself that the Ghostlord is a danger. Won't they need all the help they can get? It's not like I count as one of the 'warriors'. I'd just be stuck here otherwise." 
 "There's no shame in guarding our homes." 

Trellara looks to you for support, clearly unable to sway her mentor herself.

 
 Spoiler: OOC 

Gonna need a relevant charisma check - performance, persuasion, or deception - if you  do  want to convince Sellyria to let Trellara go with you.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 45/45, HD: 7/7, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3, 4th: 1/1
Wuffles IV (Wolf Familiar)
HP: 41/41, HD: 7/7, AC: 16
 
 
 
  
  "Trellara has been exceedingly helpful over the last few days and her presence with us could help unify the other settlements against this common foe."  
 
 Spoiler: OOC 
Persuasion:  (1d20+10)[ 18 ] 
Advantage if somebody les wants to help?  (1d20+10)[ 13 ] 
 
Archemist
Polina rummages around in her pack, and pulls out a wicked-looking dagger. It flickers with a strange green flame. Polina flips it around in the air, catching the pointy-end and holding the dagger out handle-first to Trellara.

 "We took this from the dragon's hoard with your help. Whether you stay, or come with us, it is yours. Use it well." 
Amnestic
Sellyria looks between the party and Trellara, and then sighs deeply.  "Would that you had enough sense to stay as far away from war as possible. You are much too young. But old enough to make your own decisions. Very well, I won't stand in your way. I'm sure if I tried you'd just slink off in the dead of night anyway. At least this way I can be sure someone is looking out for you." 

She draws her eyes on the party.  "Know that Trellara is my most precious treasure. I would ask you do everything you can to keep her safe through these...times."  Tears bead up into the young elf's eyes, and the pair share a long, familial hug and whispered promises. When they finally break the embrace, Sellyria's has tears of her own, though she recovers quickly.  "I can have a squadron of owls carry you to the borders of the Blackfens, but no further - we will need them for the hunt and readying them for war. You can rest here for tonight if you want - by the time the owls have dropped you off nightfall will be approaching, but if you want to head out immediately we can rush them." 
It is quite clear she'd rather you not rush, she doesn't hide that much, but Trellara (now with the magical dagger slipped into her belt sheathe) appears antsy to leave, almost as if she fears Sellyria might yet change her mind.

 
 Spoiler: OOC 

Securing the support of the Tiri Kitor earns you a  25  Exp quest bonus. 29/100 now I think?

Main decision for now is  where  do you want the owls to take you - eastward to the main road that heads south (easier travel, less likely to be attacked, will pas through some friendly towns on the way) or back to the Witchwood (slower traversal on a more 'direct' path southwards, more likely to be attacked, especially by Red Hand if they're heading further south now).
 

 
 Spoiler: Trellara Statblock with Dagger 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level ( 1  slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by  Sending  to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 
J-H
 Paul 
 "As much as it would be nice to stay, a couple of hours to clean up and get some food is probably all we can spare.  We don't know what's going to happen next with the goblins, but when armies are on the move, speed is probably important."

"Is there someplace along the Rhestwash where we could pick up a good boat to take the river south to the Thornwaste?" 
Amnestic
 "To the west?"  Sellyria ponders, but ultimately shakes her head.  "The last I ventured beyond the Blackfens numbered at least three of your lifetimes. Only rarely do we ever step beyond our own borders, and in...exceptional circumstances like these. I'm afraid I can't offer you any guidance on what might have changed in the intervening years. Towns may have risen and fallen, for all I could guess. You likely have better maps than we do." 

With no hope of locating a boat on the western side of the river, you opt to instead head east - to help check up on the settlements, and possibly gain more information on the events of the current invasion. The owls carry you to the edge of the marsh as promised, and your party - Trellara included, are let off as night is beginning to fall. You spend a little bit of time by torch and magiclight searching for a viable place to camp, and soon enough find a spot that is mercifully far drier and smells far better than anything you've had to deal with for the past few days.

 Day 11 

Night passes without incident, and soon enough you're back on your way. Trellara is clearly no longer in her element, and no longer takes the lead as she had before, but with magical dagger on hand she doesn't hold the rear either, slotting into the centre of your formation with her eyes on alert - when she's not distracted by the new sights and sounds and smells that she has had no experience of prior. To you, it's just another road, a long winding thing headed southeast with deep grooves beat into it by horse hoof and wagon wheels, but to her it's entirely new, and her lack of focus on the dangers is clear evidence of this.

 Day 11, Afternoon 

It is, however, no one's fault that you don't see what comes next. The path takes a sudden jut to the left, and around the bend you suddenly come 'face' to face with a crude, ten-foot high palisade of logs, extending maybe forty feet to either side of the road, and clearly serving as a checkpoint. Immediate passage through it is blocked by walls of carved wooden spikes, but it would be easy enough to navigate, were it not for those manning it. Peeking over the walls you spot a pair of hobgoblins with bows in hand, and to each side a pair of ogres, though it remains to be seen if this is the full contingent of forces. Even if it isn't, you estimate such a location could likely serve no more than maybe a dozen soldiers at most. This is now vast legion barracks, but a blockade that appears hastily erected to interfere with anyone traveling north to deliver a message, or south to deliver aid - a task that the bloodstains and damaged equipment suggests they've had some success at.

The surrounding area shows extremely recent signs of being deforested, opening it up slightly, and preventing would-be assailants from approaching the walls. One of the hobgoblins is faster off the mark than you are, and immediately lets out a barked order to its allies, who are yet to act in response.


 
 Spoiler: Map 

 

The captain (the hob on the left) activates his  Leadership  ability.

The hobs are stood atop a platform 5ft over the ground, and receive half-cover from the walls.
The ogres are stood at ground level, but are tall enough to barely target due to the spiky-construction. They receive 3/4 cover.

Fairly even split on initiative.

 Trellara, Polina, and Leif  are up.

 Initiative 
HC:(1d20)[19]

 Trellara:(1d20)[15]
Leif: (1d20)[13]
Polina: (1d20)[5] (1d20)[11]
 
Ogres:(1d20)[11]
HW:(1d20)[9]

Paul: (1d20+1)[7]
Ayalla:(1d20)[6]





 
 Spoiler: Trellara Statblock with Dagger 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level ( 1  slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by  Sending  to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
Archemist
Trellara moves quickly forwards, taking some cover behind a fallen log. She casts a loud booming Shatter spell in the middle of the palisade, hoping to break stuff and hurt the closest hobgoblin. Then she pulls out a lute, much to everyone's surprise, and begins playing a soft melody that cheers Paul.

 
 Spoiler: OOC - Shatter 2nd level 
Con DC 14 ( (1d20)[ 7 ] +mods) for half damage:  (3d8)[ 19 ]  thunder. Edited to add: for her bonus action, she'll Bardic Inspiration on Paul (a d8).
 

 
 Spoiler: Trellara Statblock 
TrellaraMedium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 2/3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4/4 slots): cure wounds, detect magic, sleep
2nd level (2/3 slots): enhance ability, lesser restoration, shatter
3rd level (2/2 slots): mass healing word, sending
-------------------------
Actions
Dagger of Trollslaying +1 (melee 5 ft) +7: 1d4+6 piercing +1d4 fire (or acid if resistant)Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 


Polina rides over on Rax's back, since he's fast over short distances. She hops off and leaves Rax by a small rock, moving further on her own two legs to take a quick cover behind the central palisade barrier blocking the road.

 
 Spoiler: OOC - Dodges 
Polina and Rax both take the Dodge action as they move up. Rax makes it 40' and Polina can dismount and make it another 15' or so to the littler barrier across the road.
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 7 
 AC:  17  | HP:  57/57
 Spell Slots:   1st:  4/4  | 2nd:  2/3  | 3rd:  3/3  | 4th:  1/1
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  Emerald Ring
 Conditions:  None  
 
  

Leif moves up beside Trellara and, with a brief incantation, makes terrible thorns grow inside the outpost, making it especially difficult for anyone to enter… or leave.

 
 Spoiler 
Move 30ft south.
Cast Spike Growth dead centre of the outpost.
   The ground in a 20-foot radius centred on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes  (2d4)[ 7 ]  piercing damage for every 5 feet it travels.  
 
Amnestic
If the hobgoblins weren't already aware of your encroachment they certainly are when Trellara's deafening spell heralds a swift end to one of them. When Polina closes in closer she sees and hears the others that were concealed behind the tall pallisade, but they're stopped in their tracks by Leif's swift spike growth, preventing them from mustering to battle. The ogres, now throughly trapped behind the walls, leap up to toss their javelins, but Polina's focus on evasion and the distance to Leif saves them both from taking the large projectiles.

 
 Spoiler: Map 

 

Trellara's shatter kill the hob and blows up their platform, though there's not much I can do to show that!

The ogres jump straight up and lob their javelins at Polina and Leif, before dropping back down. They both miss, even with leadership.
The other hobs chose not to run over spike growth and just ready bow attacks.

Paul+Ayalla are up.

 Initiative 
HC:(1d20)[19]

Trellara:(1d20)[15]
Leif: (1d20)[13]
Polina: (1d20)[5] (1d20)[11]

Ogres:(1d20)[11]
HW:(1d20)[9]
 
Paul: (1d20+1)[7]
Ayalla:(1d20)[6] 
 
 Spoiler: Trellara Statblock with Dagger 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level ( 1  slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by  Sending  to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 41/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: MMM 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul fingers the arcane symbols inscribed on his cowl, and they grow warm under his fingers, flaring with light that coalesces into six red-glowing globes, which begin circling just above his line of sight.  He causes two of them to fly towards the enemy, and steps behind a tree.

 "This answers the question about whether or not the roads are safe!" 
 
 Spoiler 

Action: Activate Cowl of the Stars: Melf's Minute Meteors.
BA:  Target the right group of hobgoblins (one red/two white)
Move 20' west to get some partial cover from the bushes.

Meteor 1  (2d6)[ 9 ]  fire damage Dex DC 15 half
Red  (1d20)[ 19 ] +?
Top W  (1d20)[ 15 ] +?
Bot W  (1d20)[ 20 ] +?

Meteor 2  (2d6)[ 4 ]  fire damage Dex DC 15 half
Red  (1d20)[ 11 ] +?
Top W  (1d20)[ 1 ] +?
Bot W  (1d20)[ 2 ] +?
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 45/45, HD: 7/7, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3, 4th: /1
Wuffles IV (Wolf Familiar)
HP: 41/41, HD: 7/7, AC: 16
 
 
 
  
Ayalla calls forth a blizzard.
 
 Spoiler: OOC 
 Move closer and find cover behind a tree or fallen log.
Ice storm on the left half of the palisade. 20-foot-radius, 40-foot-high cylinder, DC 15 Dex save or take  (2d8)[ 8 ]  bludgeoning damage +  (4d6)[ 15 ]  cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.
5 enemies in the area:  (1d20)[ 19 ] ,  (1d20)[ 3 ] ,  (1d20)[ 18 ] ,  (1d20)[ 4 ] ,  (1d20)[ 14 ] 
Wuffles will dash to the base of the right side of the palisade.
 
Amnestic
Your spell-based assault continues, with Paul's meteors sailing over the palisade wall and detonating over the head of the hobs, burning them even as they try to duck away, while ice bombards the other side, killing three more of them. Their retaliations fall short with bowshots shooting wide on Polina and Leif, their arrows impacting nothing but trees and empty air.

 
 Spoiler: Map 

 

Paul's meteors bloody the two warrior hobs and weaken the other captain.
Ayalla's ice storm, even with some saves, kills three warriors and injures the ogre+captain.

The two captains shoot at Polina (miss) and Leif (miss) with their bows.

Trellara, Leif, and Polina are up again.



 Initiative 
HC:(1d20)[19]

 Trellara:(1d20)[15]
Leif: (1d20)[13]
Polina: (1d20)[5] (1d20)[11] 

Ogres:(1d20)[11]
HW:(1d20)[9]

Paul: (1d20+1)[7]
Ayalla:(1d20)[6]


 
 Spoiler: Trellara Statblock with Dagger 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level ( 1  slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by  Sending  to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
Archemist
 
 Spoiler: Trellara Statblock 
Trellara
Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 2/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4/4 slots): cure wounds, detect magic, sleep
2nd level (2/3 slots): enhance ability, lesser restoration, shatter
3rd level (2/2 slots): mass healing word, sending
-------------------------
ActionsDagger of Trollslaying +1 (melee 5 ft) +7: 1d4+6 piercing +1d4 fire (or acid if resistant)Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 


Trellara and Polina both draw their bows and return fire. Polina first casts her Hunter's Mark spell on the closest hobgoblin she can see and then fires twice. She signals at Rax to move around to the other side of the barrier.

Trellara also fires at the captain she can see, then moves up between Rax and Polina.

 
 Spoiler: OOC - attacks 
Rax Dodges and moves up. 15' southeast.
Trellara fires once at the left-side captain:  (1d20+6)[ 13 ]  for  (1d8+3)[ 9 ]  piercing.
Polina casts Hunter's Mark and shoots twice at the closest of the right-side hobs and switches to the one next to him if the first goes down.  (1d20+5)[ 22 ]  for  (1d8+2)[ 6 ]  and  (1d6)[ 4 ]  Hunter's Mark piercing,
and  (1d20+5)[ 9 ]  for  (1d8+2)[ 10 ]  plus  (1d6)[ 3 ]  piercing (only if on same target as first)
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 7 
 AC:  17  | HP:  57/57
 Spell Slots:   1st:  4/4  | 2nd:  2/3  | 3rd:  3/3  | 4th:  1/1
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph

 Wildshapes:  1/2
 Spell Refueling Ring:  1/1
 Active Effects:  Emerald Ring
 Conditions:  None  
 
  

Leif moves closer to the outpost and calls out to Calcifer, who appears between the ogre and the hobgoblins before teleporting back to her side.

"Now that's a hit and run tactic I can get behind," Leif says, giving Calcifer a high five when he returns.

 
 Spoiler 
Leif moves to the tree stump southeast of her current position.

Action to summon Wildfire Spirit in the square between the three goblins and the ogre, dealing  (2d6)[ 7 ]  fire damage to anyone that fails a DC 16 dex save.

Ogre dex save:  (1d20)[ 9 ]  plus mods
Hobgoblin #1 dex save:  (1d20)[ 15 ]  plus mods
Hobgoblin #2 dex save:  (1d20)[ 17 ]  plus mods
Hobgoblin #3 dex save:  (1d20)[ 12 ]  plus mods

Bonus action command Wildfire Spirit to teleport out of danger and move next to Leif.  (1d6+3)[ 4 ]  fire damage to any enemies adjacent to Calcifer when he teleports, unless they make a DC 16 dex save.

Ogre dex save:  (1d20)[ 15 ]  plus mods
Hobgoblin #1 dex save:  (1d20)[ 17 ]  plus mods
Hobgoblin #2 dex save:  (1d20)[ 10 ]  plus mods
Hobgoblin #3 dex save:  (1d20)[ 13 ]  plus mods
 
Amnestic
Trellara's arrow goes wide against the captain, but Polina has more luck, downing one of the weakened hobs. Calcifer finishes the job against the other weakened one with its appearance and disappearance in swift measure, ending them before their readied strikes can do anything. The ogres attempt another javelin volley against Polna and Leif, but neither strike their targets, impacting the muddy grass around them instead.

 
 Spoiler: Map 

 

Trellara misses
Polina hits and kills one
Calcifer's appearance+teleport kills another, damages the ogre+remaining captain.

The ogres throw their javelins again...and miss, again.

I forgot to add Calcifer to the map, just imagine it where it's meant to be.

Paul+Ayalla are up!

 Initiative 
HC:(1d20)[19]

 Trellara:(1d20)[15]
Leif: (1d20)[13]
Polina: (1d20)[5] (1d20)[11] 

Ogres:(1d20)[11]
HW:(1d20)[9]

Paul: (1d20+1)[7]
Ayalla:(1d20)[6]


 
 Spoiler: Trellara Statblock with Dagger 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level ( 1  slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by  Sending  to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
J-H
Paul fires two more minute meteors and a glop of acid at the rightmost Hobgoblin captain and ogre.
 (2d6)[ 6 ]  fire
 (2d6)[ 7 ]  plus  (1d8)[ 7 ]  acid
Dexterity DC 15 half both
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 45/45, HD: 7/7, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3, 4th: /1
Wuffles IV (Wolf Familiar)
HP: 41/41, HD: 7/7, AC: 16
 
 
 
  
 
 Spoiler: OOC 
Cast Sacred Flame on the right Ogre while Wuffles runs up the wall and gets closer to attack it next turn.
Sacred Flame: DC 15 Dex save  (1d20)[ 1 ]  or take  (2d8)[ 4 ]  radiant damage. The target gains no benefit from cover for this saving throw.
 
Amnestic
Paul and Ayalla's ranged assault pelts the Red Hand forces hiding within their bastion, entirely unable to rush out for fear of the spike growths. Though it's hard to see both your targets, you can hear and feel their life slowly inching away. In response, both the remaining hobgoblins uncork potions from their belts and down them, draining what is clearly a healing liquid. Perhaps they do so because they are seeking a chance to escape, or perhaps they simply wish to deny you the potions as a prize.


 
 Spoiler: Map 

 

From Paul's meteors: The hob makes one save, fails the other, and ends up Bloodied as a result. The ogre fails both saves, and is likewise bloodied.
They also fail their save vs. Sacred Flame.

On their turn, the hobgoblin captains both down potions of healing.

Trellara, Leif, and Polina are up.

 Initiative 
HC:(1d20)[19]
Trellara:(1d20)[15]
Leif: (1d20)[13]
Polina: (1d20)[5] (1d20)[11]

Ogres:(1d20)[11]
HW:(1d20)[9]

Paul: (1d20+1)[7]
Ayalla:(1d20)[6]


 
 Spoiler: Trellara Statblock with Dagger 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level ( 1  slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by  Sending  to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
Archemist
Rax stays dodging, since that's been working out well for him, taunting the ogres to keep sending javelins out that hit nothing. Meanwhile, Trellara pops her head over the barricade and casts another Shatter spell over the right-hand ogre and captain.

Polina, for her part, decides the other captain should be her new hunting target and she moves sideways so as to be able to shoot a couple more arrows at the hobgoblin.

 
 Spoiler: OOC - attacks 
Shatter is  (3d8)[ 10 ]  thunder damage at DC 14 Con (save for half): ogre:  (1d20)[ 16 ] +mods, captain:  (1d20)[ 11 ] +mods.

Polina moves her Hunter's Mark onto the left hobgoblin and makes two longbow attacks:  (1d20+5)[ 19 ]  for  (1d8+2)[ 4 ]  plus  (1d6)[ 4 ]  piercing and possibly  (1d6)[ 5 ] lightning from Rax's aura. Her 2nd attack:  (1d20+5)[ 15 ]  for  (1d8+2)[ 3 ]  plus  (1d6)[ 1 ]  piercing.
 

 
 Spoiler: Trellara Statblock 
Trellara
Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4/4 slots): cure wounds, detect magic, sleep
2nd level (1/3 slots): enhance ability, lesser restoration, shatter
3rd level (2/2 slots): mass healing word, sending
-------------------------
ActionsDagger of Trollslaying +1 (melee 5 ft) +7: 1d4+6 piercing +1d4 fire (or acid if resistant)Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 7 
 AC:  17  | HP:  57/57
 Spell Slots:   1st:  4/4  | 2nd:  2/3  | 3rd:  3/3  | 4th:  1/1
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph

 Wildshapes:  1/2
 Spell Refueling Ring:  1/1
 Active Effects:  Emerald Ring
 Conditions:  None  
 
  

Calcifer flies higher into the air to get a good angle on the ogre nearest to him and throws barrage of flame at it while Leif does the same from the ground.

 
 Spoiler 
Leif casts Produce Flame at the ogre nearest to her. To hit:  (1d20+8)[ 15 ] , to damage:  (3d8)[ 6 ][ 4 ][ 6 ](16)  fire damage.

Calcifer flies directly upwards so the ogre doesn't have cover against him, then attacks. To hit:  (1d20+8)[ 16 ] , to damage:  (1d6+3)[ 5 ] .
 
Amnestic
Repositioning to get a better shot, Polina nails one arrow on the least-injured hob, though they manage to avoid the second strike. Trellara's shatter cracks the sky, but both ogre and goblin captain remain resolute in the face of its noise, right up until Calcifer begins raining fire down upon them. With them quickly becoming surrounded and having lost over half their forces, the ogres break away, straining over the pointed pallisades and flopping on the other side. Wuffle lunges forward at one's back, delivering a critical bite, but it keeps on moving to get away.

 
 Spoiler: Map 

 

Leadership saved the right hob from failing their shatter save. Ogre passed.
One of Polina's attack hits, the other misses. They are now also bloodied.
Leif's Produce flame sadly misses due to cover. Calcifer hits.

On their turn the ogres abandon the field and begin to flee. The right one provokes an OA from Wuffles, that crits for  8 . He succeeds vs. prone. Down to single digits now!

Paul+Ayalla are up.

 Initiative 
HC:(1d20)[19]
Trellara:(1d20)[15]
Leif: (1d20)[13]
Polina: (1d20)[5] (1d20)[11]

Ogres:(1d20)[11]
HW:(1d20)[9]

Paul: (1d20+1)[7]
Ayalla:(1d20)[6]


 
 Spoiler: Trellara Statblock with Dagger 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level ( 1  slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by  Sending  to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 45/45, HD: 7/7, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3, 4th: 0/1
Wuffles IV (Wolf Familiar)
HP: 41/41, HD: 7/7, AC: 16
 
 
 
  
Ayalla moves forward and ducks into cover at the entrance of the palisade and has Wuffles chase after the ogre.
 
 Spoiler: OOC 
Sacred Flame on the right Hob: DC 15 Dex save  (1d20)[ 13 ]  or take  (2d8)[ 13 ]  radiant damage. The target gains no benefit from cover for this saving throw.
Bite: Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 2d4+3 piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 41/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul moves forward, flinging a canister of acid at the retreating ogre... but he misses.
 
 Spoiler 

Move 30' south
Acid Splash  (2d6)[ 4 ] + (1d8)[ 2 ]  acid damage, Dex DC 15 negates
Ogre Dex  (1d20)[ 18 ] 
Targeting the one on the left
 
Amnestic
Though Paul, Ayalla, and Wuffles' strikes all miss, their continued assault proves adequate to force the hobgoblins to break away also - well, the one that can, at least. Still situated atop his platform, one of them turns and  jumps up to the palisade's top, and then leaps from it cutting himself on the spikes as he goes, before dropping out of sight behind the walls. The other attempts to shoot at the still floating Calcifer, but injuries and panic make the shot goes wide. There's no escape for him, and he's swiftly cut down. You give chase to the others, and though you catch the more injured ogre and the remaining hob, the healthiest ogre manages to break away in another direction, leaving you behind.

You're left with the remnants of the blockade, now thoroughly diminished. An investigation of it, now that you're out of danger, reveals they'd probably been preying on travelers for some time - perhaps even before your adventure brought you to Drellin's Ferry. A small cache of loot taken from merchants that had been caught and killed is mostly just foodstuffs and trade goods, but you do spy a few magic items among their collection that the Red Hand perhaps didn't need or didn't want, and intended to donate to the army proper once they rejoined them.


 
 Spoiler: OOC 


Unfortunately, Paul+Ayalla+Wuffles all missed this go around, Sacred Flame got saved against, Acid splash got dodged, and I rolled Wuffles' attack and got 2+6=8, which sadly isn't enough.

On the plus side, the hobgoblin captain attacking Calcifer did no better and missed.

Given the state of the battlefield and the retreats, I'm going to call the battle done. Though the hob is alive, he's dead from one more hit and isn't likely to hit anything. The others are retreating, with two bloodied/low and one slightly injured. I'll call that "one ogre escapes, the rest are cut down" which feels about accurate.

Believe it or not this was classed as a 'Hard' encounter, even though you're coming at it a level higher and with Trellara than the module expects you to tackle it. As such, you're up  12  experience points.

 Loot 
+1 Studded Leather
+1 Wand of the War Mage
Goggles of Night


 
 Spoiler: Trellara Statblock with Dagger 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level ( 1  slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by  Sending  to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
Amnestic
 Day 11, Afternoon 

Once you've packed up your newly acquired items it's back on the road again, heading south-south-east down the road towards Witchcross. It seems that the blockade was the sole fortification of the Red Hand in this area, far enough from town not to attract immediate attention - which also means you're still a decent distance away, and are forced to another night of camping, just off the roadside.

 
 Spoiler: OOC 

Long rest received.
 

 Day 12, Afternoon 

When you arrive at Witchcross, it's a sorry scene. Two holypersons of Pelor are working to evacuate an infirmary next to a small shrine. Dozens of injured and sick people are clustered around the wagons, including some badly frightened children and others on stretchers who moan in pain and fear. It's clear that those working on the evacuation are extremely limited in help, and indeed casting an eye further into town indicates that for the most part people seem to be staying put, rather than fleeing. There's no grand rush to leave like you saw before you left Drellin's Ferry. If anything, it seems almost...casual. One of the Pelorites, a woman of perhaps fifty with grey just starting to streak her hair, waves you down as you get closer.
"Pardon me!" She calls out. "Could you spare some time to help? We need to get these people on their way as soon as we can."
Archemist
 
 Originally Posted by Amnestic 
 One of the Pelorites, a woman of perhaps fifty with grey just starting to streak her hair, waves you down as you get closer.
"Pardon me!" She calls out. "Could you spare some time to help? We need to get these people on their way as soon as we can." 
 

 "What can we do?"  Polina thinks for a moment. She clears her throat and yells in a magically-enhanced booming voice, as if with a dragon's roar,   "Oy, if you don't want to be a goblin's brunch, get a move on!"  
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 45/45, HD: 7/7, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3, 4th: 1/1
Wuffles IV (Wolf Familiar)
HP: 41/41, HD: 7/7, AC: 16
 
 
 
  
Ayalla goes to the shrine, quickly pays respects, and helps the holy people however she can.
J-H
 Paul 

Paul spends some time checking over the wagons: Crawling underneath them to inspect axles to make sure they are sound and properly lubricated, verifying that the wheels are in good repair, and that the tongues and harnesses show no signs of cracks or rot.  The last thing the people who can't travel well need is a broken wagon.
(expertise: Woodworker's tools, d20+10 if a roll is needed)
Amnestic
Paul finds a few minor defects caused by wear and tear - probably nothing critical, but with the potential for it, if the carts came under especially poor weather, or by a sudden attack - but they're patched up to at least ensure the cart will make it to Brindol.

Polina's yelling helps keeping people moving, and with some physical assistance for the weaker ones you manage to load up the carts ready for transport. One of the last ones due to be 'loaded', and one of those seemingly trying to aid others, is a young half-elf woman of clear beauty, with a shock of crimson hair that marks her as distinct from the otherwise drab and doldrum crowd. Though far more hale and healthy than most of those there, her arm is cradled in a makeshift sling and wrapped with a splint, marking it as a recent break.

She eyes the party with barely restrained intrigue, and seemingly can't help herself from speaking up, her voice sultry and thick with interest.  "You're travellers? Adventurers? What's brought you to Witchcross?" 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 7 
 AC:  17  | HP:  57/57
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  3/3  | 4th:  1/1
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  Emerald Ring
 Conditions:  None  
 
  

Leif has been tending to the injured as the others set about helping their own way, so when the redheaded half-elf approaches the group she opts to take a look at her broken arm and mends it as they talk..

"I wouldn't really say we're  adventurers ," Leif says as she heals the half-elf's injury, "We simply possess the strength to help others and we're exercising it."

Once she's satisfied the injury has been healed, Leif gives a tooth grin and says "There ya go. Good as new. I'm Leif with an i and these are my friends," she then points to the others, "So what's the hold up? Why are these people so hesitant to leave?"

 
 Spoiler 
Leif casts Cure Wounds or Lesser Restoration, whichever you feel is more appropriate for healing a broken arm.
 
Amnestic
The restoration spell glows briefly, and the woman flinches, before relaxing her expression. It won't have fixed everything, but it will certainly have sped up the healing process.
 "With the harvest on its way soon, people aren't exactly eager to be uprooting. I don't blame them. Word around town is that the 'invasion' is just a small group of outriders that spooked the riverfolk at Drellin's Ferry. Brindol will send a detachment of soldiers and it'll all be cleared up, no problem at all."  She shrugs, confidence oozing off her.  "I'll just be happy when I can get back to traveling without guards harassing me to 'make sure I'm safe'." 
Archemist
Polina chimes in,  "Guards, amirite? In a real fight they run away but meanwhile they just make up rules like 'no sleeping in the park' and 'no goliaths here after dark' and 'you gotta pay the person who insulted you if you punch them.'" 
Amnestic
 "Exactly!"  The woman emphatically agrees, though she keeps her voice from getting too loud, a conspiratorial glance at any of the passing guards, seemingly just in case.  "It doesn't sound like you plan to stick around. Where are you headed next to 'help others'?"  She asks with a wry, sultry smirk.  "Off to Brindol maybe?" 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 41/45 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul frowns as he joins the conversation.   "Since we killed the adult dragon, and the hobgoblins that were strongarming the lizardfolk into attacking the elves to the north, which is why Trellara here is with us, we'll be moving on.  We've faced down several priests of Tiamat.  These are no mere raiders, and your 'word round town' is about as trustworthy as the word of a man ten deep in his cups.  Why are you so eager to get yourself killed traveling solo?" 

If she seems to disbelieve them, Paul will suggest that whoever is carrying the dragon scales retrieve a large one as proof.
Amnestic
 "Oh you don't need to worry about lil' ol' me,"  The woman says, apparently unperturbed by Paul's dismissiveness.  "When I'm not getting harassed by guards I'm a sorceress of no small power, I can definitely...perform under pressure. Still, I can take a hint, won't take up any more of your time." 
 
 Spoiler: OOC 

In the event you do wanna ask her anything, it's there - but otherwise where to next?
 
Archemist
 
 Originally Posted by Amnestic 
  "Oh you don't need to worry about lil' ol' me,"  The woman says, apparently unperturbed by Paul's dismissiveness.  "When I'm not getting harassed by guards I'm a sorceress of no small power, I can definitely...perform under pressure. Still, I can take a hint, won't take up any more of your time." 
 
 Spoiler: OOC 

In the event you do wanna ask her anything, it's there - but otherwise where to next?
 
 
 

 "A sorceress!"  cries Polina.  "Amazing! My friend the half-orc here is just jealous since his magic is really just little mechanical toys. Can you show us something you do? Have you fought the goblins, too? Is that how you broke your arm?" 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 7 
 AC:  17  | HP:  57/57
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  3/3  | 4th:  1/1
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  Emerald Ring (takes half of Polina's damage for her)
 Conditions:  None  
 
  

"You guys don't get this excited when I make a snowstorm in the middle of a swamp!" Leif huffs, "Nobody ever appreciates  my  magic..."
Amnestic
 "The arm was from an...over enthusiastic guard three mugs too deep in his cups. I'm sure he's still sleeping it off somewhere."  She turns away slightly, though doesn't bow her head.  "As for my spells, most of them probably aren't best cast in town, but I can do this much."  She incants a short spell, and turns quite invisible, and cloaks her presence sufficiently that only Polina can pinpoint her, and even then only barely. She doesn't leave the spell active for long, if only to not - ironically - attract more attention, and she quickly returns to sight.  "Most of the time it plays better in taverns than anywhere else, but it has its uses on the road. I try to stay clear of goblin raiders on wolfback. They usually don't have enough in their pockets to be worth the danger." 

While Polina chats to the sorceress, Paul - and whoever else wishes to follow him - goes off on hunt for a spare boat, and finds a trio of aging ship 'captains' sat around a table drinking grain spirits and smoking a noxious tobacco. They, it turns out, own the three functioning rowboats in town, but they're not willing to sell to just  anyone , nor do they seem particularly in a rush to leave town. A scrutinising glance says that impressing them could be done a number of ways, but holding some of the potent liquor or some tale of adventure might suffice.
J-H
 Paul 

Paul looks at the ships, carefully assessing how well the wood is carved, and how waterproof and maintained they seem to be.   "Last time I was in a rowboat was earlier this week.  We ended up fighting against a dragon.  It was a lizardfolk rowboat though, not as good as these.  What sort of trade do you usually carry on?" 
Amnestic
"Fish, mostly." One says. "Sometimes wood or grain." Another adds. "A couple of lovebirds that one time." Says the third, to a rough, hacking chuckle from all three.

They're well worn boats, and don't appear to show any holes or defects save for time. They're unlikely to stand up to any significant speed, white water rapids, or an ogre's javelin, but used as a transport, they're unlikely to be sinking on their own.
J-H
 Paul Mauser 
 "How far downriver do you go?  If you've heard the stories of hobgoblins coming... we've been fighting them, and at least half the stories you've heard are true.  We need to get down to Drellin's Ferry or south of there as fast as possible.  A boat doesn't get tired and need to sleep or stop to graze like a horse.  How do you feel about an adventure?  With several experienced goblin-fighters and dragon-slayers to keep you safe, that is.  Anyone want a new tale to drink off of for the next decade?" 
Amnestic
The old men huff. "How far do you think? Not. We've been around for a while."
"Heard all sorts of 'stories' from all sorts of 'adventurers' passing through."
"If you think you've got a tale that can beat them then start spinning it, whippersnapper."
Archemist
 
 Originally Posted by Amnestic 
  "The arm was from an...over enthusiastic guard three mugs too deep in his cups. I'm sure he's still sleeping it off somewhere."  She turns away slightly, though doesn't bow her head.  "As for my spells, most of them probably aren't best cast in town, but I can do this much."  She incants a short spell, and turns quite invisible, and cloaks her presence sufficiently that only Polina can pinpoint her, and even then only barely. She doesn't leave the spell active for long, if only to not - ironically - attract more attention, and she quickly returns to sight.  "Most of the time it plays better in taverns than anywhere else, but it has its uses on the road. I try to stay clear of goblin raiders on wolfback. They usually don't have enough in their pockets to be worth the danger."  
 

Polina agrees about the wolf-riders.  "We met a few of those and while they put up a good fight, indeed, they had little of value with them. That invisibility is great! I'm sure the goblins would pass you right by without even a clue, if you did that. What's your name, by the way? You seem plenty capable even with the arm and I'm sure the citizens here appreciate having you to help them feel safer." 
J-H
Paul recounts their recent travels to the north, obscuring a few details and spending most of the time on their night raid.  If Polina joins in time, he'll point out that he has proof.

Performance  (1d20+1)[ 10 ]  for how good his retelling is.  At the end...

 "Yes, there are dragons.  If we don't stop them, one of them will probably visit this village for a few hours.  You have children here, grandchildren, nieces and nephews?  We need a boat, like these, well-made and well-crafted, to get where we are going faster." 
Amnestic
 "Miha,"  The sorceress says politely.  "Miha Serani, travelling sorceress and occasional bar enchanter, at your service."  She gives a light, slightly jovial bow, conveying that it's not all  that  serious.

While the old men listen to Paul's tale, it occasionally seems to spike their interest, but at other times it's clear they're bored when a tangent goes on for a bit overlong or the action dries up. They're also quite clearly not fond of the elves, for whatever reason. It's a mixed bag, all things considered, and by then end of it one of them huffs.
"Well if you're going to be going to fight in one of  our  boats, we need to be sure you can handle a bit of pain." They slide one of their mugs over to Paul, half-drained during the story, but still sloshing with the potent rotgut you can only find in countryside towns where real distillers don't bother with. "Down that without falling over, boat's yours."
Trellara has been stood at a respectful distance, clearly eavesdropping without being 'part' of the conversation, but now she turns and offers Paul a quiet thumbs up of encouragement, one with just a little glimmer of magic to it.

 
 Spoiler: OOC 

DC12 Constitution save. Trellara offers her Bardic Inspiration (1d8) to help seal the deal.
 
J-H
 Paul 
 "Sure, how bad can it be?  Have you ever drunk 3 healing potions in two minutes?"   Paul confidently chugs it.
 
 Spoiler 

Con save  (1d20+6)[ 7 ]  plus Flash of Genius +4 plus Bardic Inspiration  (1d8)[ 1 ] 
 

His stomach rumbles, but he keeps a straight face.
Amnestic
The liquid scorches going down, threatening to surge back out, but Paul manages, barely, to keep it down, letting out only an impromptu belch which seems to charm (even if not Charm) the old men, instead of causing offense. "Well, good enough for me!" One says, the others nodding in approval. There's a short exchange of coin and soon enough you're the proud owner of your very own rowboat.

 
 Spoiler: OOC 

Anything else you want to do while you're here or heading out right away? Gathering info? Scouting the local area for hobs?

None of these are right/wrong, just don't want you to feel like I'm rushing you out.
 
Archemist
 "Miha! Before you go - can you cast that invisibility on me? I want to play a prank on Paul." 

If Miha is willing/able, Polina will attempt to sneak up on Paul and lift him up bear-hug style (not to hurt him, just surprise him). That'll entertain the tavern patrons. 😁

Other than that, though, she wishes the sorceress safe travels and then heads off to join the others on the trip downriver.
Amnestic
 Day 12, Afternoon 

With your mostly-sturdy boat acquired, you pile your things together and bid a quiet goodbye to Witchcross, ready to spend days doing arm-draining rowing.

 Day 20, Morning 

It's a full week of travel with your boat, occasionally dodging and occasionally grabbing rapids, before you finally lock eyes onto Drellin's Ferry once more. It's been roughly two weeks since you left it, and it is a burned out shadow of its former self. The air is still vile with the stench of ash. Though most people clearly evacuated, you still see some skeletons of those who chose to stay behind. The quaint pastoral village has been burned and looted to nothing, with only the frames of buildings left in its wake. Even its charming central tree around which children were playing and merchants were hawking not that long ago has been reduced to an ugly burned off stump, felled in the wake of the great Horde's advance.

The mud around the area is churned into a thick paste, dried by the summer sun and yet still somehow viscous from the boots of what could only be hundreds if not thousands of soldiers passing by. There are signs of temporary fortifications being constructed and broken down, likely as the Red Hand army made camp for the night. It would seem on your trek back down the river, the army has passed you by, and is now - steadily - on its way to Brindol

 
 Spoiler: Survival 

 
 Spoiler: DC1 

The tracks would be easy to follow - an army of this size is making no attempts at hiding themselves.
 

 
 Spoiler: DC5 

It's impossible to determine their numbers, but some footsteps are deeper than others. It's clear that alongside a legion of hobgoblins they have large beasts at their side.
 

 
 Spoiler: DC10 

The army passed by here approximately two days ago.
 

 
 Spoiler: DC15 

It seems unlikely they are that far ahead of you. An army of the numbers you're expecting is likely marching at roughly 4-5 miles per day, less when they encounter a town to be pillaged and razed. Given the distance between here and Brindol, you can estimate they will reach the city's walls roughly 3 weeks from now, give or take a day or two.
 

 
Amnestic
With the knowledge of a rough timeline in mind, you feel confident you can thwart or otherwise disincentivise the Ghostlord's involvement while still having time left to return to Brindol before the Horde arrives. Leaving your rowboat behind, you press south cutting a sharp path towards the Thornwaste in search of the Ghostlord's domain.

Your journey so far took you through a thick forest and an even thicker swamp, each teeming with life both friendly and hostile, but when you arrive at the Thornwaste, you are certain that there is only death to be found in this land. It is completely unsettled, save for rumours of feral, cannibalistic barbarians who roam in packs and seem more beast than man. It is a land of vicious predators each vying for supremacy over one another, where the weak perish, and the strong survive only until they fall victim to chance or someone stronger. It is a maze of broken hills, briar-choked ravines that have been dry for centuries, and thistle-clogged fissures that may cushion your fall only to enact a death by a thousand tiny cuts. Overland travel is hazardous, and though it lacks the pungent stench of the Blackfen swamps, it is nevertheless a grueling prospect of picking your way through a seemingly neverending patch of thorns over terrain all too eager to give out underfoot.

Travel is slow, and careful, but those lacking in training find it harder than others. You arrive in the afternoon, and immediately seek out a hill to get a better view of the surroundings and gauge your bearings. It's a sweaty, unpleasant kind beneath the dry heat, and dryer wind, but when you reach the summit you're able to get a decent line of sight far further than you had amidst the mass of thorns at ground level. Further to the southwest, maybe a day or two away, you see the hostile vegetation break, leaving nothing but desolate, empty sand for miles, and on the edge of your vision on the horizon, a large stone structure - the only landmark of note.

Unpleasant though it is, you press on once more, making camp when night falls, and then back up on the trek at dawnbreak.

 Day 21, Mid-Morning 

You end up following an animal trail, intermittely choked by briars and open enough to walk along comfortably. Some four hours into your travel, you first feel, and then hear, a rumbling beneath the earth. Ahead of you, off to the side, the ground splits open as a massive landshark armoured in thick natural plating erupts from the ground. No sooner are you on guard than a second one appears behind you charging down Trellara and taking a vicious bite from her.

 
 Spoiler: Map 

 

The party must succeed on a DC12 Dexterity save or take  1  piercing damage per hour travelled that day.
Characters with Survival proficiency automatically succeed on the save. Trellara, thanks to survival does not need to - however pets may do!

By the time of the attack, you've travelled through the thorns for  4  hours, so 4 damage to those who failed their save, with more later on.

B2 wins initiative, and closes with Trellara, it bites her for  27  piercing damage.

 Initiative: 
B2: (1d20)[20]

Polina:(1d20)[19](1d20)[13]
Ayalla:(1d20)[18]
Paul: (1d20+1)[12]

B1: (1d20)[8]

Trellara:(1d20)[3]
Leif: (1d20)[2]


 
 Spoiler: Updated Trellara Statblock 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (1 slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
J-H
      
   
   Paul Mauser   
 
 Half-orc Artillerist Artificer 
 AC: 18 HP: 48/52 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul wheels, quick-drawing his wand and firing a burst of three fiery rays at the giant carnivore.
 
 Spoiler 

Scorching Ray
 (1d20+8)[ 24 ]  for  (2d6)[ 5 ]  fire
 (1d20+8)[ 13 ]  for  (2d6)[ 11 ]  fire
 (1d20+8)[ 24 ]  for  (2d6)[ 2 ]  fire
And  (1d8)[ 4 ]  bonus damage on one of the hits from Arcane Firearm.
 
Archemist
Polina, ever alert, is already running up to the creature ahead of the party, trying to get its attention on her. Rax runs alongside and joins in, his snarling fangs crackling with electricty.

 
 Spoiler: OOC - move to melee with B1, attacks 
Polina's axe:  (1d20+7)[ 8 ]  for  (1d8+4)[ 10 ]  slashing damage and  (1d6)[ 2 ]  lightning from Rax.
And again:  (1d20+7)[ 22 ]  for  (1d8+4)[ 11 ]  slashing ( and the  2  lightning from above since I assume that first attack didn't hit)

Rax's bite:  (1d20+6)[ 13 ]  for  (1d6+3)[ 8 ]  piercing and  (1d6)[ 1 ]  lightning (Bond of Fang and Scale now!)
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 45/45, HD: 7/7, AC: 15, Resistance: Lightning
Conditions: Concentration (Call Lighting)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3, 4th: 1/1
Wuffles IV (Wolf Familiar)
HP: 41/41, HD: 7/7, AC: 16
 
 
 
  
 
 Spoiler: OOC 
Proficiency with survival.

Target the one on the right with lightning. Wuffles will help Polina with the one on the left.

Call Lighting: Each creature within 5 feet of a point DC 15 Dex save  (1d20)[ 19 ]  or take  (3d10)[ 30 ]  lightning damage on a failed save, or half as much damage on a successful one.

Bite:  (1d20+6)[ 13 ] , piercing damage  (2d4+3)[ 7 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 17 ]  or be knocked prone.
Advantage  (1d20+6)[ 25 ]  (Pack Tactics)
 
Amnestic
Splitting into two, Polina and the four-legged friends mob the one ahead of you, taking up positions and tearing at it with axe and fang. It retaliates against Polina with a wide chomp, but the goliath slips away before its maw can take a chunk from her.

To the rear, lightning and fire rain upon the rear-flanker, but it's not enough to bloody it.

 
 Spoiler: Map 

 

Polina hits once, Rax misses.
Paul hits twice, for 11 total.
The dex save is made against Call Lightning, Wuffles hits due to pack tactics, but they stay standing.

B1 attacks Polina, and misses.

Trellara and Leif are up.

 Initiative: 
B2: (1d20)[20]

Polina:(1d20)[19](1d20)[13]
Ayalla:(1d20)[18]
Paul: (1d20+1)[12]

B1: (1d20)[8]

Trellara:(1d20)[3]
Leif: (1d20)[2]


 
 Spoiler: Updated Trellara Statblock 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (1 slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
Infernally Clay
Trellara slashes at the worm beside her.

 
 Spoiler 
Dagger of Troll Slaying attack vs worm. To hit:  (1d20+7)[ 13 ] , to damage:  (1d4+6)[ 10 ] , plus  (1d4)[ 4 ]  acic damage.
Activate Defensive Flourish.  (1d8)[ 6 ]  extra damage and the number rolled is added to Trellara’s AC until the start of her next turn.
 


__________________________________________________  ________

      
  Leif Fochlucan 
  Tiefling Wildfire Druid 7 
 AC:  17  | HP:  57/57
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  3/3  | 4th:  1/1
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  Emerald Ring (takes half of Polina's damage for her)
 Conditions:  None  
 
  

“Giant worms? Really?” Leif sighs.

 
 Spoiler 
Summon Calcifer two squares directly south of Trellara, dealing  (2d6)[ 5 ]  fire damage to the worm on a failed dex saving throw (DC 16):  (1d20)[ 1 ]  plus mods.

Calcifer then moves one square north and teleports himself, Leif and Trellara three squares north, dealing  (1d6+3)[ 7 ]  fire damage to the worm on a failed dex saving throw (DC 16):  (1d20)[ 5 ]  plus mods.
 
Amnestic
Trellara's dagger skitters across the bullette's thick armoured plating to no avail, but the cumbersome creature proves ill-equipped to evade Calcifer's flames. With Leif and Trellara disappearing, it curves around and then  leaps into the air, bellyflopping down on top of Paul and Ayalla - the latter of which manages to dodge away from the worst of it.

 
 Spoiler: Map 

 

Trellara unfortunately misses her attack.
Bulette fails save vs. both fires.

B2 circles around for distance and then uses its  Deadly Leap  (DC16 Str/Dex, target's choice) to jump on top of Ayalla (Roll: 16+Mods, saved) and Paul (Roll: 6+mods, probably fail?).
Failing the save knocks target prone underneath B2 and deals  15  bludgeoning damage and  9  slashing damage.
Successful save doesn't knock prone, moves you aside, and deals half damage (so  7  bludgeoning and  4  slashing)
Damage is one lump, so only one Concentration save required.

B2 (right) is not  quite  bloodied, but it is more damaged than B1 (left).

 Initiative: 
B2: (1d20)[20]

Polina:(1d20)[19](1d20)[13]
Ayalla:(1d20)[18]
Paul: (1d20+1)[12]

B1: (1d20)[8]

Trellara:(1d20)[3]
Leif: (1d20)[2]


 
 Spoiler: Updated Trellara Statblock 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (1 slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
J-H
      
 
   
 Paul Mauser   
 
 Half-orc Artillerist Artificer 
 AC: 18 HP: 24/52 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: Faerie Fire (B2) 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul is knocked to the ground with cracked ribs.  Luckily, the beast doesn't stand on him, so he's able to roll to the side, stand up, and hop backwards with a groan, conjuring a magical shield to block its hindclaws.  His wand is dangling from his wrist by a lanyard, and he flips it back into his hand and conjures some targeting lights around the creature.
 
 Spoiler 

Stand, move 15' back
OA  (1d20+7)[ 20 ]  vs my AC 18, will Shield if needed!
Damage ??

Faerie Fire, Dex DC 15 or attack rolls against it have advantage.
Bulette Dex save  (1d20)[ 6 ] +?
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 34/45, HD: 7/7, AC: 15, Resistance: Lightning
Conditions: Concentration (Call Lighting)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3, 4th: 1/1
Wuffles IV (Wolf Familiar)
HP: 41/41, HD: 7/7, AC: 16
 
 
 
  
After nearly getting squashed Ayalla carefully moves away from the beast.
 
 Spoiler: OOC 
20 on the concentration on discord.
Disengage and move away down the path.
Bite:  (1d20+6)[ 23 ] , piercing damage  (2d4+3)[ 9 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 1 ]  or be knocked prone.
Advantage  (1d20+6)[ 24 ]  (Pack Tactics)
 
Archemist
Polina urges Rax on and raises her axe for another mighty swing. It connects with a crunch so she yells,  "Another!"  and repeats the motion with similar results. She smiles, back in her happy place.

 
 Spoiler: attaxe 
 (1d20+7)[ 17 ]  for  (1d8+4)[ 10 ]  slashing damage and  (1d6)[ 6 ]  lightning.
And again:  (1d20+7)[ 18 ]  for  (1d8+4)[ 10 ]  slashing damage.

Rax:  (1d20+6)[ 9 ]  for  (1d6+3)[ 4 ]  piercing and  (1d6)[ 3 ]  lightning damage
 
Amnestic
Polina's axe carves chunks from the bulette's hard exterior but Rax's teeth can't find purchase on it. Wuffles drops it to the ground with a bite, and in response - bloodied and cut - the beast dives beneath the ground, kicking up a storm of sand and dirt in the process.

When Paul retreats, the great land shark attempts to bite him and drag him back, only to be met with a shield of magic and a burst of light that it fails to evade, highlighting it as the target of all your ires.

 
 Spoiler: Map 

 

Polina hits twice, bloodying the target. Rax misses.
Wuffles hits, proning the bulette in the process.
Paul Shields against the OA, and hits with Faerie Fire on B2.

B1 uses Disengage and burrows out of the battle.

Trellara+Leif are up!

 Initiative: 
B2: (1d20)[20]

Polina:(1d20)[19](1d20)[13]
Ayalla:(1d20)[18]
Paul: (1d20+1)[12]

B1: (1d20)[8]

Trellara:(1d20)[3]
Leif: (1d20)[2]


 
 Spoiler: Updated Trellara Statblock 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (1 slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
Infernally Clay
Trellara drops the dagger to the ground and opens fire at the creature with her bow.

 
 Spoiler 
Longbow attack vs worm. To hit:  (1d20+6)[ 17 ] , to damage:  (1d8+3)[ 8 ]  piercing damage.
Use Defensive Flourish.  (1d8)[ 4 ]  extra damage and the number rolled is added to Trellara’s AC until the start of her next turn.
 


__________________________________________________  ________

      
  Leif Fochlucan 
  Tiefling Wildfire Druid 7 
 AC:  17  | HP:  57/57
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  3/3  | 4th:  1/1
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph

 Wildshapes:  1/2
 Spell Refueling Ring:  1/1
 Active Effects:  Emerald Ring (takes half of Polina's damage for her)
 Conditions:  None  
 
  

"Of course they'd start fleeing as soon as they realise they won't get an easy meal." Leif and Calcifer both throw motes of flame at the land shark.

 
 Spoiler 
Cast Produce Flame. To hit:  (1d20+8)[ 20 ] , to damage:  (3d8)[ 10 ]  fire damage*.

  *1s are treated as 2s and ignore resistance to dire damage  

Bonus action command Calcifer to attack. To hit:   (1d20+8)[ 9 ] , to damage:  (d6+3)[ 5 ]  fire damage.
 
Amnestic
Leif and Trellara's ranged assault causes the great beast to round on them, even as arrow and flame cut wounds in its armour, it leaps into the sky, heedless of the danger, and falls down upon the trio (with Calcifer). Trellara and Calcifer slip away, though the damage is still done, and Trellara falls unconscious from the impact, and Leif finds herself beneath the beast's hefty form.

 
 Spoiler: Map 

 

I rolled the advantage from Faerie Fire, didn't change the events though.
Trellara hits with her bow (barely).
Leif hits with Produce Flame. B2 is bloodied.
Calcifer misses.

B2 Deadly Leaps (DC16 Str/Dex) onto Trellara, Calcifer, and Leif.

Trellara (13+3=16, Pass) and Calcifer (20+mods=Pass) make their saves, getting knocked aside and take  6  slashing and  8  bludgeoning. This damage knocks Trellara to 0 due to the bite from earlier (38 total HP, -27 from bite, -14 from Deadly Leap).

Leif fails their save (7+Mods), so she takes  12  slashing and  17  bludgeoning (29 total). She is also knocked prone underneath B2.

With the removal of B1 from the battlefield, the entire party is up, though not quite so low that he's definitely not going to get another turn out, just  possibly  not going to get one.

 Initiative: 
B2: (1d20)[20]

Polina:(1d20)[19](1d20)[13]
Ayalla:(1d20)[18]
Paul: (1d20+1)[12]

B1: (1d20)[8]

Trellara:(1d20)[3]
Leif: (1d20)[2]


 
 Spoiler: Updated Trellara Statblock 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (1 slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 24/52 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: Faerie Fire 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul backs further away, firing three flaming rays at it.
 
 Spoiler 

10' west, 20' south

Scorching ray.  First ray that hits does  (1d8)[ 3 ]  extra damage from arcane firearm.  Advantage from FF
 (1d20+8)[ 20 ]  or  (1d20+8)[ 21 ]  for  (2d6)[ 7 ]  fire
 (1d20+8)[ 10 ]  or  (1d20+8)[ 10 ]  for  (2d6)[ 9 ]  fire
 (1d20+8)[ 26 ]  or  (1d20+8)[ 27 ]  for  (2d6)[ 9 ]  fire
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 34/45, HD: 7/7, AC: 15, Resistance: Lightning
Conditions: Concentration (Call Lighting)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3, 4th: 1/1
Wuffles IV (Wolf Familiar)
HP: 41/41, HD: 7/7, AC: 16
 
 
 
  
With one of the Bulettes gone when Ayalla sees Trellara fall she sends Wuffles to run interference.
 
 Spoiler: OOC 
Wuffles will dash and stand over Trellara.
Lighting on B2.
Call Lighting: Each creature within 5 feet of a point DC 15 Dex save  (1d20)[ 19 ]  or take  (3d10)[ 9 ]  lightning damage on a failed save, or half as much damage on a successful one.
 
Infernally Clay
Trellara is unconscious.

 
 Spoiler 
Death Saving Throw:  (1d20)[ 2 ] 
 

__________________________________________________  ________

      
  Leif Fochlucan 
  Tiefling Wildfire Druid 7 
 AC:  17  | HP:  28/57
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  3/3  | 4th:  1/1
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph

 Wildshapes:  1/2
 Spell Refueling Ring:  1/1
 Active Effects:  Emerald Ring (takes half of Polina's damage for her)
 Conditions:  None  
 
  

"I really didn’t… have… turn into a pancake… on my bucket list…”


 
 Spoiler 
Cast Produce Flame. To hit:  (1d20+8)[ 15 ] , to damage:  (3d8)[ 4 ][ 7 ][ 1 ](12)  fire damage.
Bonus action cast Healing Word on Trellara, restoring  (1d4+4)[ 7 ]  hit points.
Calcifer dodges due to no command given.
 
Archemist
Polina and Rax run over to try to help Leif. Polina puts on a burst of speed and seems to be almost dragged along by her axe in its eagerness to smite the bulette. Rax can't quite make it into melee with the creature but bounds along beside as usual, ducking and weaving.

 
 Spoiler: OOC - Charger feat attack 
Rax Dodges but only makes it 40' closer to B2 (and it's 45' away, sigh).

Polina takes the Dash action and the Charger feat lets her hit extra hard (and she has Advantage from Faerie Fire, right?):
 (1d20+7)[ 10 ] / (1d20+7)[ 9 ]  for  (1d8+9)[ 12 ]  slashing and  (1d6)[ 6 ]  lightning damage from Rax's aura.
 
Amnestic
As you converge on the remaining bulette it strikes back against you. Paul's flames lick at its edges, lightning goes evaded, and slashes rebound off its steely hide, yet its own bite against Leif's prone form grabs only dirt instead of flesh. Surrounded and little hope of escape, it falls quickly before your combined onslaught. The burrowed monster does not return, and you're granted a reprieve in which to rest and recover.

 
 Spoiler: OOC 

It was on 11hp at the end of its turn, and flubbed its sole attack roll, with advantage, so I'll call it there after all!
Battle concluded. With one dead and one retreated, this was a  Hard  encounter, worthy of  12  experience points.

Gonna give a moment to do any healing you want to do, next post moving on tomorrow evening. Or...today evening. I should be in bed.
 
J-H
Paul crushes some herbs and grit into his water container and takes a swig.  The alchemical concoction helps his body heal (Cure Wounds  (1d8+4)[ 12 ] ).

 "That was sudden.  Is everyone okay?"   He assumes Leif and Trellara will probably take care of the major healing.
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 45/45, HD: 7/7, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/3, 4th: 1/1
Wuffles IV (Wolf Familiar)
HP: 41/41, HD: 7/7, AC: 16
 
 
 
  
 
 Spoiler: OOC 
Cure Wounds on self:  (1d8+4)[ 12 ] 
 
Archemist
Polina responds to Paul,  "Of course! Perfectly normal to run into creatures like those in this terrain.

"We should press on, if everyone has dusted themselves off. Keep your eyes peeled, just in case. Not that I think those two will be eager to face us again." 
Amnestic
Once you've patched up and are back on the move, you're back into the thick of things, cutting through briars and thick seemingly dead yet no less obstructive vines. When you climb another small hill to maintain your bearings, you're closer...but not close enough, not yet. You're forced to camp out in the dry heat, huddling against whatever terrain you can find for cover against the creatures roaming about. Thankfully, whether accident or otherwise, they leave you alone.

 
 Spoiler: OOC 

Long rest acquired. Random encounter generator was on your health's friend, even if not your exp bar's.
 

 Day 22, Mid-Afternoon 

All too suddenly in your never ending slog through pricking thorns and barbed plants you reach the end of it all, a massive expanse of utterly barren wasteland, flat sand on the ground and death in the air, reaching for miles ahead of you. Rising from a low mesa in the centre of this wide expanse of no cover is an intimidating sight: the massive stone lion, crouching as if ready to pounce upon a nearby hill. The cyclopena monolith is composed of a dull tawny stone. It looks to be about two hundred and forty feet in length, and the top of its maned head rises over eighty feet from the ground. There seems to be some sort of hollow between the lion's front paws,in the area bordered by its chest. Likewise, hints of a dark cave are apparent in its gaping maw.

 
 Spoiler: OOC 

Same deal as before. DC12 Dex save, or take 1 piercing damage / hour. You've been travelling for  8  hours so far. Survival prof means no save required.

Time to decide if you're going in during the day (now) or waiting until night (observing).
 
J-H
The sand wears and chafes at Paul.  It gets everywhere, and causes some blisters and bleeding.

 "That...is a big statue."   Paul looks at it, and at the sun.   "Undead during the day is better than at night, right?  Should we take the phylactery in with us, or hide it somewhere secure?  Who wants to bargain with him?" 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 45/45, HD: 7/7, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3, 4th: 1/1
Wuffles IV (Wolf Familiar)
HP: 41/41, HD: 7/7, AC: 16
 
 
 
  
  "I think it would be best to not bring the phylactery directly to the Lich."  
 
 Spoiler: OOC 
Proficiency with survival.
 
Amnestic
You opt to stash the phylactery in a shallow dug hole, lacking any other suggested alternatives, and proceed overground towards the lion. It is a long,  long  hour's journey over entirely open ground in which anyone and everyone looking would be able to spot you. The reverse is just as true though, and perhaps that lack of cover helps to explain why no one leaps out at you.

Flanked by massive stone paws to the north and south, you approach the hollow beneath the beast's maw. A worn stone path leads up between the great paws to a low stone ramp, climbing into the archway set into the lion's chest. Two basalt statues of skeletal lions stand facing each other on either side of that arch, as if passing judgment upon those who travel between them.

Beyond the opening is a large chamber of rough hewn walls and a domed ceiling rising fifteen feet overhead. To the north is heaped a large mound of crushed nettles and briars, arranged in what might be a nest, while to the south lies a massive mound of bones. The entire area smells strangley musty and acrid.
Archemist
Polina advises the others.  "This nest is big. I'm not liking the looks of it."  She glances over at Rax, as if measuring-up her person-sized blue dragon companion versus whatever must live in the nest. Rax's jaw crackles with electricity.  "Yeah, Rax, I recognize that smell, too." 

Polina scans the skies and adds,  "We might be safer inside than anywhere else, ironically. Does anybody have a way to alert us if somebody comes in after us? I have some traps but nothing that'd slow down... THAT,"  she says, gesturing towards the nest.
J-H
 Paul 
 "ANOTHER dragon?  Maybe this one's guarding the Ghost Lord?  The best I could do would be to rig up some rope as a trip-wire, and then hook it to something below, like a rock.  If the dragon comes in and pulls the rope, then the rock will be moved." 
Amnestic
You spend a bit of time jury-rigging a rudimentary trap - something that is unlikely to kill a beast large enough for the nest, but at least perhaps injure it, or distract if for a moment and let you catch it unawares, and then set about looking for a way inside. Daylight is burning, after all.

Climbing to the maw above would prove difficult were you not in possession of two intelligent flying beasts that could carry a rope up, and serve as anchors while the more gravity-bound of you are forced to climb hand over hand, struggling up the ropes. There is little danger of falling, but the less athletic find themselves sweating even moreso than usual by the time you reach the shaded dark of the lion's mouth. Fifty feet of rope climbing is more than most of you are used to.

Within, you find a large balcony built into the beast's lower jaw. Large stone teeth, each three to five feet high, ring the balcony's edge, while the upper jaw arches ominously above. The roof of its mouth is fifteen feet overhead. At the back of the mouth, where the throat would lead, is a pair of massive stone doors leading inside. Beyond the doors, you hear the shuffling of feet, and though you cannot discern how many there are inside, the way they are moving and the fact that you can hear them suggests that they could hear you.
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 36/52 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  
Paul activates his eldritch cannon, which quietly spins to life on his shoulder and begins tracking the movements of his wand.
Amnestic
With a quiet breath Polina incants a spell and thrusts open the stone doors, revealing a chamber empty of furnishings, but no less remarkable for it. An arched ceiling supported by stone ribs runs up the walls, each rib bearing carvings of thorny plants and twisted branches. Between each rib, the stone walls are carved with the images of lions pouncing on and mauling human victims. A pair of equally large stone doors stand opposite you.

More pressingly however, are the three shirtless, grey-skinned hobgoblins, rippling with toned musculature. They break forward immediately, careful battle formation adhered to exactly, fists cloaked in crackling lightning. One thrusts at Polina, but the goliath manages to deflect the blows. Rax is not so agile, taking a stunning blow that holds him in place for a follow up, while the third slips around the side, speeding past the party into the 'backline' to target Ayalla, only to find the air genasi just as agile as her much heavier counterpart.

 
 Spoiler: Map 

 
The monks were faster off the gate with initiative this time around. One attacks Polina twice - misses both. Patient Defence means attacks against it have disadvantage.
One attacks Rax, hits once for  7  lightning. Rax fails its save vs. Stunning Strike (DC12), so the second attack also hits for  8  lightning.
The third slips past (Step of the Wind - no OA) to attack Ayalla, and misses both strikes.

Party's up!

 Initiative: 
M: (1d20)[18]

Ayalla: (1d20)[16]
Leif: (1d20)[9]
Trellara: (1d20)[5]
Paul: (1d20+1)[4]
Polina:  (1d20)[3 ] (1d20)[4]
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 7 
 AC:  17  | HP:  57/57
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  2/3  | 4th:  1/1
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  Emerald Ring (takes half of Polina's damage for her)
 Conditions:  None  
 
  

Leif moves next to Trellara and, after chiding the hobgoblin for its attempt at subterfuge, unleashes bolts of flame upon them.

 
 Spoiler 
Move to the square west of Trellara.
Cast Scorching Ray at 3rd level.
To hit:  (1d20+8)[ 19 ] , to damage:  (2d6)[ 1 ][ 4 ](5)  fire damage*.
To hit:  (1d20+8)[ 15 ] , to damage:  (2d6)[ 1 ][ 5 ](6)  fire damage*.
To hit:  (1d20+8)[ 18 ] , to damage:  (2d6)[ 4 ][ 2 ](6)  fire damage*.
To hit:  (1d20+8)[ 12 ] , to damage:  (2d6)[ 1 ][ 4 ](5)  fire damage*.

  * 1s are treated as 2s and ignore fire resistance.  
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 45/45, HD: 7/7, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3, 4th: 1/1
Wuffles IV (Wolf Familiar)
HP: 41/41, HD: 7/7, AC: 16
 
 
 
  
Ayalla calls Wuffles to help with the one in front of her and reaches out, her own hand sparking with lighting.
 
 Spoiler: OOC 
Bite:  (1d20+6)[ 11 ] , piercing damage  (2d4+3)[ 8 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 18 ]  or be knocked prone.
Advantage  (1d20+6)[ 25 ]  (Pack Tactics)

Lets see if they have resistance to lighting.
Shocking Grasp:  (1d20+7)[ 8 ] , Lightning damage  (2d8)[ 11 ] , it can’t take reactions until the start of its next turn.
Advantage  (1d20+7)[ 19 ]  if it is knocked prone by Wuffles.
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 36/52 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  
Paul fires his eldritch cannon at the hobgoblin near him, then follows up with a bolt of flame.
 
 Spoiler 

Eldritch Cannon  (1d20+8)[ 26 ]  for  (2d8)[ 9 ]  force and a 5' pushback
Disadvantage  (1d20+8)[ 28 ] 

Fire bolt w/ Arcane cannon bonus  (1d20+8)[ 24 ]  for  (2d10)[ 10 ] + (1d8)[ 8 ]  fire damage
Disadvantage if the monk isn't pushed back  (1d20+8)[ 13 ] 
 
Archemist
Polina is surprised at the speed of the monks - she thought opening the door magically might catch them off-guard. She quickly realizes Rax isn't going to be hurt by a little electricity, though, not in his current form anyhow. But she focuses on attacking the one just in front of Rax since the one who attacked her seems... dodgy. She stumbles slightly on the back-swing but holds her ground.

 
 Spoiler: OOC - attacks and Hunter's Mark 
Polina casts  Hunter's Mark  as a bonus action and makes two attacks at the hobgoblin in front of Rax, diagonally SW from Polina:
 (1d20+7)[ 18 ]  for  (1d8+4)[ 8 ]  and  (1d6)[ 4 ]  slashing.
Atk #2:  (1d20+7)[ 11 ]  for  (1d8+4)[ 8 ]  and  (1d6)[ 5 ]  slashing.
 
Amnestic
The party layers strikes in against the nearest hobgoblin. Though one of Leif's rays is knocked aside by the charged fist, and two more are dodged, one of them hits, followed swiftly by Wuffles' bite at the ankle, Paul's dual-blasts, and one of Trellara's arrows. What was in the first moment a healthy and hearty martial artist is now bruised, bloodied, and weary. It doesn't stop him from trying to hit Ayalla, but the genasi evades yet again. The other two split their attention, moving around Rax and Polina, and focusing instead on Paul and Leif. Taken from the side, Paul suffers a critically charged strike, as well as its follow up. Only one hits Leif from her opponent, and though she feels a discharge of energy through her gut, the stunning effect proves ineffective against the druid.

 
 Spoiler: Map 

 

Wuffles hits, but target stays standing. This means unfortunately that Ayalla misses with SG on a nat 1.
Leif's first ray gets Deflected, dealing zero damage. Two miss, the other one hits.
Trellara shoots an arrow at the closest hob, hitting  narrowly  for minimum damage (4)
Paul knocks the target back and then follows up with a firebolt.
One of Polina's attacks hit.

The top hob moves away, skirting around the side. This provokes an OA if Polina wants to take it (AC17). They hit Leif for  7  lightning, but she resists the stun attempt.
The other one scoots south of Rax and attacks Paul. It crits once for  16  lightning, and then narrowly hits a second time for  8 . Its stun is still on a recharge, so it Patient Defences instead.
The one on the right attacks Ayalla again, missing with both attacks once more, and Patient Defences in turn.

So bottom left and far right are  Dodging  this round. Top middle is not.
Far right is also on single digit HP. Top middle is undamaged. Bottom left took one hit from Polina.

Party's up.

 
 Spoiler: Updated Trellara Statblock 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (1 slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 Initiative: 
M: (1d20)[18]

Ayalla: (1d20)[16]
Leif: (1d20)[9]
Trellara: (1d20)[5]
Paul: (1d20+1)[4]
Polina:  (1d20)[3 ] (1d20)[4]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 12/52 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul taps a rune on his chest that whines and then detonates with a thunderous explosion, then follows up with his shoulder cannon.
 
 Spoiler 

Thunderwave w/ arcane firearm bonus  (3d8)[ 14 ]  thunder damage to the southwest, 10' pushback.  Con DC 15 half/negate push.
Monk save  (1d20)[ 15 ] 
If the monk goes off the edge, target the one on the right.  If not, target the one next to me.
Eldritch Cannon  (1d20+8)[ 21 ]  for  (2d8)[ 10 ]  force and a 5' pushback
Disadvantage due to dodge if I'm targeting the close one  (1d20)[ 5 ] 
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 45/45, HD: 7/7, AC: 15, Resistance: Lightning
Conditions: Concentration (Spirit Guardians)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3, 4th: 1/1
Wuffles IV (Wolf Familiar)
HP: 41/41, HD: 7/7, AC: 16
 
 
 
  
Ayalla calls out to the spirits in the area for aid.
 
 Spoiler: OOC 
Cast Spirit Guardians: Enemies within 15 feet need to make a DC 15 Wisdom save  (1d20)[ 17 ]  or take  (3d8)[ 14 ]  radiant damage, half on successful save.
Wuffles will attack the one on the right if it survives Spirit Guardians, otherwise it will go after the bottom left.
Bite:  (1d20+6)[ 13 ] , piercing damage  (2d4+3)[ 7 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 18 ]  or be knocked prone.
Pack Tactics cancels out dodge.

Edit: oops, should have made 3 saves.
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 7 
 AC:  17  | HP:  50/57
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  2/3  | 4th:  1/1
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  Emerald Ring (takes half of Polina's damage for her)
 Conditions:  None  
 
  

Leif returns her foe's hit with a lash of a thorny whip.

 
 Spoiler 
Cast Thorn Whip on adjacent enemy. To hit:  (1d20+8)[ 17 ] , to damage:  (2d6)[ 12 ]  piercing damage.
 
Archemist
Polina and Rax team up on the hobgoblin near Leif (or whichever is still standing). Her axe swings amiss at first but this time she catches the monk solidly with the second blow, and Rax takes a bite out of the monk's arm.

 
 Spoiler: OOC - attacks 
Ignore Hunter's Mark d6 if it's not the target near Leif.
 (1d20+7)[ 11 ]  for  (1d8+4)[ 12 ]  and  (1d6)[ 5 ]  slashing and  (1d6)[ 6 ]  lightning (from Rax's aura if either hit)
 (1d20+7)[ 27 ]  for  (1d8+4)[ 8 ]  and  (1d6)[ 3 ]  slashing - edited, it's a crit! and the lightning aura applies to this one instead of the first miss.

Rax:  (1d20+6)[ 20 ]  for  (1d6+3)[ 9 ]  piercing and  (1d6)[ 6 ]  lightning.
 
Amnestic
The dodging hobgoblins prove well trained and capable, as they're able to slip around Paul's spells, Wuffles bite, and Trellara's arrows with ease. The one who had focused on offense is less lucky though, receiving a tearing scrape from Leif and a brutal strike across the back from Polina that leaves him weak enough for Ayalla's spiritual protectors to cut a pair down before they can attack again. One remains, but they are undeterred, eager and willing to fight to the death, they unleash a flurry of electrified fists against Paul. He resists the attempt to stun him, but that doesn't stop the shocks from...well, shocking.

 
 Spoiler: Map 

 

SG's damage occurs at the start of the monk's turn, not Ayalla's. Wuffles misses, since their advantage is negated by dodge.
Leif hits (barely - 17 AC) with Thorn Whip
Trellara misses her bowshot.
Paul's thunderwave is saved against, and their cannon misses likewise due to dodge.
Polina misses once and crits for 34 total. Rax follows up and hits as well, dropping the monk to single digits.
Spirit Guardians goes off, its damage enough even with saves to kill the top and right monk, leaving just bottom-left.

He attacks twice, hitting Paul once (19+5=24) for  5  lightning (Stun: resisted), and then flurry of blows, hitting once more (18+5=23), for  9  lightning.

Party's up. Monk  might  get another turn of attacks, since he's barely bloodied, though it's not looking likely for him.

 
 Spoiler: Updated Trellara Statblock 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (1 slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 Initiative: 
M: (1d20)[18]

Ayalla: (1d20)[16]
Leif: (1d20)[9]
Trellara: (1d20)[5]
Paul: (1d20+1)[4]
Polina:  (1d20)[3 ] (1d20)[4]
 
Archemist
Polina strides ahead and transfers her Hunter's Mark onto the remaining hobgoblin with a quick wave of her arm before resuming the axe-strikes towards them. Rax tags along but can't quite find a way to duck and weave under the monk's guard.

 
 Spoiler: OOC - Attacks 
Let's try to finish this last one off:
 (1d20+7)[ 21 ]  for  (1d8+4)[ 9 ]  and  (1d6)[ 6 ]  slashing and Rax's aura for  (1d6)[ 6 ]  lightning.
aand again:  (1d20+7)[ 19 ]  for  (1d8+4)[ 12 ]  and  (1d6)[ 4 ]  slashing.
 
J-H
Paul collapses to the ground, his body spasming.
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 7 
 AC:  17  | HP:  50/57
 Spell Slots:   1st:  3/4  | 2nd:  3/3  | 3rd:  2/3  | 4th:  1/1
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  Emerald Ring (takes half of Polina's damage for her)
 Conditions:  None  
 
  

Leif whispers rejuvenating words, harmlessly burning their script in Paul's eyes as his wounds heal slightly. She then circles their remaining foe and drags him towards herself and away from Paul.

 
 Spoiler 
Cast Healing Word on Paul, restoring  (2d4+4)[ 7 ]  hit points.
Move to three squares west of the monk.
Cast Thorn Whip. To hit:  (1d20+8)[ 23 ] , to damage:  (2d6)[ 4 ]  piercing damage and if the attack is successful pull the target 10ft to the square adjacent to Leif.
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 7/52 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

"Thanks."  Paul stands shakily, firing two bolts of energy as he backs away.
 
 Spoiler 

Back up as far as possible away from the monks.
Fire bolt w/ Arcane cannon bonus  (1d20+8)[ 16 ]  for  (2d10)[ 17 ] + (1d8)[ 4 ]  fire damage

Eldritch Cannon  (1d20+8)[ 23 ]  for  (2d8)[ 9 ]  force and a 5' pushback
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 45/45, HD: 7/7, AC: 15, Resistance: Lightning
Conditions: Concentration (Spirit Guardians)
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/3, 4th: 1/1
Wuffles IV (Wolf Familiar)
HP: 41/41, HD: 7/7, AC: 16
 
 
 
  
 
 Spoiler: OOC 
At the top of the imitative order Ayalla would also choose to heal Paul.
Wuffles goes after the last monk.
Cure Wounds:  (1d8+4)[ 11 ] 
Spirit Guardians: DC 15 Wisdom save  (1d20)[ 7 ]  or take  (3d8)[ 8 ]  radiant damage, half on successful save.
Bite:  (1d20+6)[ 22 ] , piercing damage  (2d4+3)[ 6 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 19 ]  or be knocked prone.
Advantage  (1d20+6)[ 20 ]  (Pack Tactics)
 
Amnestic
Alone and injured, the monk does his best to stay fighting. His best is insufficient. Polina lops off an army and a combined spell assault puts him out of his brief misery, leaving you with silence as the combat comes to a close.



 
 Spoiler: OOC 

Combat concluded.

Despite Paul dropping, this was a  Medium  encounter, and is thus worth  8  experience points.

Will give a moment for healing and whatnot as necessary before we move on.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 45/45, HD: 7/7, AC: 15, Resistance: Lightning
Conditions: Concentration (Spirit Guardians)
Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 2/3, 4th: 1/1
Wuffles IV (Wolf Familiar)
HP: 41/41, HD: 7/7, AC: 16
 
 
 
  
With the monks out of the way, Ayalla heals Paul again.
 
 Spoiler: OOC 
Cure Wounds, 2nd level:  (2d8+4)[ 7 ] 
 
Amnestic
Once you've patched up the injuries you press on, noting that the monks seemed to live at truly ascetic lifestyle, with no spoils of war to be claimed from their deaths or the waiting room. You pass beyond the murals, beyond the double doors. Inside is a smaller room, barely a hallway, leading to a single-file spiral staircase that descends only down into the belly of the beast.

With only one path, you press on into darkness, down, and down, and down. Locked with cold stone on all sides, the distance is drawn only in the number of breaths and the quiet steps on stone.

Before you reach the bottom, however, you reach steps completely encompassed in a vast fog cloud that blocks all attempts at sight, even if allowing free passage. Neither light nor darkvision penetrate it, meaning that what little sight you did have is now robbed all the moreso.
J-H
Paul thanks Ayalla for the healing, and the restorative food.   "Thank you."   He munches on it as they proceed down the hall.
Archemist
Polina heads down into the fog, keeping close to Ayalla and the others. She motions to Rax to take up the rear guard. Luckily he's a dragon who's also part sheep-dog.

Polina will also take the tasty snacks from Ayalla with a grateful nod.
Amnestic
It's a few more turns on the staircase in the blinding fog before the steps suddenly stop, forcing a half-trip from the expected descent that is suddenly no longer there. The room is quiet, chill, and also completely filled with fog. Fumbling blind, and banging your shins on a stone bench at one point, you eventually manage to 'map out' the room you're in - about 25ft wide, 30ft long, and with two doors you can find, on two of the four walls. One leads, by your judgement, back in the direction of the 'chest' where the nest was, while the other would lead towards the lion's flank, rather than towards its belly.
Amnestic
Polina takes the lead once more, opening the door, and you immediately hear movement in response - prepared movement, and decidedly with hostile intentions, though the fog makes it impossible to make out who's who or what's going on.

 
 Spoiler: Map 

 

Ayalla's spirit guardians is still up but won't do any damage to anyone in range until the start of the enemy's turns.

The white border, not that you can really know this, is the edge of the fog cloud, so anything left of the white edge is opaque - can't see anything for spellcasting purposes, adv/disadv negated, no OAs. That's why all the creatures are ?s as well.

The only way into the room is the door that Polina is adjacent too, so narrow chokepoint.

Ayalla, Leif, and Trellara are up.

 Initiative:- 
Ayalla: (1d20)[19]
Leif: (1d20)[18]
Trellara:(1d20)[16]

C: (1d20)[15]

Paul: (1d20+1)[9]

M: (1d20)[6]

Polina: (1d20)[2]   4  (adv from discord)

U: (1d20)[1]

 
 Spoiler: Updated Trellara Statblock 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (1 slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 45/45, HD: 7/7, AC: 15, Resistance: Lightning
Conditions: Concentration (Spirit Guardians)
Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 2/3, 4th: 1/1
Wuffles IV (Wolf Familiar)
HP: 41/41, HD: 7/7, AC: 16
 
 
 
  
 
 Spoiler: OOC 
Ayalla will put her back against the dividing wall and take the dodge action.
Wuffles will have a readied action to attack any enemies that comes within range.
Bite:  (1d20+6)[ 9 ] , piercing damage  (2d4+3)[ 8 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 6 ]  or be knocked prone.
Advantage /Disadvantage:  (1d20+6)[ 19 ] 
 
Infernally Clay
Trellara backs up, giving a few words of encouragement to Polina.

 
 Spoiler 
Move one square west, give Polina an inspiration die.
 

______________________________________________

      
  Leif Fochlucan 
  Tiefling Wildfire Druid 7 
 AC:  17  | HP:  50/57
 Spell Slots:   1st:  2/4  | 2nd:  3/3  | 3rd:  2/3  | 4th:  1/1
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  Emerald Ring (takes half of Polina's damage for her)
 Conditions:  None  
 
  

Leif hears the movement on the other side of the wall and, deciding not to risk it, weaves her magic into the other room.

 
 Spoiler 
Cast Entangle roughly where Leif might believe the sound is coming from.

  Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw (DC 16) or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check (DC 16). On a success, it frees itself.  
 
Amnestic
Being smothered in fog doesn't hold back your spells, but it does seem to stop the enemies from promptly responding to your assault. You hear four become locked up the vines, and the groan of agony from Ayalla's spiritual assault. Blinded though both sides are, Polina narrowly sees a golden bolt of energy soar through the air, and fly past her face, striking stone behind her.


 
 Spoiler: Map 

 

There's four failed saves on Entangle, and two (that got prompted) on Spirit Guardians, dealing 18 radiant to two of the hidden.

Guiding Bolt misses Polina.
Strength attempt to break entangle fails.

Paul's up.

 Initiative:- 
Ayalla: (1d20)[19]
Leif: (1d20)[18]
Trellara:(1d20)[16]

C: (1d20)[15]

Paul: (1d20+1)[9]

M: (1d20)[6]

Polina: (1d20)[2]   4  (adv from discord)

U: (1d20)[1]

 
 Spoiler: Updated Trellara Statblock 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (1 slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 25+3t/52 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul moves behind Polina, pointing his wand at the noises in the fog and firing blindly before stepping back.
 
 Spoiler 

Move to behind Polina, attack, then move back to his start point.  I think I can target the one just around the corner from Polina as it'd have only partial cover, and Paul's wand lets him negate that.
Restrained target, but Paul can't see it, so I think it's a straight roll.

Fire bolt w/ Arcane cannon bonus  (1d20+8)[ 9 ]  for  (2d10)[ 6 ] + (1d8)[ 2 ]  fire damage

Eldritch Cannon  (1d20+8)[ 17 ]  for  (2d8)[ 11 ]  force and a 5' pushback

If disadvantage is warranted,
 (1d20+8)[ 18 ] 
and
 (1d20+8)[ 22 ] 
 
Amnestic
Paul hears a dull grunt from the occupant in the room after his cannonblast, followed by straining and snapping of plants, and hurried foosteps as they shift around in the fog.

 
 Spoiler: Map 

 

Firebolt misses, Cannon (barely) hits thanks to ignoring cover.
Three more failed saves vs. Spirit Guardians for 11 damage each.

Three successful strength checks vs. Entangle, so only one of the four still wrapped in it.

Polina is up.

 Initiative:- 
Ayalla: (1d20)[19]
Leif: (1d20)[18]
Trellara:(1d20)[16]

C: (1d20)[15]

Paul: (1d20+1)[9]

M: (1d20)[6]

Polina: (1d20)[2]   4  (adv from discord)

U: (1d20)[1]

 
 Spoiler: Updated Trellara Statblock 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (1 slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
Archemist
Polina and Rax have been slow off the blocks today and as she sees the Guiding Bolt miss, which is always a little ironic, she smiles and says eagerly,  "Oh, it's ON." 

That said, she still can't actually see what's going on. She ducks down and sticks four arrows into a crack in the floor, intoning her elvish spell   "Pilinoth."  

She motions Rax to stay beside her and moves to the side of the doorway, in preparation for anything coming through it.

 
 Spoiler: OOC - Cordon of Arrows Dex DC 13 
Rax Dodges. Polina casts Cordon of Arrows, which has 4 charges.

"Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage."
 
Amnestic
When Polina sets down her cordon, moments later one arrow flips up and launches through the fog, though you hear it impact stone instead of armour or flesh. An incantation, elegant despite the gruff tone, murmurs through the clouds, and Ayalla feels her guardian spell come to an end.

 
 Spoiler: Map 

 

Polina casts Cordon of Arrows.
One activates on U's turn, but the dex save is made (17+5=22 vs 13).
3/4 remain.

U casts Dispel Magic, targeting Ayalla's spirit guardians within the fog, ending the spell.

Ayalla, Leif, and Trellara are once again up.

 Initiative:- 
Ayalla: (1d20)[19]
Leif: (1d20)[18]
Trellara:(1d20)[16]

C: (1d20)[15]

Paul: (1d20+1)[9]

M: (1d20)[6]

Polina: (1d20)[2]   4  (adv from discord)

U: (1d20)[1]

 
 Spoiler: Updated Trellara Statblock 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (1 slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 45/45, HD: 7/7, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 2/3, 4th: 1/1
Wuffles IV (Wolf Familiar)
HP: 41/41, HD: 7/7, AC: 16
 
 
 
  
Ayalla sends Wuffles to attack the nearest enemy then pulls him into his pocket dimension before they can retaliate.
 
 Spoiler: OOC 
Use an action to temporarily dismiss Wuffles into the pocket dimension after he makes an attack.
Bite:  (1d20+6)[ 21 ] , piercing damage  (2d4+3)[ 10 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 13 ]  or be knocked prone.
 
Infernally Clay
Trellara readies an arrow in case any enemies approach Polina.

 
 Spoiler 
Ready an action to fire on the first enemy that reaches Polina.
 

______________________________________________

      
  Leif Fochlucan 
  Tiefling Wildfire Druid 7 
 AC:  17  | HP:  50/57
 Spell Slots:   1st:  2/4  | 2nd:  2/3  | 3rd:  2/3  | 4th:  1/1
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  Emerald Ring (takes half of Polina's damage for her)
 Conditions:  None  
 
  

"So they have a spellcaster of their own, huh?" Leif muses, "Well they don't seem to want to come to us so we will just have to give them no choice."

Focusing on where she heard the voice come from, Leif ignites a ball of flame right next to it. Hopefully the light given by the fire gives Polina a better idea of where their enemies are, too.

 
 Spoiler 
Cast Flaming Sphere next to where the voice originated from, or as best as Leif could approximate given the fog. It deals  (2d6)[ 7 ]  fire damage to any enemy that ends their turn within 5ft of it, dex save DC 16 for half.

Leif will then use her bonus action to push the Flaming Sphere towards where she believes the spellcaster is, dealing  (2d6)[ 4 ]  fire damage (dex save DC 16 for half) to the first enemy it hits and stopping.
 
Amnestic
Wuffles dives into the fog and manages to take a chunk out of one of the fog-smothered hobs before vanishing. Leif's flaming sphere ignites beyond the confines of the smothering smoke, but the grunt of pain at a distance signals that it didn't do as much as you'd hoped. Two more arrows flip up from Polina's Cordon, one of which sounds like it hit, while the other strikes stone. They retaliate with another pair of golden bolts, but continue to be unable to hit.

 
 Spoiler: Map 

 

Wuffles hits, and then vanishes.
Flaming sphere save is made (2 damage). Concentration made (9+3= 12  vs 10)
Trellara readies an attack.

Cordon of Arrows activates on C's, two arrows fly out, one misses, one hits for  6 . They retaliate with two more Guiding Bolts, both miss Polina.

Paul's up.

 Initiative:- 
Ayalla: (1d20)[19]
Leif: (1d20)[18]
Trellara:(1d20)[16]

C: (1d20)[15]

Paul: (1d20+1)[9]

M: (1d20)[6]

Polina: (1d20)[2]   4  (adv from discord)

U: (1d20)[1]

 
 Spoiler: Updated Trellara Statblock 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (1 slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
J-H
Paul moves up behind Polina, throwing a wooden ball into the room as he fires with his shoulder weapon, and backing up as it hits and the compression field keeping the air inside bottled up explodes.
 
 Spoiler 

Eldritch Cannon  (1d20+8)[ 9 ]  or   (1d20+8)[ 25 ]  for  (2d8)[ 7 ]  force and a 5' pushback at the closest enemy.

Shatter  (3d8)[ 11 ]  thunder damage +  (1d8)[ 7 ]  from arcane firearm (not sure if applies to all damage or just 1; only making 1 damage roll, so all?), Con DC 15 half
Hitting the bottom 4, or if the closest enemy gets killed by the cannon, the top 4.
Con saves
 (1d20)[ 2 ] +??
 (1d20)[ 9 ] +??
 (1d20)[ 12 ] +??
 (1d20)[ 13 ] +??
 
Amnestic
The booming shatter is accompanied by the sounds of two bodies hitting the floor.

Freed from their entangle, three figures move in and out against Polina in quick succession as she evades a continuous flurry of blows. One strikes her in the face, past her shield and armour, and when Trellara's arrow flies past, the enemy snatches it from the air and launches it right back at her, piercing her side.

 
 Spoiler: Map 

 

Two down from Shatter, and two saves.

The three M(onks) attack Polina, but despite 12 attacks, only one hit, for  4  lightning (minimum damage!)
Trellara's arrow hit, but damage got reduced to 0 by Deflect Arrows. The monk throws it back at her, and it hits for  6  piercing.

Polina is up.

 Initiative:- 
Ayalla: (1d20)[19]
Leif: (1d20)[18]
Trellara:(1d20)[16]

 C: (1d20)[15] 

Paul: (1d20+1)[9]

M: (1d20)[6]

Polina: (1d20)[2]   4  (adv from discord)

U: (1d20)[1]

 
 Spoiler: Updated Trellara Statblock 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (1 slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
Archemist
Polina and Rax move into the room with the monks and are almost immediately confronted with the silhouette of a figure through the haze. They stop and swing at the foe in concert.

 
 Spoiler: OOC - move and attacks 
Polina and Rax each move one square to the right and attack that closest question mark. Polina's axe:
 (1d20+7)[ 19 ]  for  (1d8+4)[ 6 ]  slashing and  (1d6)[ 5 ]  lightning.
 (1d20+7)[ 12 ]  for  (1d8+4)[ 10 ]  slashing.

 (1d20+6)[ 16 ]  for  (1d6+3)[ 4 ]  piercing and  (1d6)[ 3 ]  lightning.
 
Amnestic
Striding into the room, Polina delivers an axe-blow to the injured enemy in the fog, retaliating against the lightning strike with lethal efficiency, and downing them. From beyond the smoke you hear the footsteps of the caster approach, followed by the snapping of a whip. Unable to see it coming, Polina is cut across the face by leather and lightning both.

 
 Spoiler: Map 

 

Polina deals exact lethal damage to the closest ?, downing it. Their follow up attacks would have missed, so I kept them in the chokepoint.

The caster moves in and electro-whips Polina, hitting for  3  slashing and  8  lightning.

Ayalle, Leif, Trellara, and Paul are up.

 Initiative:- 
Ayalla: (1d20)[19]
Leif: (1d20)[18]
Trellara:(1d20)[16]

 C: (1d20)[15] 

Paul: (1d20+1)[9]

M: (1d20)[6]

Polina: (1d20)[2]   4  (adv from discord)

U: (1d20)[1]

 
 Spoiler: Updated Trellara Statblock 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (1 slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 25+3t/52 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Hearing bodies hit the floor, Paul sidles past Polina, happy to get out of the fog although - plenty of enemies!  He quickly aims his magic at the one with the magical whip.  If she's knocked back, he retreats to stand near Polina; if not, he stays where he is.
 
 Spoiler 

Fire bolt w/ Arcane cannon bonus  (1d20+8)[ 9 ]  for  (2d10)[ 10 ] + (1d8)[ 5 ]  fire damage

Eldritch Cannon  (1d20+8)[ 27 ]  for  (2d8)[ 9 ]  force and a 5' pushback
5' step back if the cannon hits and pushes her back so she can't OA.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 45/45, HD: 7/7, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 2/3, 4th: 1/1
Wuffles IV (Wolf Familiar)
HP: 41/41, HD: 7/7, AC: 16
 
 
 
  
Ayalla brings Wuffles back and has him move next to Polina.
 
 Spoiler: OOC 
Wuffles will stand to the right of Polina and attack anything that gets within melee range.
Bite:  (1d20+6)[ 12 ] , piercing damage  (2d4+3)[ 7 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 15 ]  or be knocked prone.
 
Infernally Clay
Trellara follows the others into the other room.

 
 Spoiler 
Use action to dash.
 

______________________________________________

      
  Leif Fochlucan 
  Tiefling Wildfire Druid 7 
 AC:  17  | HP:  50/57
 Spell Slots:   1st:  2/4  | 2nd:  2/3  | 3rd:  2/3  | 4th:  1/1
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  Emerald Ring (takes half of Polina's damage for her)
 Conditions:  None  
 
  

Leif follows behind Paul and the others, entering the other room.

 
 Spoiler 
Use action to dash.
 
Amnestic
Paul's first burst of fire gets ducked, but the cannonblast finds its mark, and finally disrupts the pervasive fog that had so harried you, finally letting you see clearly. Half the hobgoblins are dead already, but half remain standing - two more monks, and the whip wielding spellcaster who had frustrated you so. The two monks move in, ducking past Wuffles' bite, and unleashing flurries against Leif and Trellara. The latter suffers less than the former, though both receive their due of lightning-infused fists.

 
 Spoiler: Map 

 

Wuffles returns and readies an attack.
Leif and Trellara dash into the room.

Paul's firebolt misses, eldritch cannon hits for the knockback, so he retreats. This also breaks the concentration on fog cloud, revealing the two remaining monks.

One monk flurries Leif, hitting twice ( 9  and  9 ) and critting once ( 14 ) for a total of  32  lightning damage. They missed with their other attack.
Trellara has better luck, taking only one of four hits, for  7  lightning damage.

Polina is up.

 Initiative:- 
Ayalla: (1d20)[19]
Leif: (1d20)[18]
Trellara:(1d20)[16]

 C: (1d20)[15] 

Paul: (1d20+1)[9]

M: (1d20)[6]

Polina: (1d20)[2]   4  (adv from discord)

U: (1d20)[1]

 
 Spoiler: Updated Trellara Statblock 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (1 slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
Archemist
Polina and Rax move northwards and focus their attacks on the monk by Wuffles. If he goes down, they advance as a pair towards the caster.

 
 Spoiler: OOC - attacks 
 (1d20+7)[ 14 ]  for  (1d8+4)[ 11 ]  slashing and  (1d6)[ 3 ]  lightning.
And again:  (1d20+7)[ 11 ]  for  (1d8+4)[ 8 ]  slashing.

Rax's attack:  (1d20+6)[ 26 ]  for  (1d6+3)[ 5 ]  piercing and  (1d6)[ 6 ]  lightning.
 
Amnestic
Polina's dual axe swings are parried by the monk's quick fists, but that leaves his calf open to an extremely nasty bite from Rax that sees him almost collapse. The whip-wielding spellcaster takes advantage of the movement, lines up a massive charge of lightning, and unleashes it in a searing line that scorches and shocks. Even so, with the fog gone Leif, Wuffles, and Polina are able to see it coming and evade the worst of it.

Her spell delivered, she retreats back to cover, shutting the door behind her.


 
 Spoiler: Map 

 

Polina misses twice, but Rax crits for 22 total, bloodying the monk.

U moves down and then casts Lightning Bolt in a line on Leif, Wuffles, and Polina. A trio of high saves (14, 15, and 20 plus mods respectively vs DC15) neuters the 30 damage down to  15  lightning each.

She then moves to the north room, and shuts the door behind her.

Ayalla, Leif, Trellara, and Paul are again up.

 Initiative:- 
Ayalla: (1d20)[19]
Leif: (1d20)[18]
Trellara:(1d20)[16]

 C: (1d20)[15] 

Paul: (1d20+1)[9]

M: (1d20)[6]

Polina: (1d20)[2]   4  (adv from discord)

U: (1d20)[1]

 
 Spoiler: Updated Trellara Statblock 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (1 slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 25+3t/52 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  
 "Keep up the pressure!"   Paul engages with his spells once again.
 
 Spoiler 

Targeting S. hob; if someone else knocks him down first, move past Trellara and fire at north hob.  Ignores partial cover.
Fire bolt w/ Arcane cannon bonus  (1d20+8)[ 16 ]  for  (2d10)[ 5 ] + (1d8)[ 6 ]  fire damage

Eldritch Cannon  (1d20+8)[ 18 ]  for  (2d8)[ 6 ]  force and a 5' pushback
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 45/45, HD: 7/7, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 2/3, 4th: 1/1
Wuffles IV (Wolf Familiar)
HP: 41/41, HD: 7/7, AC: 16
 
 
 
  
With the fog gone Ayalla peaks through the door and targets the nearest enemy.
 
 Spoiler: OOC 
Sacred Flame: DC 15 Dex save  (1d20)[ 11 ]  or take  (2d8)[ 12 ]  radiant damage. The target gains no benefit from cover for this saving throw.

Bite:  (1d20+6)[ 9 ] , piercing damage  (2d4+3)[ 7 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 16 ]  or be knocked prone.
Advantage  (1d20+6)[ 18 ]  (Pack Tactics)
 
Infernally Clay
Trellara digs her dagger into the side of the enemy next to her.

 
 Spoiler 
Trollslayer Dagger vs hobgoblin. To hit:  (1d20+7)[ 25 ] , to damage:  (1d4+6)[ 9 ]  slashing damage, plus  (1d4)[ 2 ]  acid damage.
 

______________________________________________

      
  Leif Fochlucan 
  Tiefling Wildfire Druid 7 
 AC:  17  | HP:  35/57
 Spell Slots:   1st:  2/4  | 2nd:  2/3  | 3rd:  2/3  | 4th:  1/1
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  Emerald Ring (takes half of Polina's damage for her)
 Conditions:  None  
 
  
 Seeing the enemy escape into the next room, Leif once again summons vines to entangle them.

 
 Spoiler 
Cast Entangle into the next room (DC 16, strength save):  (1d20)[ 9 ]  plus mods.
 
 

Leif chants a quick spell into her staff and attacks the hobgoblin nearest to her.

 
 Spoiler 
Bonus action cast Shillelagh on the Staff of Life.

Attack nearest hobgoblin. To hit:  24 , to damage:  11  (both rolled in the Discord)
 
Amnestic
The agile monk ducks away from Ayalla's sacred flame, though the dodge doesn't save him from Wuffles' bite, nor is the other one safeguarded from the trio of attacks from Paul, Trellara, and Leif. Still, despite everything, they remain barely standing, and the proximity to death pushes them to go beyond their limits. A torrent of electrified fists rain down upon you. Leif dodges one, but a second catches her off guard, and the damage proves too much. Perhaps the shock of Leif falling affected Polina and Trellara, as they both find themselves critically struck by additional strikes in turn - so much so that the elven songstress falls unconscious. The bedroll beneath her is small comfort for the pain inflicted.

 
 Spoiler: Map 

 

Sacred Flame save passed (11+5=16). Wuffles hits due to pack tactics, but doesn't prone.
Leif hits
Trellara hits.
Paul hits with both shots.

Both monks are close to dropping but they pulled out the reserves this turn, critting for 3 of their 8 attacks.

The north one attacks Leif first, missing once and then hitting for  5 . This drops her to 0 (you hadn't factored in the flurry damage from 2 turns ago into your HP, it was -32, leaving you on 3, not 35).
They then miss Polina and crit her for  12  lightning.

The other one attacks Trellara, missing once and critting twice ( 8 ,  16 ) and hitting once for  9 . This takes her down from her 31 HP to 0, leaving both Leif and Trellara making death saves.

 Initiative:- 
Ayalla: (1d20)[19]
Leif: (1d20)[18]
Trellara:(1d20)[16]

 C: (1d20)[15] 

Paul: (1d20+1)[9]

M: (1d20)[6]

Polina: (1d20)[2]   4  (adv from discord)

U: (1d20)[1]

 
 Spoiler: Updated Trellara Statblock 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (1 slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
Archemist
Polina shrugs off some of the electrical damage, being a well-grounded character. She removes her ring, though, to prevent Leif taking any further punishment on Polina's behalf.

Then she continues wailing on the monk nearby. Rax joins in for good measure.

 
 Spoiler: OOC - attacks 
Removing the ring can be done in tandem with movement and Polina's pretty much staying put anyhow (though if the monk falls, she and Rax advance on the other one).
 (1d20+7)[ 18 ]  for  (1d8+4)[ 9 ]  slashing and  (1d6)[ 1 ]  lightning.
Again:  (1d20+7)[ 17 ]  for  (1d8+4)[ 10 ]  slashing.

Rax:  (1d20+6)[ 16 ]  for  (1d6+3)[ 8 ]  piercing and  (1d6)[ 4 ]  lightning.
 
Amnestic
Polina's axe cleaves through one and drops them, to the ground, and then aims for a second, cutting him close, but not quite ending the ascetic hobgoblin's life. The spellcaster bursts from her hiding place, lines up another burst of electricity, and thrusts it through the centre of the room, right towards Paul and Ayalla guarding the 'exit'. Leif's unconscious form is caught up in the blast. Wuffles and Paul manage to evade the worst of it, but Ayalla's sight must have been blocked by Paul's form, as she eats it fully.

Even with the damage dealt, there's a flash of concern and trepidation over the spellcaster's face. Her eyes flicker to the corpses arrayed around her, as if weighing up her options. The monk expresses no such hesitation though - fanatical fury fills his every movement.


 
 Spoiler: Map 

 

Polina hits one monk, and downs them. Moving round she then hits the other (barely) but they're on 2HP and still alive. Rax barely misses.

U moves out, positions herself, and lightning bolts Ayalla (failed save  29  damage), Paul and Wuffles (passed saves  14  damage), before repositioning. Leif also gets caught in the spell and earns a failed death save for it.

Ayalla, Leif (death saves, 2/3 failed due to damage so far?), Trellara (death saves, 0/3 failed), and Paul are up.

 Initiative:- 
Ayalla: (1d20)[19]
Leif: (1d20)[18]
Trellara:(1d20)[16]

 C: (1d20)[15] 

Paul: (1d20+1)[9]

M: (1d20)[6]

Polina: (1d20)[2]   4  (adv from discord)

U: (1d20)[1]

 
 Spoiler: Updated Trellara Statblock 


Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 38 (5d8+5)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (1 slots): mass healing word, Sending
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
J-H
      
   
   Paul Mauser   
 
 Half-orc Artillerist Artificer 
 AC: 18 HP: 14/52 
 PPer: 14 PInv: 18 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot

as action): Leif  
 
  

Paul fires another ray of energy at the monk, while tossing a small vial of mixed smelling salts, healing potion, and caffeine at Leif.
 
 Spoiler 

Vs Monk:
BA Eldritch Cannon  (1d20+8)[ 25 ]  for  (2d8)[ 8 ]  force and a 5' pushback
Move next to Leif,   (1d8+4)[ 6 ]  Cure Wounds

Then move to just left of Trellara.
I should be fine avoiding AOs while doing this.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 31/45, HD: 7/7, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 2/4, 2nd: 2/3, 3rd: 2/3, 4th: 1/1
Wuffles IV (Wolf Familiar)
HP: 27/41, HD: 7/7, AC: 16
 
 
 
  
Ayalla slips into the room to heal Trellara before ducking back around the corner to where it is safer.
 
 Spoiler: OOC 
Lightning resistance drops the damage to 14
Cure Wounds  (1d8+4)[ 11 ]  on Trellara
Wuffles will attack the monk if he is still alive, else the caster.
Bite:  (1d20+6)[ 15 ] , piercing damage  (2d4+3)[ 5 ] , if the target is a creature, it must succeed on a DC 15 Strength saving throw  (1d20)[ 11 ]  or be knocked prone.
Advantage  (1d20+6)[ 13 ]  (Pack Tactics)
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 7 
 AC:  17  | HP:  11/57
 Spell Slots:   1st:  2/4  | 2nd:  2/3  | 3rd:  1/3  | 4th:  1/1
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  Emerald Ring (takes half of Polina's damage for her)
 Conditions:  None  
 
  

Leif stands up suddenly, not entirely sure what's going on, but quickly summons torrents of flame and unleashes them upon the spellcaster.

 
 Spoiler 
Cast Scorching Ray at third level. If the spellcaster dies before all four are used, change target to the monk.

To attack:  (1d20+8)[ 27 ] , to damage:  (2d6)[ 4 ][ 1 ](5)  fire damage.
To attack:  (1d20+8)[ 26 ] , to damage:  (2d6)[ 6 ][ 3 ](9)  fire damage.
To attack:  (1d20+8)[ 19 ] , to damage:  (2d6)[ 2 ][ 3 ](5)  fire damage.
To attack:  (1d20+8)[ 11 ] , to damage:  (2d6)[ 6 ][ 3 ](9)  fire damage.

  Ignore fire resist and 1s are treated as 2s  
 
Amnestic
With quick motions Ayalla and Paul return Leif and Trellara respectively to the waking world. A cannon blast drops the monk, leaving only the whip-wielder remaining. Standing, Leif slams a trio of blasts into her, and though she doesn't fall, the loss of her comrades while her enemy are all standing clearly tips the balance on her decision-making, especially since you've blocked her exit completely. She raises her hand, drops her electro-whip, and simply says  "I surrender. I will parlay information for my life."  Her voice is rough, as if unused to the Common tongue, but nevertheless understandable.

 
 Spoiler: OOC 

Battle over, finally.

This was a  Deadly  encounter, so 15xp.

I'll leave loot for the initial moment until you've decided next steps.
 
Archemist
Polina wipes off her axe with careful consideration. “You work for the Ghostlord?” she asks. “Is she as reasonable as you?”
Amnestic
The slight scoff in her voice is limited only by her situation.  "I serve the Red Hand. The Ghostlord is...an ally. And, no, he is utterly mad." 

Given the note you recovered regarding the phylactery, 'ally' is probably a strong term for their relationship, though a coerced ally is still an ally.
Archemist
 
 Originally Posted by Amnestic 
 The slight scoff in her voice is limited only by her situation.  "I serve the Red Hand. The Ghostlord is...an ally. And, no, he is utterly mad." 

Given the note you recovered regarding the phylactery, 'ally' is probably a strong term for their relationship, though a coerced ally is still an ally. 
 

 "We're dismantling the Red Hand. Is the Ghostlord helping you, then? Why do you need a mad lich?
"And are you protecting him, by being here? Or keeping him under control?" 

Polina seems to have an undercurrent to her questions of, "What job do you have here that we might want to keep you alive to do?"
Amnestic
 "Not of his own volition. He's providing us undead soldiers. Did you fight any yet?"  She glances over the party.  "Mm, no signs of sudden ageing, so probably not. He certainly doesn't need my protection, no, I'm here as an intermediary for the Red Hand to help keep him in line and ensure that his soldiers are delivered on time. I  Send  daily reports back to the army proper, so they know nothing has gone awry." 

Despite her predicament, she seems quite willing to talk, but since it's that or a knife to the throat that's not necessarily so unreasonable.
Archemist
Polina breaks the silence by asking awkwardly,  "Did you 'Send' today yet? What would the Red Hand do if you didn't?" 

And on the other topic,  "I don't think we fought any of the Ghostlord's people. The monks were all alive until we killed them. Where is the Ghostlord now?" 
J-H
Paul asks more questions, his eyes glaring at the spellcaster from under heavy brows.   "What would the Ghost Lord do if you left?  It sounds like you're watching him like a herdsman." 
Amnestic
 "Not yet, I do so at dusk. Missing one day wouldn't trigger any concern, missing two would have them attempt to contact the others. Missing three would have them send a scout party. The Ghostlord is further in, though I can't say he'll be glad to see you."  Her smile turns into a wicked smirk, though it's hard to tell if it's at your expense, given that it doubles as a warning.

 "If I left he'd continue working for the Red Hand. My presence isn't required, it's just an encouragement to keep him on schedule. He couldn't risk turning against us, but if I wasn't here the deliveries might be more sporadic or not up to specification. If I'm the herdsman, I'm not here to keep him from running off a cliff, just to make sure he only grazes on grass and not on poisonous flowers that might taint the meat."  She answers Paul's analogy in kind.
Archemist
 "So your choice is clear,"  Polina says, picking up the whip.  "When we take you to see the Ghostlord, you can either agree to keep sending reports that all is well, or we find out what he'll do with you when he learns the Red Hand doesn't have his phylactery anymore." 
Amnestic
 "I'd much rather keep my head attached and my soul intact. Thank you for the offer. So long as you keep me alive, the Sendings can continue."  Her eyes flicker with curiosity as to the kernel of knowledge you've dropped, whether deliberately or accidentally.  "If you have it, then Saarvith must be dead? Goblin, big teeth, pet bird."  She offers a brief description, perhaps suspecting that you won't have exchanged names and pleasantries with the other Wyrmlords like you have with her.
J-H
 Paul 
Paul checks over the area to find anything that can be used to restrain their captive.  They probably don't want her coming along and being chatty with the Ghostlord.

 "By the way, how exactly do we reach the Ghostlord from here?  Any traps?" 
(they should make her walk in front until they're nearly to the undead's room)
Amnestic
 "So long as you don't go jumping down any holes or dousing yourself in fountain water there aren't any traps."  The woman takes a deep breath, evidently resigning herself to her fate.  "He's further in." 
With her at essentially swordpoint leading the way, she takes you through one of the other doors in the room with the spiral staircase. It leads into what appears to be a dissection chamber. The room contains a low stone slab of a table against one wall. Clotted blood and unidentifiable bits of tissue cling to the tabletop, filling the air with its cloying stench. A stone shelf above the table is cluttered with jars, vials, urns, and stained surgical instrument. To the immediate right of the table, a square pit opens in the floor into darkness, with blood splattered around the pit's rim. Your captive takes you through the room without a word, leading you further into a small hallway that curves around into a further hall.

This long chamber is awash in a sickly yellow light shining up from the glowing surface of a large pool of mustard coloured water. Some sort of large shape is floating inside the pool. The rim is made of dozens, perhaps hundreds, of lion's skulls that have been fused together with grey mortar. Shadowy alcoves line the north and south walls, and to the west of the sickly pool stands a fifteen-foot-tall statue of a rotting lion. The morbidly majestic figure's head reaches nearly to the ceiling. Within the alcoves are sickening undead creatures - humanoids with wicked toothy grins permanently etched into their taut, grey skin, and flailing tentacles attached haphazardly to their chest. A harsh, angry, hungry hiss from one urges the others to attention, but your captive remains in the front, and that seems to keep them from immediately striking.  "Bonedrinkers."  She says by way of explanation.  "If you don't provoke them, my presence should keep them from attacking."  She doesn't seem entirely certain of that fact, but since she's in front of you, she has little reason to lie. She'd be their first victim if she isn't telling true.

She motions for you to copy her movements, shifting horizontally around the room, never letting your eye contact cease with the half-dozen undead creatures that likewise never let their eager eyes fall away.

The wall she shuffles appears bare, but a secret button she presses has the stones swing aside.

The stones of the chamber inside are polished to a mirrorlike sheen. Intricate carvings of lions in their natural habitat adorn the walls, but unlike with the carvings elsewhere in the complex, the great cats depicted here are healthy and alive. The grandeur of nature is apparent in every aspect of the masterful carving, except for one lone figure in the southern wall. The lions on this wall recoil in horror from this human figure, whose face is downcast and whose arms, held palms out, hang limply at his side. At the figure's feet is a single dead lion cub. Stood, observing the carvings, leaning on an ancient staff of gnarled wood, is the hunched skeletal figure of the Ghostlord. Dressed in scratched and worn robes filled with holes and marred by age, the ancient lich turns its skeletal head still bearing the last remnants of brown-grey skin towards you. Rage, unrestrained, fills the pools it has in place of eyes. Fury at your captive.  "Come again to bother? Bother bother bother. The work continues. You will have your bodies. Intruders on my work. Thieves. Keeping me from my work."  Emotions flit in and out of the creature's voice - rage, weariness, sadness, ambivalence. So fast, it could only be a sign of madness.  "The work must continue. They stop the work. The work must continue. A distraction. Can't fight it. Must fight it. Can't. Can't. Can't." 

During all this, your captive remains silent, as if worried any word out of place might trigger the rage to disastrous results.
J-H
 Paul 
Paul steps slightly forwards.   "I'm a bit of a craftsman myself.  What is your work?  I am curious, and the Red Hand is probably not going to be bothering you much any more." 
Archemist
Polina stands silently behind Paul, while Rax lets out a menacing snap at the spellcaster captive, reminding her to behave. The goliath and blue dragon (Rax is just about as large as Polina is, now) make for quite the pair.
Amnestic
 "The work is the work."  A hand gestures past you, beyond your backs to where the undead still linger. Watching. Waiting.  "Always more to make. Always more to create. Always more to change and see and do. Red Hand,"  he says the words with not a little bit of disdain.  "distract and take! Take take take!"  His voice grows louder, more manic. He slams his stick into the stone cold ground, and for a moment it looks like he might truly move to strike at you.

The unbreathing lich freezes, as if captivated by a thought. He has no need to breathe, and so his bony form stands still as a statue.  "Can't stop the work. Have to keep working."  He turns away, almost as if forgetting you're even there.

Your captive says nothing, though from her expression his actions are not unexpected to her either.
J-H
 Paul 
Paul draws on his work with the jeweler.  The best, most enjoyable work is on a project you can feel, rather than boring repetitive work done to someone else's tastes...  "Is this the work you want, or is it the work you're forced to do?  A craftsman can't do his best if it's not a job that he feels good about... one that uses his craft well and in an enjoyable manner?  The Red Hand holds leverage over you, but we can remove that.  What will you do when freed from them?" 

Paul is trying to figure out what exactly the Ghost Lord is going to get up to.  If they're going to free him just to have him turn loose an army of undead in a decade, perhaps he shouldn't have the phylactery back.
Amnestic
An unearthly hiss, air passing through a dessicated windpipe, emerges from the lich's neck. He might be laughing.  "Stupid intruder, stupid mortal. Red Hand want to steal my work, but I would create without them. You bring my captor here and tell me you can remove them?"  Another hiss.  "Words are empty. Show me." 
J-H
 Paul 
 "The Red Hand no longer possesses your phylactery.  I believe that removes their ability to force you to do anything."   Paul pauses, giving a few moments for those words to sink in.   "Answer five questions truthfully and grant us a boon to strengthen us against the Red Hand, and your phylactery can be returned to your power." 

If the Ghostlord agrees, Paul will ask:
1.  Where does he get the parts for his undead?  Paul is trying to figure out if he's an active threat to the area.
2.  Is his purpose just to create undead forever, or does he have another goal in mind?
3.  What advice can he give about fighting against the Red Hand?
4 &amp; 5 are up for discussion amongst the party, but could include asking the Ghostlord to keep our captive prisoner locked up and alive for 3 months, with some sort of forfeit or price from him if she escapes.

For the boon, Paul's intent is for a useful magical item to help in battle, or a permanent magical enhancement (as the Permanency spell) or something else useful that is hopefully not a monkey's paw.

 
 Spoiler 

Persuasion modifier is not great!
G
 
Amnestic
You've clearly peaked the undead's curiosity, but there's a caution in his stance.  "Prove you have what you say, mortal. And that this isn't some-"  He snorts, a feat somehow possible despite his undead self.  "-trick. Cooked up by the Red Hand to test my 'loyalty'."  The last word is said with a scoff, his eyes again drifting to your captive, who keeps her silence and stoneface.
Archemist
Polina has no magic that would help convince the Ghostlord of anything... but she does say,  "The necklace is pretty, with lots of dangly bits with claws and teeth."

"Do you think it'd look good on me?"  she muses.
J-H
 Paul 
 "If you'll give me a few moments..."   Paul kneels down, unslinging his pack from where it was strapped tightly to the back of his armor.  Withdrawing a wooden cube and a stylus, he starts tapping at it while muttering.  After a couple of minutes, he turns the face of the cube he's been working on towards the Ghostlord, displaying a very pixellated picture of the lich's phylactery.
 "It looks like this. Do you have the ability to sense its presence, or at least how far away from you it is?  It is much closer than when the Hand held it." 
Amnestic
As you draw more and more of the phylactery's image into existence the Ghostlord's body shakes ever more, a silent expression of anger. He looks at you, and then your captive, and  Speaks  a word of utter death. The hobgoblin crumples to the floor and doesn't move, their eyes glassy and open with surprise at their sudden demise. There are no marks on her body, no wounds or injuries save the ones you gave her. She was alive. And then she wasn't.

 "If they don't have my phylactery, they're nothing. Nothing. Nothing. Just more materials. My work continues. My parts? Travellers. Nomads. Treasure hunters. Fools who tread my halls."  The implicit threat glimmers behind his empty eyesockets.  "Not your chatterbox to answer questions. Three, not five. Then my phylactery. Or maybe you stay forever. Left it nearby did you? In a safe place?"  Undeath has made expressions difficult to read, but a grim smile stretches the edges of his gaunt skin.  "Perfection is the goal. The perfect creature. Undying. Eternal. Strong. Smart. Ascendant. Yes,  ascendant ." 

On the question of how to fight the Red Hand, the Ghostlord proves less than useful.  "No battle commander. Kill their leaders, the rest will flee. Or maybe they won't."  He snorts, or what passes for a snort.  "Now. My phylactery. Where is it? Give it to me. Now. 
Archemist
 
 Originally Posted by Amnestic 
 She was alive. And then she wasn't.

On the question of how to fight the Red Hand, the Ghostlord proves less than useful.  "No battle commander. Kill their leaders, the rest will flee. Or maybe they won't."  He snorts, or what passes for a snort.  "Now. My phylactery. Where is it? Give it to me. Now.  
 

Polina recoils in shock at the Ghostlord killing the unarmed woman... but then again the Red Hand has it coming.  "No, you don't get it. WE have your phylactery. You'll get it back after the Red Hand are ALL gone. We're telling you so that you quit helping them. We all are going to leave safe and we'll return with your phylactery if you stay out of their stupid war.

"C'mon, Paul, can't you see he hasn't got anything to give us? You can't haggle with someone so unreasonable."  Polina turns to Rax.  "I think we're done here." 
Amnestic
Fury shakes the ancient lich, a motion that's mirrored by the half-dozen undead lurking at your back, surrounding you.  "Think me addled? Dumb?"  He hisses.  "Could kill you all like I did her. Drag the secret of the phylactery from your corpses, or scour the area to find it. Have plenty of time, plenty of servants, but you..."  A low chuckle replaces the fury.  "You're on a clock, like all mortals. Not got time to waste, already weakened by fighting the Red Hand. Return it and leave with your lives, or die." 
Archemist
 "Fine."  Polina seems annoyed at the change of plan.  "We're going, like I said. We'll bring it back - though for somebody who's got nothing but time, you're certainly impatient." 
Amnestic
 "My blooddrinkers will go with you."  The Ghotslord nods.  "As an esssscort, and to take possession of the phylactery."  He taps his stave on the cold stone ground twice, and the ambling undead who had kept their distance immediately snap to attention, no longer slavering or hissing. Instead, they seem perfectly obedient soldiers, ready to carry out the Ghostlord's command.
J-H
 Paul 
 "An observer or two is reasonable.  Six is too much, especially if they get hungry once they're away from your direct control.  You don't want us to get accidentally eaten before you get what you want, do you?" 
Amnestic
 "My creations will act as I desire. Not a negotiation. Only reason to ask for less is a double cross."  The Ghostlord replies, short, and to the point.
Amnestic
With your acceptance - reluctant or otherwise - you proceed back the way you came. When you return to the central room with the spiral staircase, a wall slides open on the south side of the room, revealing a tunnel, one which the blood drinkers herd you towards. As you pass through, the spectral maws of ghostly lions appear along the rough hewn walls, ones that would have leapt out against any trespasser, but under the auspice of the Ghostlord's 'protection' you are allowed to pass freely. The tunnel leads around in a curve, bending back round - through another secret door - to reach the nest that rested beneath the great lion's head, which you first investigated.

From there, you lead the blooddrinkers back to where the phylactery is buried, and are forced, under threat of combat, to make the decision.
J-H
 Paul 

The group leads the undead to the hiding place, moving just enough dirt to start revealing its location to within a few inches.   "There it is,"  said Paul.   "We'll be going now." 

He keeps a close eye on the undead and his wand in hand as they move away.  The Red Hand has been denied a resource, but not in a way that feels like a success.
Amnestic
The undead creatures hiss and snarl a bit, but ultimately their orders are followed. They take the phylactery, and return back to the Ghostlord's lair with it in hand. Though it might not have gone quite as intended or hoped, you have nevertheless severed a key alliance with the Red Hand and defeated another Wyrmlord in the process. With your task successful, you proceed back through the stinging thorns and cutting vines, back across the sandy dunes and dusty plains, back across pain and suffering until eventually, finally, you reach verdant nature once more.

 Day 25 

Your round trip in the Thornwastes took nearly a week, all told, and when you return to the Elsir Vale you find it much the same. The sole major difference is that you know that the Red Hand legion, with its thousands of soldiers, is that much closer to its destination.

 
 Spoiler: OOC 

For "defeating" the blood drinkers, which would have been a Hard encounter, you receive  12  experience points.
For "defeating" the Ghostlord, which would have been a Deadly encounter, you receive  15  experience points. I guess you get to double dip if you do go back and kill him at a later date.

For resolving the matter of the Ghostlord's support of the Red Hand, you receive a further  20  experience points.

For a sum total of  47  experience points earned. I believe the last tally I saw had you at 76/100, which should mean a  level up  to  8th level  (23/100).

I'm mostly finishing the post here to allow you to fix your new levels, but there'll be a further one coming. With your level up, Trellara also is a bit sturdier, attaining 6th level in Sword's Bard.

Trellara's Updated Statblock (Extra Attack, +1 3rd slot, Countercharm):-
 
 Spoiler 
Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 44 (6d8+6)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Extra Attack
Countercharm
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (2 /3  slots): mass healing word, Sending, Plant Growth
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 

 
Archemist
Polina, like Paul, is not happy about closing the chapter on the Ghostlord without having put his head on a spike somewhere.  "That much power is... too much,"  she says somberly.

She alternates riding along on Rax and just walking with the others when Rax needs a break. She asks Trellara if there's been any news on the progress of the Red Hand from the elves. They compare notes on combat styles but really the only thing Polina learns is how to better avoid plants. Plants! Sure, they're annoying, but Polina was already pretty good at wading through whatever was in her way and using her axe to make a path.

She admires the caster's whip and appreciates its... style.  "There's nothing so good as my ol' axe, for sure. But this,"  she says smiling,  "makes people think again. And it crackles like Rax, so we match."   Polina pats the dragon's head affectionately despite the fact he's now bigger than she is.
Amnestic
 Day 25, Evening 

As you head east, pressing across the far kinder wilderness than that of the Thornwastes, you reach the end of your day, with the sun dipped beneath the western sky. You come across a farmhouse, a trio of small buildings surrounded by yet-untouched produce and grains. Its occupants, and any cattle, appear to have long since evacuated, as it is deserted. As fine a choice as any for a resting place - and with some proper beds for once - you get yourself ready for the night's rest.

Barely moments after you set out your bedrolls, you hear the screaming of arrows soaring through the air from outside, fast approaching. From inside the building you're safe, but that safety lasts only for a moment. The arrows impact the building of stone, wood, and straw, and the latter two prove to be its undoing. Flames carried by the arrows swiftly begin to swallow the farmhouse, running in rivulets of scorching fire up across. Black smoke chokes your lungs, urging you out, urging you right into the waiting arrows of the attackers that had approached under cover of stealth and night.

 
 Spoiler: Map 

 

The building is on fire. Anyone starting their turn inside its flames needs to make a DC12 consave or choke that turn, losing their action. Anyone ending their turn in its flames takes 1d12 fire damage.

Anything more than 20ft from the fiery farmhouse is  Darkness , and visually needs to be treated as such for targeting creatures etc.

Polina is up first.

 Initiative:- 
Polina:(1d20)[20]

H:(1d20)[15]

Ayalla: (1d20)[14]
Trellara:(1d20)[12]
Leif:(1d20)[7]
Paul: (1d20+1)[6]

B: (1d20)[5]
 
Archemist
Polina and Rax shrug off the effects of the smoke, choosing to rush outside to the clear night air.

With her darkvision she can just barely make out a large creature in the western field, and she heads that way. As she runs up to the gate, she marks the creature with her hunting spell and pulls out her new whip.

Polina and Rax focus on staying low and dodging arrows until they can get a better sense of the enemy. Polina calls to the others,  "They're out thisaways, come join me!" 
 
 Spoiler: OOC - Hunter's Mark, Dodge 
Polina and Rax move 30'/40' west, ending up adjacent at the opening in the fence. Both are using the Dodge Action and Polina uses a Bonus Action to cast Hunter's Mark on the large thing in the field. She has darkvision 60' and has not ignited the whip yet.
 
Amnestic
Polina and Rax rush outside, escaping the worst of the flames. Through the gloom she spots three hobgoblin archers, with more on the far side of the house. Accompanying them are massive lupine creatures with the faces of goblins - barghests, shapechanger fiends from the hells that often utilised their inherent magical abilities in order to lay ambushes against foes to take them by surprise. The archers raise their bows again, loosing another volley of flame arrows, though these do not target the recently escaped Polina, but instead the house, making the flames burn all the hotter.

 
 Spoiler: Map 

 

On their turn, the hobgoblins shoot fire arrows at the building again to make it worse. The consave DC increases to 14. The damage of the fire increases to 2d8.

Anything more than 20ft from the fiery farmhouse is  Darkness , and visually needs to be treated as such for targeting creatures etc.

Everyone except Polina is up.

 Initiative:- 
Polina:(1d20)[20]

H:(1d20)[15]

Ayalla: (1d20)[14]
Trellara:(1d20)[12]
Leif:(1d20)[7]
Paul: (1d20+1)[6]

B: (1d20)[5]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 59/59 
 PPer: 14 PInv: 19 PIst: 11  
 Conditions: -- 
 Concentrating: Call Lightning 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul rushes out of the farmhouse.  Although coughing, his darkvision allows him to spot the closest barghest.  He points his new staff at it and thunder rumbles.  As lightning flashes down, he flops prone behind a fence.

 
 Spoiler 

Move 40' to end up prone behind the fence/gate 10' west of Rax.
Call Lightning, targeting the Barghest.   (3d10)[ 15 ] + (1d8)[ 1 ]  lightning damage, Dex DC 16 half.
Barghest Dex  (1d20)[ 3 ] +??
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 51/51, HD: 8/8, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3, 4th: 1/2
Wuffles IV (Wolf Familiar)
HP: 46/46, HD: 8/8, AC: 17
 
 
 
  
Ayalla manages to escape from the building without breathing in much of the smoke. Seeing the group outside the door she calls down a wintery storm.

 
 Spoiler: OOC 
Ayalla Constitution Save rolled on Discord: 19
Wuffles Constitution Save rolled on Discord: 7

Ayalla moves out of the building a casts Ice Storm on the group on the top left, 20-foot-radius x 40-foot-high cylinder,  (2d8)[ 3 ]  bludgeoning +  (4d6)[ 15 ]  cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.
DC 16 Dex saves  (1d20)[ 2 ] ,  (1d20)[ 16 ] ,  (1d20)[ 14 ] ,  (1d20)[ 7 ] 

Wuffles will move outside but looses his action.
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 8 
 AC:  17  | HP:  64/64
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  3/3  | 4th:  2/2
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph, Summon Elemental

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  None
 Conditions:  None  
 
  

Leif is overcome with panic and coughing as she struggles to breathe, but she escapes the building nonetheless and follows after Polina.
Amnestic
The party stumbles from the enflamed house, a pair of stormy spells detonating against against the barghest and its surround archers. Two hobgoblins immediately fall, while the other remains barely standing. The barghests break from their cover, and charge in. One targets Paul, leaping upon the prone artificer for a critical strike. A second targets Trellara, unable to reach with fang and claw and instead conjuring up a magical Suggestion of  "Don't you think you should put that fire out?"  The magic wraps her in its enchanting grip, and it seems that so long as the spell is maintained, she will be of little help in the fight.

A third makes its appearance from the barn, cloaked in shadow magic. It breaks through the darkness to leap onto Leif, narrowly managing to scrape her with its own fangs.


 
 Spoiler: Map 

 

Failed save vs. Call Lightning from Paul.
Barghest and one hob succeed vs. Ice Storm. The other two die.
Trellara fails her consave.

Polina's up.

NE Barghest moves in from the right side, and  Suggests  that Trellara go put out the fire. There's a well to the south, so that's what she's going to be doing until concentration breaks.
NW Barghest moves in and  Crits  Paul, for  26  bite damage.
And a third appears from the barn, having hidden there with Pass Without Trace, and narrowly hits Leif for  16  bite damage.

Polina and Rax are up.

 Initiative:- 
Polina:(1d20)[20]

H:(1d20)[15]

Ayalla: (1d20)[14]
Trellara:(1d20)[12]
Leif:(1d20)[7]
Paul: (1d20+1)[6]

B: (1d20)[5]
 
Archemist
Polina is in her element, surrounded by foes as usual. She steps forward, cracks the whip to life and then strikes twice at the barghest who'd targeted Paul.

She whistles a signal to Rax, who moves north to intercept the one on the right.

 
 Spoiler: Whip attacks, Rax Dodge 
Polina moves 5' southwest. BA activate the whip.
Whip attacks (10' reach) on the barghest by Paul:
 (1d20+8)[ 27 ]  for  (1d4+5)[ 6 ]  plus  (1d6)[ 4 ]  Hunter's Mark slashing and  (2d6)[ 11 ]  lightning.
And again:  (1d20+8)[ 20 ]  for  (1d4+5)[ 8 ]  plus  (1d6)[ 4 ]  Hunter's Mark slashing and  (2d6)[ 7 ]  lightning.


Rax moves north-northeast 20' to the spot diagonally adjacent to that barghest and Dodges. He saves his reaction for an AoO.
 
Amnestic
Polina's whip cracks out with two electrified slashes across the furred goblinoid shapeshifter fiend's back, and though the leather cuts deep the electric shocks only seem of marginal effectiveness. The remaining hobgoblin, having lost two of his comrades, fires a flaming arrow at Ayalla in retaliation which narrowly grazes her, but grazes nonetheless. The others all dash to get a better angle for their own archeries.

 
 Spoiler: Map 

 

Barghests are resistant to lightning damage, as it turns out, so it only Polina only deals  30  total to the barghest, instead of 40. It's still enough to severely bloody it though.

One hobgoblin of the trio on the northwest shoots at Ayalla, and hits for  2  piercing and  2  fire damage - low-rolled!

The other three dash to reposition now that melee has been joined.

As a reminder, if Ayalla doesn't break the northern Barghest's Concentration on Suggestion, then Trellara's turn will be dashing south to the well, but otherwise everyone except Polina is up.


 Initiative:- 
Polina:(1d20)[20]

H:(1d20)[15]

Ayalla: (1d20)[14]
Trellara:(1d20)[12]
Leif:(1d20)[7]
Paul: (1d20+1)[6]

B: (1d20)[5]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 33/59 
 PPer: 14 PInv: 19 PIst: 11  
 Conditions: -- 
 Concentrating: Call Lightning 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul calls down a bolt of lightning on the Barghest.  If it goes down, he'll move 25' south to put his back to the barn wall.
 
 Spoiler 

 (3d10)[ 12 ] + (1d8)[ 3 ]  lightning damage, Dex DC 16 half.
Barghest  (1d20)[ 14 ] +??
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 8 
 AC:  17  | HP:  48/64
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  3/3  | 4th:  1/2
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph, Summon Elemental

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  None
 Concentrating:  Summon Elemental
 Conditions:  None  
 
  

Leif places her hand on the ground and a glyph appears before her and, from it, a mighty elemental of fire springs to life. It slams into the barghest next to Leif.

 
 Spoiler 
Fire Elemental (HP: 50/50, AC: 15) uses multiattack vs barghest.

To hit:  (1d20+9)[ 21 ] , to damage:  (1d10+8)[ 17 ]  fire damage.
To hit:  (1d20+9)[ 20 ] , to damage:  (1d10+8)[ 11 ]  fire damage.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 47/51, HD: 8/8, AC: 15, Resistance: Lightning
Conditions: Concentration (Spirit Guardians)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3, 4th: 1/2
Wuffles IV (Wolf Familiar)
HP: 46/46, HD: 8/8, AC: 17
 
 
 
  
Ayalla takes a step to the west and call to the spirits for help.

 
 Spoiler: OOC 
Move 5 ft so that two of the barghest are in the spell radius. Wuffles will attack the one to the south.
Cast Spirit Guardians: 15 ft radius DC 16 Wisdom save  (1d20)[ 17 ] ,  (1d20)[ 5 ]  or take  (3d8)[ 14 ]  radiant damage, half on successful save.
Bite:  (1d20+7)[ 22 ] , piercing damage  (2d4+4)[ 9 ] , if the target is a creature, it must succeed on a DC 16 Strength saving throw  (1d20)[ 17 ]  or be knocked prone.
Advantage  (1d20+7)[ 17 ]  (Pack Tactics)
 
Amnestic
The trio of fiends close in close. Though they suffer under a jolt of lightning, radiant spirits, and a fire elementals strikes, they press on. Their fiendish resilience means that they suffer only partially from the attacks. Paul narrowly manages to dodge away from a bite, but Ayalla and Leif are less lucky, both taking painful chomps in the process.

Trellara, unfortunately, remains under the sway of Suggestion, and darts away to start drawing water from the well.

 
 Spoiler: Map 

 

One fail/one success vs. Spirit Guardians. Wuffles hit, though his damage is also resisted due to being nonmagical I believe.
Trellara dashes away, the Barghests let her go.
Two hits with fire elemental, but damage resisted.
Successful save vs. Call Lightning

North Barghest runs to attack Ayalla, fails save vs. Spirit Guardians for  13 . Concentration on Suggestion remained intact (14+mods). Attacks Ayalla and hits for  16 . This provokes a Rax OA if it wants to take it.
South Barghest attacks Leif, hits for also  16 
West Barghest attacks Paul, and misses.

Please roll concentration for any active spells if you took damage. West Barghest is very close to dead. Closer than last turn certainly!

 Initiative:- 
Polina:(1d20)[20]

H:(1d20)[15]

Ayalla: (1d20)[14]
Trellara:(1d20)[12]
Leif:(1d20)[7]
Paul: (1d20+1)[6]

B: (1d20)[5]
 
Archemist
Polina grunts in frustration that the fiends are shrugging off the lightning from her new toy. She continues with her assault, though, and encourages Rax.  "Try again! Go for the knees!" 

She works on finishing off the one near Paul and then strikes at the one near Leif if the first goes down.

 
 Spoiler: OOC - Attacks and Rax 
Rax moves into a flanking position with Polina, across from the northern Barghest. He uses his reaction to help out on Polina's attack this round:

Polina whip on barghest near Paul:  (1d20+8)[ 13 ]  for  (1d4+5)[ 9 ]  and  (1d6)[ 3 ]  slashing (Hunter's Mark) plus  (2d6)[ 7 ]  and  (1d6)[ 4 ]  lightning (Rax's aura adds to one attack per round)
and again:  (1d20+8)[ 17 ]  for  (1d4+5)[ 9 ]  and  (1d6)[ 5 ]  slashing (Hunter's Mark) plus  (2d6)[ 2 ]  lightning (Rax's aura adds to one attack per round)

Rax's attack on northern barghest:  (1d20+6)[ 16 ]  for  (1d6+3)[ 8 ]  and plus  (1d6)[ 5 ]  lightning
 
Amnestic
The fiendish beast ducks away from the first whip strike, but the second cracks over its head and tears a chunk from its face. The shock from the shock, resisted though it might have been, is enough to spell its end. Rax's bite, flanked though it is, is narrowly avoided.

The four remaining archers finish repositioning and unleash a volley of arrows against the party. Paul and Polina manage to duck away from them, but Ayalla and Rax get caught by them, taking some serious wounds in the process.


 
 Spoiler: Map 

 

Polina misses once and then hits the second time, finishing off the western barghest.
Rax  narrowly  misses.


The hobs reposition and fire four arrows at different targets. Paul and Polina are missed, but Ayalla gets hit for  12  piercing (due to Martial Advantage) and  3  fire. Rax gets  crit  for  24  piercing and  6  fire.

Everyone except Polina is up. Currently, the N.Barghest's concentration on Suggestion is still intact. Don't forget concentration saves on Spirit Guardians and Summon Elemental.

 Initiative:- 
Polina:(1d20)[20]

H:(1d20)[15]

Ayalla: (1d20)[14]
Trellara:(1d20)[12]
Leif:(1d20)[7]
Paul: (1d20+1)[6]

B: (1d20)[5]
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 8 
 AC:  17  | HP:  32/64
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  2/3  | 4th:  1/2
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph, Summon Elemental

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  None
 Concentrating:  Summon Elemental
 Conditions:  None  
 
  

Leif and the elemental she summoned continue their assault.

 
 Spoiler 
Cast Scorching Ray vs Barghest 10ft from Leif, upcast to third level.

To hit:  (1d20+8)[ 10 ] , to damage:  (2d6)[ 6 ][ 5 ](11)  fire damage*.
To hit:  (1d20+8)[ 9 ] , to damage:  (2d6)[ 5 ][ 6 ](11)  fire damage*.
To hit:  (1d20+8)[ 10 ] , to damage:  (2d6)[ 6 ][ 4 ](10)  fire damage*.
To hit:  (1d20+8)[ 17 ] , to damage:  (2d6)[ 5 ][ 1 ](6)  fire damage*.

  * ignore fire resistance and treat 1s as 2s  

If the Barghest dies before all four Scorching Rays hit, target one of the goblins instead.
_________

Fire Elemental (HP: 50/50, AC: 15) uses multiattack vs barghest.

To hit:  (1d20+8)[ 21 ] , to damage:  (1d10+8)[ 14 ]  fire damage.
To hit:  (1d20+8)[ 26 ] , to damage:  (1d10+8)[ 9 ]  fire damage.
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 33/59 
 PPer: 14 PInv: 19 PIst: 11  
 Conditions: -- 
 Concentrating: Call Lightning 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Free from immediate attack, Paul uses the magic of the staff to cause a localized imbalance in the magnetic field, resulting in a lightning strike against the only hobgoblin archer to the northwest.  He moves to put the flaming house between himself and the other archers.

 
 Spoiler 

Finish off NW guy, move 3 down/2 left, which keeps me within the aura.
 (3d10)[ 21 ] + (1d8)[ 8 ]  lightning, Dex DC 16 half.
Hob save  (1d20)[ 2 ] +??
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 36/51, HD: 8/8, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 2/3, 3rd: 2/3, 4th: 1/2
Wuffles IV (Wolf Familiar)
HP: 46/46, HD: 8/8, AC: 17
 
 
 
  
 
 Spoiler: OOC 
Casting cure wounds on self with 3nd level spell slot.
Cure Wounds:  (2d8+5)[ 20 ] 
Bite:  (1d20+7)[ 9 ] , piercing damage  (2d4+4)[ 9 ] , if the target is a creature, it must succeed on a DC 16 Strength saving throw  (1d20)[ 19 ]  or be knocked prone.
Advantage  (1d20+7)[ 26 ]  (Pack Tactics)
 
Amnestic
Wuffles, Leif, and her elemental tear into the southern barghest, who flinches back under the onslaught. With wounds peppering its hide, it roars in defiance, and then vanishes from the battlefield, slipping away to who-knows-where. The remaining fiend matches Ayalla's heal-for-bite. Paul slips away from the body of the dead one, and blasts the remaining northwestern hob with lightning. A flash breaks from the clouds, and when you blink away the light there's nothing but a scorched body lying on the ground in its wake.

 
 Spoiler: Map 

 

Ayalla heals herself, Wuffles hits.
Trellara remains Suggested, fills a bucket of water and moves back towards the house.
All but one of Leif's rays miss, but the flame elemental hits.  The south barghest is bloodied.
Paul's lightning kills the NW hob, leaving three remaining.

The south barghest casts Dimension Door, and exits the battlefield.
The north barghest bites Ayalla again, hitting for 15.

Polina's up.

 Initiative:- 
Polina:(1d20)[20]

H:(1d20)[15]

Ayalla: (1d20)[14]
Trellara:(1d20)[12]
Leif:(1d20)[7]
Paul: (1d20+1)[6]

B: (1d20)[5]
 
Archemist
Polina sees Ayalla taking a big hit. She can't see a good way to push Ayalla out of the way so Polina just strikes at the barghest, motioning Rax to do the same.

 
 Spoiler: OOC - attacks 

 (1d20+8)[ 9 ]  misses    (2d6)[ 7 ]  lightning. 
Polina's second attack, whip vs barghest:  (1d20+8)[ 26 ]  to hit, slashing damage rolled in discord since I forgot to put it in and  (2d6)[ 7 ]  and  (1d6)[ 4 ]  lightning (from Rax's aura).

Rax's bite attack:  (1d20+6)[ 8 ]  for  (1d6+3)[ 9 ]  piercing and  (1d6)[ 3 ]  lightning.
 
Amnestic
Polina's whip cracks out once more, and while the first is evaded the second lands, shattering the Barghest's concentration. Trellara springs into action just as another volley of fire arrows land around you, with just one striking Rax. The freed-singer retaliates with a cacophony of noise that immediately has ones brains oozing out of their ears, though the other two maintain their skull's integrity.

 
 Spoiler: Map 

 

Alas, just one hit from Polina. It did break Suggestion's concentration though, so Trellara's back on the field to help on her next turn.

The three hobs shoot another three fire arrows. They miss Polina and Ayalla, and hit Rax for  14  piercing and  1  fire. I believe this is, exactly, lethal damage to kill him?

I took Trellara's turn before Ayalla's since I didn't expect Ayalla's turn to interfere with Trellara's - she Shattered the hobs, killing one and bloodying the two that made their saving throws.

Everyone but Polina is up.

 Initiative:- 
Polina:(1d20)[20]

H:(1d20)[15]

Ayalla: (1d20)[14]
Trellara:(1d20)[12]
Leif:(1d20)[7]
Paul: (1d20+1)[6]

B: (1d20)[5]
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 8 
 AC:  17  | HP:  32/64
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  1/3  | 4th:  1/2
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph, Summon Elemental

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  None
 Concentrating:  Summon Elemental
 Conditions:  None  
 
  

Leif sends the elemental to the final barghest and turns her own attention to the archers.

 
 Spoiler 
Cast Scorching Ray vs goblin archers, upcast to third level.

To hit:  (1d20+8)[ 25 ] , to damage:  (2d6)[ 3 ][ 3 ](6)  fire damage*.
To hit:  (1d20+8)[ 27 ] , to damage:  (2d6)[ 4 ][ 1 ](5)  fire damage*.
To hit:  (1d20+8)[ 27 ] , to damage:  (2d6)[ 1 ][ 2 ](3)  fire damage*.
To hit:  (1d20+8)[ 26 ] , to damage:  (2d6)[ 1 ][ 1 ](2)  fire damage*.

  * ignore fire resistance and treat 1s as 2s  

If one of the goblins die mid-attack, switch targets to the other.
_________

Fire Elemental (HP: 50/50, AC: 15) moves four squares north and uses multiattack vs barghest.

To hit:  (1d20+8)[ 22 ] , to damage:  (1d10+8)[ 11 ]  fire damage.
To hit:  (1d20+8)[ 28 ] , to damage:  (1d10+8)[ 12 ]  fire damage.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 21/51, HD: 8/8, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 2/3, 3rd: 2/3, 4th: 1/2
Wuffles IV (Wolf Familiar)
HP: 46/46, HD: 8/8, AC: 17
 
 
 
  
 
 Spoiler: OOC 
Ayalla will disengage and moves over next to Paul.
Bite:  (1d20+7)[ 27 ] , piercing damage  (2d4+4)[ 11 ] , if the target is a creature, it must succeed on a DC 16 Strength saving throw  (1d20)[ 17 ]  or be knocked prone.
Advantage  (1d20+7)[ 27 ]  (Pack Tactics)
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 33/59 
 PPer: 14 PInv: 19 PIst: 11  
 Conditions: -- 
 Concentrating: Call Lightning 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  
 "Good work, only one of these fiends left!"   Paul shouts.  He aims his staff at the last one, and lightning strikes again.
 
 Spoiler 

CL with resistance is still about as good as any of my spell options.
 (3d10)[ 18 ] + (1d8)[ 4 ]  lightning damage, Dex DC 16 half
Barghest save  (1d20)[ 20 ]  + resistance
 
Amnestic
With his allies cut down, only him remaining, and surrounded, the bloodied and battered barghest leaps through a dimension door and follows its companion. You're left with corpses and ash, as the farmhouse burns to its timbers, far beyond saving at this point.

 
 Spoiler: OOC 

Combat concluded!

This was a  Medium  encounter for your level, so  8  experience points gained. You also loot a total of 35 Fire Arrows (+1d6 fire on hit) from the dead hobs if anyone wants to claim them. If not, Trellara could add them to her repertoire when she's not Trollslaying Daggering people.

There'll be a long rest now, but then you're back on the road for the next day, there'll probably be a further post later tonight from me to keep stuff moving.
 
Amnestic
 
 Spoiler: OOC 

Long rest acquired.
 

 Day 28, Midday 

After resting, for the night in one of the  other  buildings that the Red Hand  hadn't  burnt down, you keep heading east, back towards the city, back towards the Red Hand Army, looking to get ahead of it, and maybe interfere with some of their progress on the way. During the two and a a half days travel you contend with a few scouts here and there, a roaming raiding party, but nothing with noting. What you fight are the dregs left behind, sent to pillage at will while the core presses on.

Shortly after midday, you crest a small hill and spy trouble ahead. In the shade of a tree-covered hill, a two horse wagon has been ravaged and ransacked. Small goblins clamber nearby, shouting in wicked glee, while a pair of hulking two head monsters roar and shout at the goblins. You think you can make out a couple of motionless bodies in surcoats of blue and white lying on the road. The massive ettins spot you as you approach, and roar at you in what is clearly a warning to leave.

 
 Spoiler: Map 

 

Polina gets a jump on initiative again.

 Initiative:- 
Polina: (1d20)[20]  (1d20)[18] 

G: (1d20)[15]

E: (1d20)[10]

Trellara: (1d20)[13]
Leif: (1d20)[13]
Paul: (1d20+1)[10]

E: (1d20)[10]

Ayalla: (1d20)[9]
 
Archemist
Polina enjoys a nice rest camping under the stars instead of in a burning farmhouse. She performs a ritual you've seen a couple times now, involving some dragon scales and this time a bit of ash from the farmhouse - and Rax swoops in, good as new, though this time rocking red scales instead of his usual blue. Polina appreciates his new colors and tells Rax,  "If they try that again, next time you'll be in your element." 
 
 Spoiler: OOC 
Rax is now a Fire type dragon and both he and Polina have Fire resistance instead of lightning.
 


The next day, Polina is riding on Rax when they spot the goblins and overturned cart up ahead. She cautions the group to stay back -  "Looks like more up ahead, lets see if a few will come to us and save us the trouble."  She calls to the ettins some insults in the Goblin language:  "Hey four-eyes! Quit making out with yourselves and come fight me! Pick which head is uglier and I'll get rid of it for you!" 

She paces back and forth on Rax as she yells at them with her magically-enhanced voice. She casts  Hunter's Mark  on the closer ettin as well.

 
 Spoiler: OOC - spells 
Thaumaturgy makes Polina's insults boom 3x volume, and Hunter's Mark is a Bonus Action so I think this is the case where two spells can be fit in one round (one BA, one cantrip). She and Rax only end up advancing a square or so from where they've started.
 
Amnestic
The goblins respond to Polina's taunts with a shower of projectiles, but distance and lack of skill on their part means they all fall short of causing any damage. Trellara replies with a pair of her own at the nearest ettin, firing with a flourish that sees both land into thick flesh.


 
 Spoiler: Map 

 

The goblins barrage you with arrows (from the hill) and slingshots (from the ground), but they all miss. RIP.

On Trellara's turn, she fires a pair of shouts at the southern Ettin, activating defensive flourish when she does so, for a total of  18  damage and +3 AC.

Leif and Paul are up.

 Initiative:- 
Polina: (1d20)[20]  (1d20)[18] 

G: (1d20)[15]


Trellara: (1d20)[13]
Leif: (1d20)[13]
Paul: (1d20+1)[10]

E: (1d20)[10]

Ayalla: (1d20)[9]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 59/59 
 PPer: 14 PInv: 19 PIst: 11  
 Conditions: -- 
 Concentrating: Call Lightning 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul activates the runic tube strapped to his armor.  The opening facing forward glows purple as it lights up with a low hum.  It flashes, discharging a projectile at the closest ettin.
 
 Spoiler 

BA: Eldritch Cannon  (1d20+9)[ 16 ]  for  (2d8)[ 3 ]  force and a 5' pushback

Step 5' south
 

 "Only two big ones, but let's watch out for the arrows." 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 8 
 AC:  17  | HP:  64/64
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  2/3  | 4th:  2/2
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph, Summon Elemental

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  None
 Concentrating:  None
 Conditions:  None  
 
  

"Really?" Leif calls out to their foes, "If we're going to aim things at each other at least aim something a little  bigger ."

 
 Spoiler 
Cast Fireball, aimed at the two ettins and the two goblins.  (8d6)[ 5 ][ 4 ][ 1 ][ 1 ][ 3 ][ 2 ][ 4 ][ 3 ](23)  fire damage*, DC 17 dex save for half.
  * ignore fire resistance and 1s are treated as 2s  

Ettin #1 dex save:  (1d20)[ 19 ]  plus mods.
Ettin #2 dex save:  (1d20)[ 5 ]  plus mods.
Goblin #1 dex save:  (1d20)[ 8 ]  plus mods.
Goblin #2 dex save:  (1d20)[ 19 ]  plus mods.
 
Amnestic
The cannon blast does push one of the ogres back slightly, and the follow up fireball wipes two of the goblins off the face of the battlefield, but it does shatter the cart, and the chest that was on top of it. Gold spills from the broken container, spilling coinage in a waterfall of aurum sparkles. The two massive ettins, wielding axe and mace in both hands, roar with anger and charge into the thick of your party.

 
 Spoiler: Map 

 

Cannon hits for 3, Fireball kills the two goblins in the area, breaks open a chest full of gold, and bloodies the south ettin.

The ettins both  Dash  into melee.

Ayalla and Polina are now up.

 Initiative:- 
Polina: (1d20)[20]  (1d20)[18] 

G: (1d20)[15]


Trellara: (1d20)[13]
Leif: (1d20)[13]
Paul: (1d20+1)[10]

E: (1d20)[10]

Ayalla: (1d20)[9]
 
Archemist
Polina tears wholeheartedly at the marked ettin as it arrives, with a bright crack of the whip and Rax just snapping his jaws eagerly with sparks of fire as he maneuvers out from between the two ettins.

 
 Spoiler: OOC - attacks 
BA to activate the whip and action: attack the Hunter's Mark'd ettin to the north:

 (1d20+8)[ 21 ]  for  (1d4+5)[ 7 ]  slashing and  (2d6)[ 6 ]  lightning, plus  (1d6)[ 6 ]  fire from Rax's aura and  (1d6)[ 4 ]  slashing from Hunter's Mark.
2nd attack:  (1d20+8)[ 23 ]  for  (1d4+5)[ 8 ]  slashing and  (2d6)[ 12 ]  lightning, plus  (1d6)[ 4 ]  slashing from Hunter's Mark.

Rax Dodges and moves northeast 1 square diagonally, which should provoke an AoO from the South ettin.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 51/51, HD: 8/8, AC: 15, Resistance: Lightning
Conditions: Concentration (Stardust)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3, 4th: 2/2
Wuffles IV (Wolf Familiar)
HP: 46/46, HD: 8/8, AC: 17
 
 
 
  
Not wanting to face the ettin toe to toe, Ayalla covers it in stardust.
 
 Spoiler: OOC 
Stardust: As an action, you can cause stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as would a candle, and it cannot benefit from concealment or any invisibility effects. The creature has disadvantage on attack rolls and sight-based Perception checks. This effect lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). Sightless creatures cannot get disadvantage from this ability.

Bite:  (1d20+7)[ 27 ] , piercing damage  (2d4+4)[ 9 ] , if the target is a creature, it must succeed on a DC 16 Strength saving throw  (1d20)[ 3 ]  or be knocked prone.
Advantage  (1d20+7)[ 20 ]  (Pack Tactics)
 
Amnestic
The starry enchantment wraps around all four of the ettin's eyes, knocking him off balance such that when Wuffles leaps at it, it falls to the ground with a pained cry, made worse by two hefty whipcracks from Polina. Another barrage of arrows and stones comes your way, and one seems guided by fate more than skill, finding a critical gap in Polina's armour. Trellara lashes out twice with her dagger, but the short blade skitters over thick hide with the first stab. The second draws blood though.

 
 Spoiler: Map 

 

Wuffles crits, and prones the north ettin. Advantage from it doesn't change Polina's attacks though.
Polina hits twice, knocking north etting to single digits. OA from south ettin misses.

Goblins fire another barrage. One arrow  crits  Polina for  8  piercing. The rest miss.

Trellara attacks twice with her dagger, hits once, for  9  piercing (with Defensive flourish) and  1  fire. She then grants Paul a BI dice (D8).

Leif and Paul are up. North ettin on single digits. South ettin bloodied but not quite as bad. South Ettin's reaction has already been expended so Paul can move freely without provoking.

 Initiative:- 
Polina: (1d20)[20]  (1d20)[18] 

G: (1d20)[15]


Trellara: (1d20)[13]
Leif: (1d20)[13]
Paul: (1d20+1)[10]

E: (1d20)[10]

Ayalla: (1d20)[9]
 
Infernally Clay
[QUOTE=Infernally Clay;26061360]      
  Leif Fochlucan 
  Tiefling Wildfire Druid 8 
 AC:  17  | HP:  64/64
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  2/3  | 4th:  2/2
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph, Summon Elemental

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  None
 Concentrating:  None
 Conditions:  None  
 
  

With the two ettins right next to Leif, she chants words that seem to make the Staff of Life grow sturdier and stronger. She then gives the more injured of the two ettins a good whack.

 
 Spoiler 
Cast Shillelagh, then attack northern ettin. To hit:  (1d20+8)[ 25 ] , to damage:  (1d8+5)[ 10 ]  bludgeoning damage.
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 59/59 
 PPer: 14 PInv: 19 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

"C'mon, big guy."  Paul backs up slightly, but raises his shield, hoping to distract the ettin from Trellara.  He fires his shoulder beam and a fire bolt at it.

 
 Spoiler 

Move 5' west
Fire bolt w/ Arcane cannon bonus  (1d20+9)[ 12 ]  for  (2d10)[ 14 ] + (1d8)[ 5 ]  fire damage
Eldritch Cannon  (1d20+9)[ 12 ]  for  (2d8)[ 9 ]  force and a 5' pushback
 
Amnestic
The good whack proves sufficient to overcome what remains of the ettin's mind, and it collapses into death from Leif's strike. Paul's two-for blast only narrowly strikes their two-headed foe, but narrowly hit is still a hit. They remain standing, although they're clearly only moments from joining their friend. They lash out in a rage, completely flubbing a strike against Trellara but hitting Leif with their massive battleaxe.

 
 Spoiler: Map 

 

Leif finishes off North Ettin, and Paul drops South to single digits.
It attacks Leif, hitting for  13  slashing.

Ayalla and Polina are up.

 Initiative:- 
Polina: (1d20)[20]  (1d20)[18] 

G: (1d20)[15]


Trellara: (1d20)[13]
Leif: (1d20)[13]
Paul: (1d20+1)[10]

E: (1d20)[10]

Ayalla: (1d20)[9]
 
Archemist
Polina and Rax nimbly duck out of the way of the ettin's swing and do a quick reversal of direction to get in a couple hits of their own. Polina's whip cracks and it looks like the second ettin joins the first in death.

Polina spurs Rax into overdrive and they sprint off towards the goblin archers.

 
 Spoiler: OOC - whip attacks 
 (1d20+8)[ 18 ]  for  (1d4+5)[ 7 ]  slashing and  (2d6)[ 8 ]  lightning and  (1d6)[ 6 ]  fire from Rax's aura.

BA command Rax to Dash towards the southern goblin.

2nd attack, vs ettin or goblin:  (1d20+8)[ 25 ]  for  (1d4+5)[ 6 ]  slashing and  (2d6)[ 6 ]  lightning.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 51/51, HD: 8/8, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3, 4th: 2/2
Wuffles IV (Wolf Familiar)
HP: 46/46, HD: 8/8, AC: 17
 
 
 
  
 
 Spoiler: OOC 
Attack the remaining ettin. If it goes down move northeast to the trees and try to get into some cover from the archers.
Sacred Flame: DC 16 Dex save  (1d20)[ 7 ]  or take  (2d8)[ 7 ]  radiant damage. The target gains no benefit from cover for this saving throw.
Wuffles will dash towards that cart to get cover from the archers on the hill.
 
Amnestic
Ayalla's flames scorch the ettin into submission - death, in this case - granting Polina the freedom to run down one of the slingers. The remaining goblins break ranks and scatter into the trees, disappearing into the underbrush. You manage to chase down one, but the rest make their escape.

Aside from the Red Hand forces, you find four total bodies of humans wearing the colours of Brindol - blue and white surcoats with the golden lion across their chests. All were wearing a modicum of equipment: swords and longbows, with light chain shirts. The cart, now spilled open, is packed with coinage and gemstones. Between the two forms of currency, you estimate that it values maybe six or seven thousand gold in total. For some, this would be enough to live comfortably on for life. It is a hefty sum. One of the dead guards holds a leather satchel, inside of which you find a letter which escaped the flames, addressed to one 'Captain Ervath Helmbreaker of the Shining Axe Company, Hammerfist Holds'.

The letter appears to be a mercenary contract, one ordered by the Lord of Brindol to hire the Shining Axes in defense of the city. The contents of the cart were payment for the two-hundred dwarves, who are due to set out to Brindol...just as soon as they receive the payment.

Assuming you can carry it (or fix the cart), taking the trip would add a few days to your journey, but they seem to have intercepted the gold at a crossroads towards their destination, so it's not a  great  detour.

 
 Spoiler: OOC 

This was also a  Medium  encounter, and so you receive  8  experience points.
 
Amnestic
Deciding that the Brindol is in dire need of assistance, you fill your bags and packs and everything else you can fill with the gold and coins, and begin the not-too-long march south.

 
 Spoiler: OOC 

Short rest acquired, so roll any hit dice you want and get any resources back.
 

 Day 28, Evening 

Nearing the end of your day's travel, you hear harsh shouts and crude laughter ahead through the trees. In a small clearing packed with ruined farmhouses, a gang of hobgoblins and an ogre torment two men who have been tied to one of the ruined walls. The victims hang listlessly from their bonds, their faces and bodies covered in blood. The Red Hand do not, yet, appear to have noticed you. You are some 100 feet away from the closest, and while they all appear engrossed with their activities, they do still occasionally cast a wary eye around the clearing's edges towards the treeline where you now stand. Approaching now risks immediate discovery with nothing to hide behind. The walls of the ruined farmhouse are roughly chest-high, allowing a creature to drop prone and hide behind them completely, but not to offer a significant amount of cover while standing - especially not for the ogre.

 
 Spoiler: OOC 

If you want, you get one (1!) hostile action against the collected Red Hand before initiative gets rolled, as pseudo-Surprise, though it would need to be something with a range of 100+ft. Alternatively, you could attempt a group  Stealth  check to rush from the treeline to get a proper Surprise round. That one's more risky though, in case you don't roll as well!
 
Amnestic
The party creeps forward under the cloak of Leif's spell, ready to strike.

 
 Spoiler: Map 

 

Pass Without Trace allowed you to pass the group stealth check, so a free surprise round.

Though Initiative grants everyone essentially two rounds, I'd ask that everyone just have  one  round first, just in case there's a reaction that crops up.

And also so that I can/someone else can run Trellara's turns.

 Initiative:- 
Polina:  (1d20)[9] (1d20)[20]
Trellara: (1d20)[17]
Ayalla: (1d20)[13]
Paul: (1d20+1)[9]
Leif: (1d20)[7]


H: (1d20)[7]
O: (1d20)[6]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 59/59 
 PPer: 14 PInv: 19 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul breaks cover with the rest, advancing forwards.  His magic force beam slams into one of the orcs, knocking it back just as a concussion grenade he'd lobbed high landed.
 
 Spoiler 

Move 40' southwest, ending up 5-10' north of the ruins.
BA Eldritch Cannon  (1d20+9)[ 12 ]  for  (2d8)[ 14 ]  force and a 5' pushback on the northernmost hobgoblin.
Possible advantage from surprise  (1d20+9)[ 22 ] 

Then shatter, hitting that goblin, the big ogre, and hopefully the western hobgoblin, but not the prisoners.
10' radius,  (4d8)[ 11 ]  thunder damage, Con DC 16 half.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 51/51, HD: 8/8, AC: 15, Resistance: Lightning
Conditions: Concentration (Call Lightning)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3, 4th: 2/2
Wuffles IV (Wolf Familiar)
HP: 46/46, HD: 8/8, AC: 17
 
 
 
  
Ayalla drops a bolt of lightning out of the sky on the Ogre then takes cover behind a tree while Wuffles moves forward a few feet to hide behind the tree closest to the ruins.
 
 Spoiler: OOC 
Target a point adjacent to the ogre so the southern hobgoblin also gets hit.
Call Lighting: Each creature within 5 feet of a point DC 16 Dex save  (1d20)[ 7 ] ,  (1d20)[ 16 ]  or take  (3d10)[ 12 ]  lightning damage on a failed save, or half as much damage on a successful one.
Wuffles Stealth  (1d20+7)[ 12 ]  + Pass Without Trace if it is on.
 
Archemist
Polina becomes tired of sneaking forwards and urges Rax into a run. They head for the ruins, hurdling the first small section of wall between them and the closest goblin. Polina's back to her trusty axe for this fight and she attacks the goblin with it.

 
 Spoiler: Rax Dash, Polina chop 
I figure with an 80' dash aboard Rax they can just get to within striking range of the northern goblin. There's still a wall between them but it was described as not offering much cover... so maybe this'll work?
 (1d20+8)[ 9 ]  for  (1d8+5)[ 7 ]  slashing and  (1d6)[ 5 ]  from Rax's fire aura.
and again:  (1d20+8)[ 27 ]  for  (1d8+5)[ 9 ]  slashing.
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 8 
 AC:  17  | HP:  64/64
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  2/3  | 4th:  1/2
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph, Summon Elemental

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  None
 Concentrating:  None
 Conditions:  None  
 
  

Watching Polina and Rax charge forward, Leif decides to give them a little hand. And by little hand she means a giant rocky hand. She summons an elemental, this time of stone and earth, next to the large ogre and waits for the crunch.

 
 Spoiler 
Cast Summon Elemental. 90ft range should mean Leif can summon it next to the ogre from where she is but she can move closer if she needs to see the spot she's summoning it.
_________

Earth Elemental (HP: 50/50, AC: 15) uses multiattack vs ogre.

To hit:  (1d20+8)[ 10 ] , to damage:  (1d10+8)[ 13 ]  bludgeoning damage.
To hit:  (1d20+8)[ 12 ] , to damage:  (1d10+8)[ 13 ]  bludgeoning damage.
 
Amnestic
Polina's charge breaches the enemy lines, and from her perch she spots two more hobgoblins crouching prone behind the walls at range. They don't distract her from landing a blow on the enemy though, one that's added to by Paul's concussive grenade, bringing one of the hobgoblins down immediately. Trellara adds arrows to elemental earth and lightning, crashing down on the ogre, and bringing it exceedingly close to death before it can even muster a response.

All is not well, however. From the southeastern treeline, cloaked in shadow, four familiar looking goblins emerge, loosing a quartet of arrows on Polina. All strike true in a surprisingly potent barrage.

 
 Spoiler: Map 

 

Polina hits once.
Trellara shoots the ogre twice, hitting for high damage,  21  total.
Ayalla's lightning shocks the ogre (failed save) and damages the southern hob (successful save)
Paul's cannon misses, but his shatter finishes off the northern hob as well as damaging the ogre.
Leif's elemental hits the ogre once, despite the low roll. It's now on single digit HP.

Four goblins - that look remarkably familiar - jump out of the trees to the southeast, and barrage Polina with arrows. They roll rather well, and hit with all four shots, for  7 ,  7 ,  3 , and a crit for  10  piercing damage. It seems that they were also affected by a Pass Without Trace, implying there may still be someone else lurking in the woods.

 Initiative:- 
G: 20

Polina:  (1d20)[9] (1d20)[20]
Trellara: (1d20)[17]
Ayalla: (1d20)[13]

R: 11

Paul: (1d20+1)[9]
Leif: (1d20)[7]


H: (1d20)[7]
O: (1d20)[6]
L: 2
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 51/51, HD: 8/8, AC: 15, Resistance: Lightning
Conditions: Concentration (Call Lightning)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3, 4th: 2/2
Wuffles IV (Wolf Familiar)
HP: 46/46, HD: 8/8, AC: 17
 
 
 
  
 
 Spoiler: OOC 
Lighting same targets as last turn. Send Wuffles to guard Paul.
Call Lighting: Each creature within 5 feet of a point DC 16 Dex save  (1d20)[ 5 ] ,  (1d20)[ 6 ]  or take  (3d10)[ 16 ]  lightning damage on a failed save, or half as much damage on a successful one.
 
Archemist
Polina and Rax roar in victory over the first goblin, but then Polina yells again in pain from the volley of arrows.  "Cowards! Run away again, why don't you?"  She points out the additional hiding goblins to the others, saying,  "One there! Five there! Make them pay!" 

If Ayalla has taken down the ogre, Polina works on clearing the other goblins away from the captives tied to the walls, starting with the one that had been near the ogre. She casts her  Hunter's Mark  spell on him and strikes twice with her axe.

 
 Spoiler: OOC - attacks 
Rax hops the fence and heads south along the ruin wall by the prisoners. Target priority: Ogre, goblin south of ogre (marked), then double-back to south-east goblin.
 (1d20+8)[ 13 ]  for  (1d8+5)[ 9 ]  and  (1d6)[ 5 ]  slashing and  (1d6)[ 4 ]  fire from Rax's aura.
2nd attack:  (1d20+8)[ 15 ]  for  (1d8+5)[ 10 ]  and  (1d6)[ 6 ]  slashing.
 
Amnestic
Polina and Ayalla's blade and bolt (of lightning) make quick work of the weakened central three that were still alive. Trellara holds her shot, bow taut, and looses it as a black-scaled humanoid breaks from the trees, dashing towards the party. It lands in the creature's shoulder, but he doesn't slow his advance. A barghest bounds past him, bearing another blackspawn on its back. They close into melee with Wuffles, but the agile wolf is able to duck away from the scimitar strikes that descend towards it.


 
 Spoiler: Map 

 

Polina kills the ogre and a hob. Ayalla blasts the last one in the centre.
Trellara readies an arrow for the next enemy that appears, which it turns out gets triggered immediately. It hits the footbound blackspawn raider, for  10 .

The footbound blackspawn dashes towards melee.
The Barghest dashes. The mounted blackspawn attacks wuffles twice but completely flubs his rolls, and misses twice.

Paul and Leif are up.

 Initiative:- 
G: 20

Polina:  (1d20)[9] (1d20)[20]
Trellara: (1d20)[17]
Ayalla: (1d20)[13]

R: 11

Paul: (1d20+1)[9]
Leif: (1d20)[7]


H: (1d20)[7]
O: (1d20)[6]
L: 2
 
[/QUOTE]
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 59/59 
 PPer: 14 PInv: 19 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul dashes to his right and forwards, circling through the ruins.  He takes up a position behind one of the ruined walls, lobbing a concussion sphere at the goblin archers.  His shoulder cannon fires at the Barghest, striking the dangerous creature.
 
 Spoiler 

Using my 40' movement to circle around and end up 8 squares south, just above the long squiggly ruin.
Shatter  (4d8)[ 13 ]  damage to the goblins, Con DC 16 half.
Gob 1  (1d20)[ 5 ] +?
Gob 2  (1d20)[ 13 ] +?
Gob 3  (1d20)[ 8 ] +?
Gob 4  (1d20)[ 10 ] +?

Eldritch Cannon  (1d20+9)[ 26 ]  for  (2d8)[ 7 ]  force and a 5' pushback on the barghest.
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 8 
 AC:  17  | HP:  64/64
 Spell Slots:   1st:  4/4  | 2nd:  2/3  | 3rd:  1/3  | 4th:  1/2
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph, Summon Elemental

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  None
 Concentrating:  None
 Conditions:  None  
 
  

Leif swallows the two blackspawn and the barghest in an explosion of flame and then commands the earth elemental to attack the barghest.

 
 Spoiler 
Cast Fireball, aimed to hit the barghest and two blackspawn, dealing  (8d6)[ 37 ]  fire damage* (DC 17 dex save for half).

  * ignore resistance to fire damage and treat 1s as 2s for damage rolls  

Barghest saving throw:  (1d20)[ 8 ]  plus mods.
Mounted Blackspawn saving throw:  (1d20)[ 10 ]  plus mods.
Footbound Blackspawn saving throw:  (1d20)[ 9 ]  plus mods.
_________

Earth Elemental (HP: 50/50, AC: 15) burrows 40ft to move adjacent to the barghest and uses multiattack against it.

To hit:  (1d20+9)[ 12 ] , to damage:  (1d10+8)[ 9 ]  bludgeoning damage.
To hit:  (1d20+9)[ 15 ] , to damage:  (1d10+8)[ 13 ]  bludgeoning damage.
 
Amnestic
Paul's concussive blast proves too much for the goblin archers as all are blown to smithereens before they can deliver another barrage of bowshots. Though none of the targets of Leif's flame fall from it, all are clearly burned. The barghest's thick hide resists the elemental's slams, however.

From the western trees emerge another pair of obsidian-scaled humanoids and a second barghest. One of the raiders dashes towards Trellara, while the other is carried to the rear of the battlefield by the teleportation magic of the fiendish wolf. Their payload delivered, the raider unleashes a blast of acid across the pair of collected spellcasters. Leif manages to dodge, but Ayalla falls full victim to the blast.


 
 Spoiler: Map 

 

Paul's shatter kills the four goblins, and he hits the Barghest.

All three fail their save vs. Fireball, but the elemental misses both attacks.

The two hobs stand up and shoot their bows, fail to hit anything, and drop prone again.
Another barghest and two more blackspawn raiders appear from the western trees. One raider dashes towards Trellara.
The Barghest uses their 1/day Dimension Door to teleport behind Leif and Ayalla. The raider then uses its acid breath. Leif passes the save, takes  11  acid damage. Ayalla fails, and takes  23 .

Polina, Trellara, and Ayalla are up.

 Initiative:- 
G: 20

Polina:  (1d20)[9] (1d20)[20]
Trellara: (1d20)[17]
Ayalla: (1d20)[13]

R: 11

Paul: (1d20+1)[9]
Leif: (1d20)[7]


H: (1d20)[7]
O: (1d20)[6]
L: 2
 
Archemist
Rax wheels around and effortlessly hurdles the ruined wall to carry Polina back to the thick of things. First stop: the raider inbound for Trellara. Polina swings the flat of her axe as Rax rides by, going for the momentum-assisted knockdown, quickly bringing the axe up and then down again in a windmill that catches the raider with the sharp descent of the blade.

 
 Spoiler: OOC - BA Rax Dash, shove and attack 
Polina is at 48/68 hp fwiw. She ends up in the space south of the raider, let's say. She commands Rax to Dash with her bonus action, then substitutes a shove for her first attack.
Athletics for shove:  (1d20+8)[ 28 ]  vs  (1d20)[ 2 ]  plus mods Athletics or Acrobatics from the raider. Polina's going for knocking it prone for advantage for her next attack (and for Trellara below).
2nd attack, normal:  (1d20+8)[ 20 ]  for  (1d8+5)[ 10 ]  slashing and  (1d6)[ 2 ]  fire from Rax's aura. If the shove succeeds, I'll roll advantage in discord.
 


Trellara sees trouble inbound and draws her Trollslayer dagger. She casts a spell of healing on her friends, and then closes with the rushing raider and stabs at it twice. She takes up a graceful defensive stance. (When are elves NOT graceful, though?)


 
 Spoiler: Trellara 
Drawing sword, moving 5' northwest. Stabs:
 (1d20+7)[ 13 ]  for  (1d4+6)[ 9 ]  slashing and  (1d4)[ 4 ]  fire.
 (1d20+7)[ 20 ]  for  (1d4+6)[ 10 ]  slashing and  (1d4)[ 3 ]  fire.
Defensive flourish if either hit:  (1d8)[ 7 ]  which adds slashing damage and to AC.

Mass Healing Word: Leif, Ayalla, and Polina regain  (1d4+6)[ 10 ]  hp.

Trellara Statblock:
Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 44 (6d8+6)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 2 left of 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Extra Attack
Countercharm
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (2/3 slots): mass healing word, Sending, Plant Growth
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 28/51, HD: 8/8, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3, 4th: 2/2
Wuffles IV (Wolf Familiar)
HP: 46/46, HD: 8/8, AC: 17
 
 
 
  
 
 Spoiler: OOC 
Ayalla and Wuffles will go after their respective adjacent Barghests.
If the Shocking Grasp hits then Ayalla will move 30 ft west.
Shocking Grasp:  (1d20+8)[ 28 ] , Lightning damage  (2d8)[ 8 ] , it can’t take reactions until the start of its next turn.
Bite:  (1d20+7)[ 21 ] , piercing damage  (2d4+4)[ 6 ] , if the target is a creature, it must succeed on a DC 16 Strength saving throw  (1d20)[ 4 ]  or be knocked prone.
Advantage  (1d20+7)[ 16 ]  (Pack Tactics)
 
Amnestic
Polina's forceful strike knocks the raider to the ground, allowing the double-strike with Trellara to lay into the scaled warrior with shocking whip and searing blade. Despite the beast's larger size, Wuffles manages to leverage it off its feat, forcing its rider from the mount. They stand and retaliate, cutting into the spiritwolf with fang and steel. To the north, Wuffles' master delivers a shocking jolt against the fiend, though its innate nature prevents it from doing as much as hoped.

 
 Spoiler: Map 

 

Polina's shove knocks the raider prone, and the follow up attack hits.
Trellara's attacks both land - the first one due to advantage from being Prone.
Ayalla crits, but Resistance knocks the damage back down to 8.
Wuffles hits and knock the Barghest prone.

The Barghest then stands up. It and its former-rider stand and attack Wuffles, hitting once for  12  and once for  7 .

The other raider circles to Paul, and attacks twice, hitting once for  9 .

Paul and Leif are up. The southern barghest is bloodied. All other creatures are not, though they have taken damage.

 Initiative:- 
 G: 20 

Polina:  (1d20)[9] (1d20)[20]
Trellara: (1d20)[17]
Ayalla: (1d20)[13]

R: 11

Paul: (1d20+1)[9]
Leif: (1d20)[7]


H: (1d20)[7]
 O: (1d20)[6] 
L: 2
 
J-H
      
   
   Paul Mauser   
 
 Half-orc Artillerist Artificer 
 AC: 18 HP: 50/59 
 PPer: 14 PInv: 19 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot

as action): Leif  
 
  

Paul recoils at the unexpected hit, turning and trying to blast the draconic warrior away with a thunderous wave of force.
 
 Spoiler 

Thunderwave  (3d8)[ 11 ]  thunder damage, 10' knockback, Con DC 16 half &amp; negate knockback
Con save  (1d20)[ 17 ] +??

Eldritch Cannon  (1d20+9)[ 14 ]  for  (2d8)[ 3 ]  force and a 5' pushback
Disadvantage if he's not knocked back  (1d20+9)[ 15 ] 
If he's knocked back, move 40' west
 
Amnestic
The black-scaled scimitar wielder seems undaunted by Paul's spells and cannon shot, standing tall even as the ruined farmhouse shatters in a storm of dust and stone. Leif is forced back, her elemental's summoning and teleportation earning her only a moment's reprieve against the attackers as they bear down on her with their swords again and again. Polina is similarly flanked, but while she deflects most of the strikes, a single blade slips for a critical strike beneath her armour.

 
 Spoiler: Map 

 

Took Leif's turn for them since it's been almost a week. Failed their concentration save to keep the elemental around, so it despawns.

Paul's thunderwave was unfortunately saved on, and his cannon shot barely missed.
Leif summons her wildfire spirit (blackspawn failed save for  5 , barghest succeeded for  2 ) and then teleported slightly away. Two failed saves, for  4  each.

The hobs shoot at Polina, one almost hits, but doesn't. The other goes wide.
The blackspawn next to Polina attacks twice. Nat 1 miss, and Nat 20 crit, for  10  total.
The blackspawn and barghest in the north move in. Blackspawn attacks twice, hitting Leif for  16  total. Barghest attacks the elemental, hits for  17 .

Polina, Trellara, and Ayalla are again up.

 Initiative:- 
 G: 20 

Polina:  (1d20)[9] (1d20)[20]
Trellara: (1d20)[17]
Ayalla: (1d20)[13]

R: 11

Paul: (1d20+1)[9]
Leif: (1d20)[7]


H: (1d20)[7]
 O: (1d20)[6] 
L: 2
 
Archemist
Polina shrugs off the blackspawn's blade, which found a gap in her armor only to stop against a rocky scale on her Goliath skin.

 
 Spoiler: OOC - Stone's Endurance 
rolled an 11 in the discord, which negates the 10 from the crit, as her reaction.
 


She hops off Rax and they circle in opposite directions - Rax towards the west, Polina to the east. Both attack the blackspawn in unison, hoping to take him down.

 
 Spoiler: OOC - BA Rax attack, Polina 2x 
Polina continues with her axe, having moved a square to the right. Rax heads a square left.
Axe:  (1d20+8)[ 28 ]  for  (1d8+5)[ 12 ]  slashing and  (1d6)[ 3 ]  fire from Rax's aura.
and again:  (1d20+8)[ 18 ]  for  (1d8+5)[ 8 ]  slashing

Rax:  (1d20+6)[ 13 ]  for  (1d6+3)[ 8 ]  piercing and  (1d6)[ 5 ]  fire.
 


Trellara helps Polina in taking down the blackspawn using similar methods - namely, two quick strikes of her dagger. If the blackspawn in front of her falls, she runs over towards Ayalla and puts herself between Ayalla and that blackspawn raider, stabbing at it.

She follows up with another invocation for healing for her group, for Polina, Leif, Ayalla, Paul, Wuffles, and even the earth elemental.

 
 Spoiler: OOC - Trellara summary of discord rolls 
Mass Healing Word as a BA: rolled  8  hp for everyone.

1st attack: crit,  27  to hit for  13  slashing and  3  fire.
2nd attack: an  18  to hit for  10  slashing and  3  fire.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 28/51, HD: 8/8, AC: 15, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3, 4th: 2/2
Wuffles IV (Wolf Familiar)
HP: 46/46, HD: 8/8, AC: 17
 
 
 
  
 
 Spoiler: OOC 
SF on the Northern barghest, bite on the southern. Move 30 ft West.
Sacred Flame: DC 16 Dex save  (1d20)[ 4 ]  or take  (2d8)[ 12 ]  radiant damage. The target gains no benefit from cover for this saving throw.
Bite:  (1d20+7)[ 14 ] , piercing damage  (2d4+4)[ 7 ] , if the target is a creature, it must succeed on a DC 16 Strength saving throw  (1d20)[ 13 ]  or be knocked prone.
 
Amnestic
Polina's lightning and Trellara's fire continue their dual elemental combination, critically striking from both sides of the blackspawn. He puts up his scimitar to block, but it's weak. The whip cracks through his arm and her dagger finds his throat. He collapses in a blood gurgling pile. Though radiant flame doesn't drop its target, it clearly sears the wounds.

The blackspawn by Wuffles, seeing his ally drop, darts away. Wuffles catches his leg and drags him to the ground, but he stands back to his feet and closes to Trellara, slashing her once. The other enemy strikes - the massive wolf-fiend and the blackspawn menacing Paul - both fail to land any decisive blows. Or any blows at all.

 
 Spoiler: Map 

 

Polina and Trellara both crit and hit their way into a dead blackspawn. Mass Healing Word hits everyone for  8 .
Wuffles misses but Sacred Flame lands.

The blackspawn by Wuffles breaks off (OA from Wuffles hits and knocks prone for  10  - they have enough movement to stand and cover the distance to Trellara though). Attacks twice, hits once for  5 . Paul's blackspawn and Wuffles' barghest both miss with their attacks (nat 1 on the barghest).

Paul and Leif are up.

HP Update:-
Undamaged: Hobgoblin archers
Damaged but not bloodied: North barghest, Leif's blackspawn, Trellara's blackspawn.
Bloodied: South barghest, Paul's blackspawn.

 Initiative:- 
 G: 20 

Polina:  (1d20)[9] (1d20)[20]
Trellara: (1d20)[17]
Ayalla: (1d20)[13]

R: 11

Paul: (1d20+1)[9]
Leif: (1d20)[7]


H: (1d20)[7]
 O: (1d20)[6] 
L: 2
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 58/59 
 PPer: 14 PInv: 19 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul fires his shoulder cannon at the blackspawn in front of him, dodging as he can, while pointing the big staff at the Barghest and the blackspawn next to it.  Thunder rumbles.  The ground is invisibly out of balance, and demands lightning; the sky obliges.
 
 Spoiler 

Eldritch Cannon  (1d20+9)[ 23 ]  for  (2d8)[ 3 ]  force and a 5' pushback
Disadvantage on ranged attack  (1d20+9)[ 15 ] 

Call Lightning  (3d10)[ 14 ] + (1d8)[ 4 ]  lightning damage, Dex DC 16 half, 5' radius to the Barghest and adjacent Blackspawn
Barghest  (1d20)[ 13 ] +?
Blackspawn  (1d20)[ 10 ] +?
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 8 
 AC:  17  | HP:  61/64
 Spell Slots:   1st:  4/4  | 2nd:  1/3  | 3rd:  1/3  | 4th:  1/2
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph, Summon Elemental

 Wildshapes:  1/2
 Spell Refueling Ring:  1/1
 Active Effects:  None
 Concentrating:  None
 Conditions:  None  
 
  

Calcifer teleports Leif to safety and Leif, in turn, unleashes a barrage of flaming bolts.

 
 Spoiler 
Leif readies her action to cast Scorching Ray after Calcifer uses Fiery Teleportation to move them both 15ft southwest.

Cast Scorching Ray vs barghest.
To hit:  (1d20+8)[ 19 ] , to damage:  (2d6)[ 5 ][ 4 ](9)  fire damage*.
To hit:  (1d20+8)[ 24 ] , to damage:  (2d6)[ 2 ][ 6 ](8)  fire damage*.
To hit:  (1d20+8)[ 11 ] , to damage:  (2d6)[ 4 ][ 2 ](6)  fire damage*.

  * ignore resistance to fire damage and treat 1s as 2s for damage rolls  
 
Amnestic
The blackspawn's thick scales and menacing presence are almost enough to shirk off Paul's cannon, but almost is never good enough as the force blows him back right as lightning crashes down from above. Once the smoke clears, Paul is gone, leaving the scaled warrior out of reach. Leif's teleport puts a modicum of distance between her and the menacing monsters, but it's quickly closed even as two fireblasts smash into the Barghest's furred hide. Its maw descends on the tiefling, but she dodges away just in time. The other blackspawn decides to chase after Ayalla, cutting her once with its scimitar.

Between them, Trellara finds herself attacked from range. A pair of arrows come her way, and one strikes her shoulder, surprisingly deep.


 
 Spoiler: Map 

 

Paul's cannon hit and both dexsaves failed vs. CL.
Two Scorching Ray hits for Leif, and one failed save from fiery teleportation. North Barghest now also bloodied.

Both hobs attack Trellara, one misses, the other hits for  18 .
North blackspawn chases down Ayalla, hits once for  7 .
North Barghest attacks Leif, and misses.

HP Update:-
Undamaged: Hobgoblin archers (prone, so total cover if you're not angling around the walls).
Damaged but not bloodied: Leif's blackspawn, Trellara's blackspawn.
Bloodied: South barghest, North barghest, Paul's blackspawn.

 Initiative:- 
 G: 20 

Polina:  (1d20)[9] (1d20)[20]
Trellara: (1d20)[17]
Ayalla: (1d20)[13]

R: 11

Paul: (1d20+1)[9]
Leif: (1d20)[7]


H: (1d20)[7]
 O: (1d20)[6] 
L: 2
 
Archemist
Polina, no longer riding Rax, runs over and swings her axe at the raider attacking Ayalla. She has Rax go help Wuffles. Companions being companionable, and all that.

 
 Spoiler: OOC - BA Rax attack barghest, Polina axe attacks raider 
Polina is at 66/68 hp fwiw.
1st attack:   (1d20+8)[ 13 ]  for  (1d8+5)[ 10 ]  slashing.
2nd attack:  (1d20+8)[ 15 ]  for  (1d8+5)[ 12 ]  slashing and  (1d6)[ 4 ]  fire from Rax's aura.

Rax vs. barghest:  (1d20+6)[ 18 ]  for  (1d6+3)[ 4 ]  piercing and  (1d6)[ 4 ]  fire.
 


Trellara attempts to take down the blackspawn raider that's been in her face. She alternates a low sweep and a high thrust, hoping to catch it off-guard.

 
 Spoiler: Trellara 
Stabs:
 (1d20+7)[ 18 ]  for  (1d4+6)[ 8 ]  slashing and  (1d4)[ 3 ]  fire
 (1d20+7)[ 17 ]  for  (1d4+6)[ 10 ]  slashing and  (1d4)[ 2 ]  fire.
Defensive flourish if either hit:  (1d8)[ 3 ]  which adds slashing damage and to AC.

Trellara Statblock:
Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (defensive flourish ups to 19) (studded leather armor)
HP 21/44 (6d8+6)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 2 left of 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Extra Attack
Countercharm
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (1/3 slots): mass healing word, Sending, Plant Growth
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 21/51, HD: 8/8, AC: 15, Resistance: Lightning
Conditions: Concentration (Stardust)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3, 4th: 2/2
Wuffles IV (Wolf Familiar)
HP: 46/46, HD: 8/8, AC: 17
 
 
 
  
 
 Spoiler: OOC 
Drop Stardust on the adjacent blackspawn.
Stardust: As an action, you can cause stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as would a candle, and it cannot benefit from concealment or any invisibility effects. The creature has disadvantage on attack rolls and sight-based Perception checks. This effect lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). Sightless creatures cannot get disadvantage from this ability. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Bite:  (1d20+7)[ 13 ] , piercing damage  (2d4+4)[ 6 ] , if the target is a creature, it must succeed on a DC 16 Strength saving throw  (1d20)[ 17 ]  or be knocked prone.
Advantage  (1d20+7)[ 25 ]  (Pack Tactics)
 
Amnestic
Polina and Trellara continue to work on their nearest foe, though after dagger and axe remains barely standing. He lashes out again, cutting Trellara, but the pain isn't enough to distract her from the wash of acid that Paul's former-hunter breathes over them. Polina is engulfed in it also, and proves slightly less agile. Wuffles and the Barghest continue to exchange bites, with the former striking while the latter fails to nip the agile wolf, nor the drake that adds its own maw to the battle.

 
 Spoiler: Map 

 

One of Polina's attacks miss, the other hits. Rax hits.
Trellara hits twice.
Ayalla Stardust's the nearest blackspawn. Wuffles hits thanks to pack tatics

Paul's former blackspawn moves up Wuffles, and then breathes acid in a line over Trellara (save passed:  10  acid damage) and Polina (save failed:  20  acid damage).
South Barghest attacks Wuffles; misses.
Trellara's blackspawn attacks her. Hits once for  6 .

Paul and Leif are up.

HP Update:-
Undamaged: Hobgoblin archers (prone, so total cover if you're not angling around the walls).
Damaged but not bloodied: Ayalla's blackspawn.
Bloodied: South barghest, North barghest, Paul's blackspawn, Trellara's blackspawn

 Initiative:- 
 G: 20 

Polina:  (1d20)[9] (1d20)[20]
Trellara: (1d20)[17]
Ayalla: (1d20)[13]

R: 11

Paul: (1d20+1)[9]
Leif: (1d20)[7]


H: (1d20)[7]
 O: (1d20)[6] 
L: 2
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 58/59 
 PPer: 14 PInv: 19 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  
Paul moves up to one of the walls, finding a prone hobgoblin. Prone just means it can't dodge lightning...
After calling down a lightning  bolt that leaves his ears ringing, he fires a blast of magic at the Barghest.
 
 Spoiler 

Move 3 squares NE
Call Lightning  (3d10)[ 20 ] + (1d8)[ 5 ]  lightning damage, Dex DC 16 half, 5' radius on hobgoblin archer
Dex save  (1d20)[ 3 ] 

Vs Barghest, Eldritch Cannon  (1d20+9)[ 24 ]  for  (2d8)[ 10 ]  force and a 5' pushback
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 8 
 AC:  17  | HP:  61/64
 Spell Slots:   1st:  4/4  | 2nd:  0/3  | 3rd:  1/3  | 4th:  1/2
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph, Summon Elemental

 Wildshapes:  1/2
 Spell Refueling Ring:  1/1
 Active Effects:  None
 Concentrating:  None
 Conditions:  None  
 
  

It worked well enough last time so Leif repeats her previous actions. Calcifer teleports Leif to safety and Leif, in turn, unleashes a barrage of flaming bolts.

 
 Spoiler 
Leif readies her action to cast Scorching Ray after Calcifer uses Fiery Teleportation to move them both 15ft southwest.

Cast Scorching Ray vs barghest.
To hit:  (1d20+8)[ 22 ] , to damage:  (2d6)[ 3 ]  fire damage*.
To hit:  (1d20+8)[ 28 ] , to damage:  (2d6)[ 7 ]  fire damage*.
To hit:  (1d20+8)[ 18 ] , to damage:  (2d6)[ 6 ]  fire damage*.

  * ignore resistance to fire damage and treat 1s as 2s for damage rolls  
 
Amnestic
Lightning crashes down on the hobgoblin archer, immediately ending its life. Despite the party steadily wearing the enemies down, they show no signs of beginning to retreat. Fanaticism or knowing that what awaits them if they flee is worth than death is keeping them on the battlefield, such that even when wounded the barghests taking blasts of fire and force keep pressing forwards. Leif's pursuer continues to give chase, leaping at her and biting down hard. Ayalla's half-blinded blackspawn carefully shifts around Polina and unleashes another blast of acid breath, though both manage to duck away from the worst of the searing liquid.

 
 Spoiler: Map 

 

Paul kills one hob and wounds the south barghest.
Leif teleports (save failed: 8 damage) and hits three times. Barghest is on its last legs.

North blackspawn shifts to get a better angle and acid breaths Ayalla and Polina. Save passed,  8  damage each.
North barghest keeps chasing Leif, attacks and hits with bite for  10. 

Polina, Trellara, and Ayalla are up.

HP Update:-
Undamaged: Hobgoblin archers (prone, so total cover if you're not angling around the walls).
Damaged but not bloodied: Ayalla's blackspawn.
Bloodied: South barghest, North barghest, Paul's blackspawn, Trellara's blackspawn

 Initiative:- 
 G: 20 

Polina:  (1d20)[9] (1d20)[20]
Trellara: (1d20)[17]
Ayalla: (1d20)[13]

R: 11

Paul: (1d20+1)[9]
Leif: (1d20)[7]


H: (1d20)[7]
 O: (1d20)[6] 
L: 2
 
Archemist
Polina sidles so as to be able to swing her axe at either the barghest or the raider. She summons her spell of accuracy and tries to finish off the barghest, first, with a quick strike from above.

Rax ducks and dodges, hoping to keep the southern foes busy.

 
 Spoiler: OOC - BA Hunters Mark onto barghest, Polina axe attacks, Rax Dodge 
Polina is at 58/68 hp fwiw.
1st attack:   (1d20+8)[ 9 ]  for  (1d8+5)[ 9 ]  and  (1d6)[ 2 ]  slashing. Rax saves his aura for an AoO if the barghest moves.
2nd attack:  (1d20+8)[ 26 ]  for  (1d8+5)[ 10 ]  and  (1d6)[ 5 ]  slashing.

Rax Dodges.
 


Trellara gracefully stabs the raider, the barghest, and the raider again, in a smooth combination of moves.

 
 Spoiler: Trellara 
Stabs:
 (1d20+7)[ 11 ]  for  (1d4+6)[ 7 ]  and  (1d4)[ 4 ]  fire.
 (1d20+7)[ 24 ]  for  (1d4+6)[ 9 ]  and  (1d4)[ 3 ]  fire.
Slashing flourish at blackspawn and barghest both:  (1d8)[ 6 ]  slashing.


 

Trellara Statblock:
Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (defensive flourish ups to 19) (studded leather armor)
HP 21/44 (6d8+6)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 0 left of 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Extra Attack
Countercharm
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (1/3 slots): mass healing word, Sending, Plant Growth
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 28/51, HD: 8/8, AC: 15, Resistance: Lightning
Conditions: Concentration (Stardust)
Spell Slots: 1st: 4/4, 2nd: 2/3, 3rd: 2/3, 4th: 2/2
Wuffles IV (Wolf Familiar)
HP: 46/46, HD: 8/8, AC: 17
 
 
 
  
 
 Spoiler: OOC 
Cure Wounds on self w/ 2nd level spell slot:  (2d8+5)[ 15 ] 
Bite:  (1d20+7)[ 10 ] , piercing damage  (2d4+4)[ 8 ] , if the target is a creature, it must succeed on a DC 16 Strength saving throw  (1d20)[ 2 ]  or be knocked prone.
Advantage  (1d20+7)[ 19 ]  (Pack Tactics)
 
Amnestic
Polina's axe cleaves a massive gouge from the weakened barghest, felling the fiend for good. Injured, Trellara still manages to stab out at the blackspawn, and evade its retaliation in kind, as well as the arrow that flies her way from the remaining archer. Wuffles' bite knocks the barghest down, though it stands up just as quickly, and takes a chunk from the spirit wolf in turn.


 
 Spoiler: Map 

 

Polina kills the barghest, Trellara hits the raider. Wuffles hits and prones the barghest...though it does stand straight back up again.

Hobgoblin misses.
Blackspawns miss.
Barghest hits Wuffles for  11 

HP Update:-
Undamaged: Hobgoblin archers (prone, so total cover if you're not angling around the walls).
Damaged but not bloodied: Ayalla's blackspawn.
Bloodied: South barghest, North barghest, Paul's blackspawn, Trellara's blackspawn

 Initiative:- 
 G: 20 

Polina:  (1d20)[9] (1d20)[20]
Trellara: (1d20)[17]
Ayalla: (1d20)[13]

R: 11

Paul: (1d20+1)[9]
Leif: (1d20)[7]


H: (1d20)[7]
 O: (1d20)[6] 
L: 2
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 58/59 
 PPer: 14 PInv: 19 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul steps to the east, his intellect fully engaged with optimizing how he blasts his enemies with magic.  Lightning and magical force once again smite his enemies.
 
 Spoiler 

Move 10' east
Vs. most injured Barghest:
Eldritch Cannon  (1d20+9)[ 16 ]  for  (2d8)[ 5 ]  force and a 5' pushback

Vs Blackspawn next to Trellara (most injured)
Call Lightning  (3d10)[ 10 ] + (1d8)[ 6 ]  lightning damage, Dex DC 16 half, 5' radius
Dex save  (1d20)[ 4 ] +??
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 8 
 AC:  17  | HP:  61/64
 Spell Slots:   1st:  4/4  | 2nd:  0/3  | 3rd:  1/3  | 4th:  0/2
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph, Summon Elemental

 Wildshapes:  1/2
 Spell Refueling Ring:  1/1
 Active Effects:  None
 Concentrating:  None
 Conditions:  None  
 
  

With one barghest dealt with Leif focuses her efforts on the other enemies.

 
 Spoiler 
Cast Scorching Ray at fourth level, targeting the following enemies in order: the shadowspawn adjacent to Trellara, the shadowspawn adjacent to Polina and the Barghest. If/when one of them dies, move onto the next target.

To hit:  (1d20+8)[ 15 ] , to damage:  (2d6)[ 6 ][ 5 ](11)  fire damage.
To hit:  (1d20+8)[ 14 ] , to damage:  (2d6)[ 5 ][ 6 ](11)  fire damage.
To hit:  (1d20+8)[ 25 ] , to damage:  (2d6)[ 6 ][ 6 ](12)  fire damage.
To hit:  (1d20+8)[ 28 ] , to damage:  (2d6)[ 6 ][ 1 ](7)  fire damage.
To hit:  (1d20+8)[ 10 ] , to damage:  (2d6)[ 6 ][ 2 ](8)  fire damage.

Calcifer will also fire a mote of flame at whichever enemy is left standing of the three.

To hit:  (1d20+8)[ 13 ] , to damage:  (1d6+3)[ 8 ]  fire damage.
 
Amnestic
While the barghest's skin narrowly deflects the cannon shot, the blackspawn is not so lucky, as it falls victim to the electrical barrage. Leif's scorching rays impact their own target thrice, including an especially critical strike, though he stays standing. He moves to strike at Ayalla, but both his attacks go wide.

 
 Spoiler: Map 

 

Cannon misses barghest, lightning kills blackspawn
Scorching Ray hits on 15+, knocking the other blackspawn down into bloodied.

Double miss from the blackspawn due to starlight disadvantage.

Coming on the final round, hopefully.

HP Update:-
Undamaged: Hobgoblin archers (prone, so total cover if you're not angling around the walls).
Damaged but not bloodied:
Bloodied: Ayalla's blackspawn, South barghest, Wuffles's blackspawn

 Initiative:- 
 G: 20 

Polina:  (1d20)[9] (1d20)[20]
Trellara: (1d20)[17]
Ayalla: (1d20)[13]

R: 11

Paul: (1d20+1)[9]
Leif: (1d20)[7]


H: (1d20)[7]
 O: (1d20)[6] 
L: 2
 
Archemist
Polina brings her axe up in a diagonal swing across the raider's torso, then spins and brings it down again on its head.

Rax ducks and dodges, moving to stay next to Wuffles and surrounding the wolf's claws with a fiery aura.

 
 Spoiler: OOC - BA Hunters Mark onto blackspawn near Ayalla, Polina axe attacks, Rax Dodge 
Polina is at 58/68 hp.
1st attack:   (1d20+8)[ 10 ]  for  (1d8+5)[ 13 ]  and  (1d6)[ 1 ]  slashing.
2nd attack:  (1d20+8)[ 17 ]  for  (1d8+5)[ 8 ]  and  (1d6)[ 4 ]  slashing.

Rax Dodges and moves one square west in order to also distract or AoO both raider and barghest. If Wuffles hits, add  (1d6)[ 2 ]  fire to that attack as Rax's reaction.
 


Trellara cartwheels over the fallen blackspawn and slashes at the barghest with her dagger.


 
 Spoiler: Trellara moves to northeastern corner of barghest 
She stabs:
1st attack:   (1d20+7)[ 24 ]  for  (1d4+6)[ 9 ]  slashing and  (1d4)[ 4 ]  fire.
2nd attack:  (1d20+7)[ 22 ]  for  (1d4+6)[ 10 ]  slashing and  (1d4)[ 3 ]  fire.



 

Trellara Statblock:
Medium Humanoid (elf), Chaotic Good
-------------------------
Armor Class 16 (studded leather armor)
HP 21/44 (6d8+6)
Speed 35 ft
-------------------------
Str 8 (-1), Dex 16 (+3), Con 13 (+1)
Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
-------------------------
Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
Skills Acrobatics +6, Survival +6, Nature +4, Perception +4, Performance +8, Stealth +6
Tools Lute +6, Lyre +6, Viol +6
Senses darkvision 60 ft, passive Perception 14
Languages Elvish, Common, Sylvan
-------------------------
Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
Song of Rest. (1d6)
Bardic Inspiration. D8, 0 left of 3/SR.
Jack of All Trades.
Fighting Style - Dueling
Blade Flourishes (See Swords Bard)
Extra Attack
Countercharm
Spellcasting. Trellara is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Trellara knows the following bard spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation
1st level (4 slots): cure wounds, detect magic, sleep
2nd level (3 slots): enhance ability, lesser restoration, shatter
3rd level (1/3 slots): mass healing word, Sending, Plant Growth
-------------------------
Actions
Scimitar (melee 5 ft) +6: 1d6+5 slashing
Longbow (ranged 150/600 ft) +6: 1d8+3 piercing
Dagger of Trollslaying (melee 5ft) +7: 1d4+6 slashing + 1d4 fire or acid.

One of Trellara's 3rd level slots is "permanently" occupied by Sending to Sellyria each day. If you want her to relay any messages or ask any questions of Sellyria, she can do so.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 28/51, HD: 8/8, AC: 15, Resistance: Lightning
Conditions: Concentration (Stardust)
Spell Slots: 1st: 4/4, 2nd: 2/3, 3rd: 2/3, 4th: 2/2
Wuffles IV (Wolf Familiar)
HP: 35/46, HD: 8/8, AC: 17
 
 
 
  
 
 Spoiler: OOC 
Shocking Grasp:  (1d20+8)[ 16 ] , Lightning damage  (2d8)[ 12 ] , it can’t take reactions until the start of its next turn.
Bite:  (1d20+7)[ 26 ] , piercing damage  (2d4+4)[ 9 ] , if the target is a creature, it must succeed on a DC 16 Strength saving throw  (1d20)[ 13 ]  or be knocked prone.
Advantage  (1d20+7)[ 17 ]  (Pack Tactics)
 
Amnestic
Polina's axe and Ayalla's lightning-fist down the nearest blackspawn. Trellara cuts down the barghest, while Wuffles pulls the remaining blackspawn to the ground. It stands and cuts air twice, before it - and the remianing hobgoblin archer - are swiftly finished off now that the party so thoroughly outnumbers them.

With the danger passed, you move to the bodies that were being tortured. Leif's innate medical knowledge notes that they are all cold, and have been for some time, implying that have been dead for some time. It seems that the Red Hand set this as a trap for you, with the dead as bait, though to no success.

It is, however, late in the day, and after some corpse-cleaning you settle in for rest. If nothing else, the ruined farmhouse will still serve as a visual blocker while you are laid down for sleep, even if it offers no cover from the sky.

 
 Spoiler: OOC 

Polina hit once, Trellara killed the barghest and hit the blackspawn, Ayalla killed the blackspawn and Wuffles hit the blackspawn, dropping it deep into bloodied.

The singular remaining blackspawn attacked Trellara twice and rolled a 2 and a 1, so I'm taking that as a heaven-sent sign to end the fight. Not gonna drag it out any further.

This was a  Deadly  encounter, and so the party receives 15xp.

 The party also long rests. 
 

 Day 31, Mid-Morning 

It has been three days since you set out to deliver the gold to the Hammerfist Holds and to hire the Shining Axes. For the last day and a half, the road has been sloping upwards towards the mountains, allowing you to feel the weight of the gold all the heavier with each frustrating step. Despite being midsummer, the elevation also adds a chill to the air, though somewhat a welcome one given the swiftly thinning tree cover that leaves you exposed to the sun otherwise.

The Hammerfist Holds are no single settlement, but as begin to reach the end of the road to the mountains you see that they are instead a collection of hamlets scattered across the slopes, carved from the very mountains themselves. Some have bridges of stone between them - great monuments of craftsmanship that hang dangerously above even greater drops - but you expect most are traversed via underground passages.

There may be many different routes into the holds but the one you tread leads to a gate of stone in the mountainside, safeguarded by a pair of dwarves decked out in heavy armour. One carries a crossbow, with a shield and axe slung across their back, while the other has the reverse. The crossbow wielder holds up a gloved hand as you approach, a quiet command for you to stop.
 "Hold there travellers. Know that you must solve our riddle in order to gain access. One of us only speaks tru-"  He is cut off by a stone smacking him in the side of the helmet, thrown by his partner-in-guard.  "Shaddap Moss ya dingbat, ya think now's the time for riddles?"  The be-stoned guard just nurses his head, grumbling a half-hearted excuse under his breath.  "Sorry about him. Doesn't know nothin' about how to greet people. Unfortunately you've come at a real bad time, the Holds aren't takin' visitors." 
Archemist
 
 Originally Posted by Amnestic 
  "Shaddap Moss ya dingbat, ya think now's the time for riddles?"  The be-stoned guard just nurses his head, grumbling a half-hearted excuse under his breath.  "Sorry about him. Doesn't know nothin' about how to greet people. Unfortunately you've come at a real bad time, the Holds aren't takin' visitors."  
 

Polina loves the mountain air. This, more than any other, is her element. She points out some cool rocks that are similar to ones in her home range in the Giantshield Mountains.

When they come across the dwarves, she laughs at their antics, although if the first is making a joke she doesn't quite get it.  "Bad times where we are from, too. Brindol needs help against the goblins and so we've come to hire you. I thought there'd be like a hundred times as many of you, though, " she adds, looking around for the rest of the dwarven army.
Amnestic
 "We ain't for hirin', but if yer talkin' bout the Shining Axes...they're off the table too,"   the guard says with a sigh.  "Look, you look like you can take care of yourselves, and it's probably best you hear it from someone in charge, 'specially if you're a big spender."  She reaches back and knocks on massive gate, her gauntlet clanging on stone. Crushingly slowly, it swings open.  "Come on then."  She gestures for you to follow, leaving someone inside to replace her position as gate guard in the meantime.

You're lead through massive wide tunnels of stone, far larger and more open than the squat dwarves would require. The carvings are ornate, and each one is lit by carefully carved crystals that give off their own magical light. Through passages you're lead up through what feels like a dozen staircases (yet more murder on your poor gold-carrying backs), until you arrive at an unassuming completely unadorned door that you could have easily walked past without thinking it's important. Your escort knocks, and then enters. Inside is a small sitting room, complete with comfortable chairs, a roaring fire, a table laid with food and drink, and two dwarves sat in hushed conversation that stops as you enter.  "This group is looking to hire the Shining Axes on behalf of Brindol,"  your guard says by way of introduction. One of the seated dwarves nods his assent, and your guard leaves you behind, presumably to return to her post.

 "Ervath Helmbreaker,"  he says, gesturing for you to come and join them. There aren't enough seats for all of you.  "Captain and commander of the Shining Axe mercenaries."  The name does match what was written on the hiring contract you recovered.  "Don't know what Shel told you, but 'fraid our forces are a bit hamstrung at the moment." 
 "Thaardin Ironhand,"  the other says by way of introduction, cutting in.  "To cut a long story short, our leader has been taken captive by a dragon, and we're unable to mount a rescue. They have threatened that should any Hammerfist intervene in the conflict or leave our holds, he will die. Should we stay put, we'll be spared whatever goes on beyond our walls."  Ervath snorts dismissively at this, and Thaardin is forced to shrug with ambivalence.

 "Since I command the Shining Axes, if we're being hired, we  would  abide by the contract. Don't trust these Red Hand to keep to their side of the bargain either way."  He doesn't seem thrilled at the concept, and Thaardin looks intensely displeased at this, but seems to lack the authority to say anything more. Still, the old dwarf's face holds a silent request for you to intervene, even if he can't or won't prompt it himself.
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 18 HP: 59/59 
 PPer: 14 PInv: 19 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  
Paul smirks, his tusks showing slightly.   "Whoever made that bargain for them negotiated worse than a thirteen year old apprentice distracted by a pretty girl.  You just need someone  else  to go kill the dragon and free your leader and you're not technically in violation, even if they have some sort of magical way to sense you break the deal.
We killed a dragon... what, about a week ago?

How about some details?" 
Amnestic
 "Not many non-dwarven dragon slayers to be found in these mountains,"  Thaardin grumbles a little.  "And with Othrek taken, the other clan heads are all butting heads on how to proceed. Anyone seeking out external help would risk killing him, even if not deliberately." 
 "Around a month ago, he headed out for a walk, and disappeared. The next day a white dragon flies overhead and drops a package - Othrek's finger, and a warning. 'Othrek Hammerfist lives only so long as the Holds remain in their mountains'. Interfere with the Red Hand, and he will perish'." 
 "It's made more complicated by where they're holding him - atop Mondrim's Holdfast,"  Thaardin's voice grows grimmer still.  "His very name is a blight on Hammerfist history. Few dwarves would dare to step on such cursed grounds, even without the threat against Othrek's life."  Ervath shakes his head.  "Ancient superstition. Empty halls filled only with cold and monster nests, no curses." 
 "If you are offering to help...if you  can  rescue Othrek, his vengeance would be vicious. He'd mobilise the entire Hold, not just the Shining Axes. If he dies in the attempt though..."  Thaardin shakes his head.  "Internal politics would keep the mercenaries here until the matter of succession were settled." 
 "There's paths inside and outside the mountain that lead up to where the dragon has settled. Since it took up residence, unseasonal blizzards have started, threatening any who'd try to make the climb. You could head up through the underground passages through the Holdfast directly, but we've no idea what you might encounter there. Creatures-"  "-or curses."  Thaardin finishes, ignoring Ervath's eye-roll.
J-H
 Paul 
Paul doesn't seem too bothered by this.  The Ghost Lord was much scarier than the dragons they've chased away or killed.  Perhaps they can get access to some dwarf-crafted armor and equipment, too...
Archemist
 
 Originally Posted by Amnestic 
  "It's made more complicated by where they're holding him - atop Mondrim's Holdfast,"  Thaardin's voice grows grimmer still.  "His very name is a blight on Hammerfist history. Few dwarves would dare to step on such cursed grounds, even without the threat against Othrek's life."  Ervath shakes his head.  "Ancient superstition. Empty halls filled only with cold and monster nests, no curses." 
 "There's paths inside and outside the mountain that lead up to where the dragon has settled. Since it took up residence, unseasonal blizzards have started, threatening any who'd try to make the climb. You could head up through the underground passages through the Holdfast directly, but we've no idea what you might encounter there. Creatures-"  "-or curses."  Thaardin finishes, ignoring Ervath's eye-roll. 
 

 "So it was a dragon that looked like this?"  In a moment, she resummons Rax as a white cold-type dragon. Polina gives a giant wink and adds,  "Anyways, that sounds of no interest to us, but you should know we'd already been planning on taking a walk up through the Holdfasts to see the view from the peak. I'm a bit of a mountain girl myself." 
Amnestic
Neither dwarf seems to be particularly impressed or enamoured by Polina's stunt - a visual reminder of what has captured their leader - but they are in no position to turn away help, even if it comes with some unintentional belittling of their plight attached.

They call for some guards to escort you through to the 'rear' entrance to the Holdfast's tomb and halls. On the way, they provide two pieces of advice: First, that you will be faced almost immediately with a false tomb, which holds a secret door passing further in. Second, that in the tomb is a teleportation circle that will transport you from the tomb to the Holdfast's chapel, allowing you access through the halls to the peak proper.

The dwarves leave you before you reach your destination, fear and superstition keeping them from escorting you the whole way. They do still provide clear instructions (written down, even) on your path, so that you can be sure not to lose your way through the winding underground tunnels.

Many of the dusty passages look the same, and for those without clear guidance it would be easy to become lost and potentially remain as such, dying beneath the mountain not to any blade, but merely thirst and starvation.

You, however, are not going to fall victim to such things. The tomb’s entrance is simple to find based on the directions you were given.  The tomb's entrance lies open and unsealed, allowing passage inside without concern. Whether that be because of past plunderers or the fear of the tomb preventing its sealing, you couldn't say.

The entrance way into the tomb is humble and out-of-the-way.  There are alcoves to the left and right of the door depicting a male and female dwarf with their hands clasped before them.  The remainder of the walls are intricately carved with images of dwarves travelling into mountains and mining in deep pits.  Up a short flight of stairs to the south are two more alcoves with coffins open to the air.  There are a number of sets of tiny bones on the floor – bird skulls, rat spines, what looks to be the front paws of a wolf, but whoever made them that way is long gone.

Passing through the darkened halls without light is the 'false tomb' you were told of. The chamber is humbler than one might have expected for the tomb of a king.  It is a relatively small space, with a low ceiling.  It seemed reasonable to assume Mondrim was buried here, though; what you presume is Morndrim’s coat of arms is painted artfully on the walls, and there are even faded frescoes of a crowned dwarven figure walking and hunting with a two-headed dog.  There is a simple, dusty bier made of white marble, raised slightly off the floor, without a mark in or on it except for a single line of text on the tomb’s top in what appear to be dwarven runes, though covered in dust.  There are several humanoid-sized skeletons lying scattered around the floor, though, of different races.

A pressure plate in the wall, carefully set into a carving of Mondrim's personal weapon, allows access further inside, unless you wish to investigate the false-tomb further.
Archemist
Polina takes a peek at the writing but says,  "I can't read this dwarvish scratch - can any of you?" 

She does poke briefly at the humanoid skeletons, examining their equipment and attire, trying to figure out if they were grave-robbers and maybe what killed them if so.
J-H
 Paul 
 "No, I never picked up dwarven runes."   He decides not to disturb the tomb, although if Polina finds anything, he'll help examine it.
Amnestic
The skeletons are little more than broken bones, dusty rags, and shattered wood. The skeletons  do  appear too tall and lithe to be dwarves, so grave robbers seems likely, but whatever they came to take seems to have gotten the better of them. Some of the wood would serve as torches, in case you found yourself in need of it, but otherwise the only thing they have to offer is dust and the silent warning of the grave.

Pressing on (the pressure plate), you move on through the 'secret' door into the next room, a wide hall 20ft tall, 15ft wide, and 30ft long.

This chamber seems to house memories rather than corpses.  The air is cold.  The space, a long hall set with thick granite pillars every ten feet or so, is filled with images of presumably Morndrim Shadowhammer from various parts of his life.  There are images of him engaged in fierce battle with lizardfolk, hobgoblins, and orcs.  Another shows Morndrim receiving a massive spear with an unusual, flaring head from an ancient dwarf.  Another features Morndrim and a dwarven woman embracing, with a symbol of some kind carved above them.  There is a carving of the dwarf kneeling before a thin-looking dwarven king, and opposite that, an image of Morndrim seated on the same throne, crowned.  At the far end of the hall is a statue of the old dwarven king, standing garbed for battle in what appears to be dragonhide armor and holding the same massive spear from the carvings in his right hand.


 
 Spoiler: Religion, DC11 

This sort of chamber is known as a Hall of Memory’s Sorrow.  It’s a common feature of dwarven crypts, where the entombed dwarf’s family could come to reminisce and refresh the memory of their fallen family members without having to go to the tomb itself.  By tradition it contains no carvings of words or text.  This chamber is small and spartan compared with the usual Hall of Memory’s Sorrow in kings’ tombs.  Significant in its absence is any indication of any children or wider family beyond Morndrim and his wife.

The symbol above the picture of Morndrim and his wife Obetha is the holy symbol of Hanseath, the dwarven god of war, revelry, and alcohol. The context suggests Morndrim and Obetha were married by a cleric of Hanseath.
 

 
 Spoiler: Arcana, DC13 

The dwarven woman in the image is wearing what magic item crafters often call a Veil of Allure, a device designed to make the wearer appear preternaturally beautiful.
 


To the southwest of the hall is a singular door, through which you feel a significant and notable chill emanating. The inside of the mountain isn't  warm , but what seems to lurk beyond this has a deathly cold to it far worse.
J-H
 Paul 

Paul checks over the room for any other exits, and examines the artwork briefly.   "His wife was wearing a veil of allure, designed to magically make her more beautiful.  Does that mean that they were wealthy, or that he was hard to catch the attention of?  I don't see any kids." 
 
 Spoiler 

Investigation  (1d20+9)[ 11 ] 
 
Archemist
Polina takes this news with some surprise.  "Why would she have to pretend like that with her husband? Was there something she was hiding?" 
Amnestic
Paul's deductions unfortunately fall short of determining anything - whether it was an expression of wealth, or a deception painted forever in stone, the carvings give no more secrets.
Amnestic
Polina goes first, opening the door and unleashing a chilling blast of cold air that rushes down the tunnels, extinguishing any natural light sources you might be holding. In the darkness, peeking around the corner, Polina is faced by a pretenaturally beautiful dwarven woman, her beauty only marred by the fact that she is a gaunt undead monstrosity dripping with icicles, whose magical veil can only do so much to beautify her when half of her is long since rotted and what grey skin she is seem to have only remained due to how utterly cold it is inside her tomb. She does not seem to take kindly to the intrusion.

 
 Spoiler: Map 

 

As Polina and Rax started their turn within 30ft of her when the door opened, they take  2  (Polina, save success) and  4  (Rax, save failed) Cold damage, before resistances, from her aura of cold (DC15 Con, 2d6 cold or half on success).

Polina and Leif are up.

 Initiative:- 
Polina:  (1d20)[16]  (1d20)[20]
Leif: (1d20)[17]

O: (1d20)[17]

Trellara: (1d20)[16]
Paul: (1d20+1)[3]
Ayalla: (1d20)[3]
 
Archemist
Polina will leave it to Leif to warm this place up. She lets a slight shiver run through her at the aura of cold, though Rax in his new colors seems completely unbothered. They advance on the woman, and Polina says,  "So you're the one who's been the curse on this place, eh?" 

She fires up her whip and strikes twice while still ten feet away or so from the figure. Rax is faster and gets right up in the ghoulish figure's face.

 
 Spoiler: OOC - Rax Dodge, Polina attack 
 (1d20+8)[ 16 ]  for  (1d4+5)[ 9 ]  magical slashing and  (2d6)[ 6 ]  electricity.
 (1d20+8)[ 19 ]  for  (1d4+5)[ 6 ]  magical slashing and  (2d6)[ 6 ]  electricity.

Rax leaves his options open for an AoO instead of adding his usual aura, and takes the Dodge action by default. I figure they're in the two spaces on the right side of the room, just south of the woman.
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 8 
 AC:  17  | HP:  64/64
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  3/3  | 4th:  2/2
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph, Summon Elemental

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  Fire Shield (warm)
 Concentrating:  None
 Conditions:  None  
 
  

"If I had known our welcome would be so frosty I'd have brought a coat," Leif says before her entire body becomes wreathed in flame, "But this will have to do."

She then follows Polina into the room.

 
 Spoiler 
Cast Fire Shield on self, granting resistance to cold damage, and whenever a creature within five feet of Leif hits her with a melee attack, the shield erupts with flame and the attacker takes 2d8 fire damage.

Move adjacent to Polina.
 
Amnestic
Polina dashes in and lands two shocking blows against the undead, who clearly feels the bite of both whip and lightning. She retaliates, ignoring Rax and going straight for the drake's master, slamming an icy pair of fists into Polina in turn.

 
 Spoiler: Map 

 

Polina hits twice, and then the undead hits back twice, for  11  bludgeoning+ 8  cold and  8  bludgeoning+ 8  cold (before resistances).

Everyone except Ayalla is starting their turn within 30ft for the cold aura now, so:-
Failed Saves ( 6  cold damage): Rax, Polina, Wuffles
Successful Saves ( 3  cold damage): Leif, Paul, Trellara

Everyone is up.

 Initiative:- 
Polina:  (1d20)[16]  (1d20)[20]
Leif: (1d20)[17]

O: (1d20)[17]

Trellara: (1d20)[16]
Paul: (1d20+1)[3]
Ayalla: (1d20)[3]
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 8 
 AC:  17  | HP:  63/64
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  3/3  | 4th:  1/2
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph, Summon Elemental

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  Fire Shield (warm)
 Concentrating:  Faerie Fire
 Conditions:  None  
 
  

Leif moves into the room, the heat from her body protecting her from the cold, and summons small flowers made of fire to sprout from the body of their enemy before moving closer to Polina.

 
 Spoiler 
Cast Faerie Fire so it only affects the undead. DC 17 dex saving throw or all attacks against the target are made with advantage and they cannot become invisible.

Undead saving throw:  (1d20)[ 2 ]  plus mods.

Move adjacent to Polina.
 
J-H
      
 
   
 Paul Mauser   
 
 Half-orc Artillerist Artificer 
 AC: 20 HP: 56/59 
 PPer: 14 PInv: 19 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling

(restore 1 3rd level slot as action): Leif  
 
  

Paul channels magical energy into the tube on his shoulder as he jogs to the sound of battle, firing a blast at the undead, but missing.
 
 Spoiler 

Move 40' - all the way to the left side of the room and 2 squares down
Action activate Eldritch Cannon, which lasts for 1 hour.
Bonus action shoot her
Eldritch Cannon  (1d20+9)[ 11 ]  for  (2d8)[ 6 ]  force and a 5' pushback
Advantage [roll]1d20+9/roll] rolled a 12 in the Dracula server as your dicebot wasn't responding 
 
Archemist
Polina barely keeps her shield up as the creature pummels her.  "Ow, get away, witch!"  She marks the foe with her own brand of magic and strikes out with her whip again, hoping to drive the undead back.

 
 Spoiler: OOC - Hunter's Mark and attacks 
Rax dodges. Polina whip attacks:
1.  (1d20+8)[ 23 ]  for  (1d4+5)[ 6 ]  and  (1d6)[ 1 ]  magical slashing and  (2d6)[ 5 ]  electrical.
2.  (1d20+8)[ 17 ]  for  (1d4+5)[ 7 ]  and  (1d6)[ 3 ]  magical slashing and  (2d6)[ 7 ]  electrical.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 51/51, HD: 8/8, AC: 17, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3, 4th: 2/2
Wuffles IV (Wolf Familiar)
HP: 40/46, HD: 8/8, AC: 17
 
 
 
  
 
 Spoiler: OOC 
Wuffles will run up and attack, Ayalla will cast Shocking Grasp and have Wuffles use his reaction to deliver it.
Shocking Grasp:  (1d20+8)[ 26 ] , Lightning damage  (2d8)[ 8 ] , it can’t take reactions until the start of its next turn.
Bite:  (1d20+7)[ 13 ] , piercing damage  (2d4+4)[ 9 ] , if the target is a creature, it must succeed on a DC 16 Strength saving throw  (1d20)[ 1 ]  or be knocked prone.
Advantage  (1d20+7)[ 27 ]  (Pack Tactics)
 
Amnestic
The party rushes the room, save for Ayalla. Paul's cannon shots go wide, along with one of Trellara's arrows, but Polina's whip and Wuffles' bite both dig into the creature's paper-thin skin. When Wuffles drags her to the ground, Leif's explosion of light covers the creature. Between this and the flames, when she stands again she swings her icy fists at Leif, slamming one into the tiefling.

 
 Spoiler: Map 

 

Trellara shoots twice, hits once, for  6 .
Paul unfortunately misses.
Ayalla hits with shocking grasp (technically this required Holding the spell, since Wuffles wasn't in melee, but it didn't affect anything) and Wuffles crits, and prones.
Polina hits twice.
Save failed vs. Leif's Faerie Fire.

Undead stands again, and hits Leif once for  8  bludgeoning and  4 cold, missing with the other attack. She is immune to fire damage, so takes nothing from fire shield.

Everyone except Ayalla is starting their turn within 30ft for the cold aura now, so:-
Failed Saves ( 7  cold damage): Polina, Wuffles,
Successful Saves ( 3  cold damage): Rax, Leif, Trellara, Paul

Everyone is up. Undead is bloodied, and may well go down on the next set of attacks assuming some hits go out and damage is high.

 Initiative:- 
Polina:  (1d20)[16]  (1d20)[20]
Leif: (1d20)[17]

O: (1d20)[17]

Trellara: (1d20)[16]
Paul: (1d20+1)[3]
Ayalla: (1d20)[3]
 
J-H
      
   
   Paul Mauser   
 
 Half-orc Artillerist Artificer 
 AC: 20 HP: 53/59 
 PPer: 14 PInv: 19 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot
as action): Leif  
 
  

Paul fires another pair of arcane blasts at the undead.
 
 Spoiler 

Fire bolt w/ Arcane cannon bonus  (1d20+9)[ 21 ]  for  (2d10)[ 11 ] + (1d8)[ 5 ]  fire damage
Advantage  (1d20+9)[ 25 ] 

Eldritch Cannon  (1d20+9)[ 21 ]  for  (2d8)[ 9 ]  force and a 5' pushback
Advantage  (1d20+9)[ 28 ] 
 
Archemist
Polina encourages Rax to go all in.  "Look at Wuffles over there, showing you up!" 

She herself keeps striking at the undead figure.  "Not very talkative, are you? Don't you want to go back to being DEAD dead?" 
 
 Spoiler: All-in Rax and Polina 
BA Rax attack, Polina at 36/68hp and finally set up with whip and mark active:
 (1d20+8)[ 20 ]  for  (1d4+5)[ 8 ]  and  (1d6)[ 4 ]  magical slashing and  (2d6)[ 10 ]  electricity.
 (1d20+8)[ 21 ]  for  (1d4+5)[ 9 ]  and  (1d6)[ 1 ]  magical slashing and  (2d6)[ 6 ]  electricity.

Rax:  (1d20+6)[ 14 ]  for  (1d6+3)[ 6 ]  piercing and  (1d6)[ 5 ]  cold damage.
 
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 8 
 AC:  17  | HP:  52/64
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  3/3  | 4th:  1/2
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph, Summon Elemental

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  Fire Shield (warm), Shillelagh
 Concentrating:  Faerie Fire
 Conditions:  None  
 
  

The icy blows of the undead do little damage, but Leif knows fire won't work so she'll have to try something else. Imbuing her staff with the strength of nature, she brings the weapon down upon the undead's head.

 
 Spoiler 
Use bonus action to cast Shillelagh.
Attack Undead. To hit:  (1d20+8)[ 21 ] , to damage:  (1d8+5)[ 8 ]  bludgeoning damage.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 51/51, HD: 8/8, AC: 17, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3, 4th: 2/2
Wuffles IV (Wolf Familiar)
HP: 33/46, HD: 8/8, AC: 17
 
 
 
  
 
 Spoiler: OOC 
Same as last turn.
Shocking Grasp:  (1d20+8)[ 16 ] , Lightning damage  (2d8)[ 12 ] , it can’t take reactions until the start of its next turn.
Bite:  (1d20+7)[ 20 ] , piercing damage  (2d4+4)[ 8 ] , if the target is a creature, it must succeed on a DC 16 Strength saving throw  (1d20)[ 10 ]  or be knocked prone.
Advantage  (1d20+7)[ 11 ]  (Pack Tactics)
 
Amnestic
The undead ducks below Paul's acid, but Trellara's arrow and Paul's cannon land on their mark. The injured creature is swiftly finished off by a combo strike from Wuffles and Ayalla.

 
 Spoiler: OOC 

It died on Ayalla's turn, so Polina/Rax/Leif skip the aura damage that was in the last post. Everyone else suffered it as normal.

This was an  Easy  encounter, so the party receives  5  experience points for their victory.

From the re-dead un-dead you also acquire her Veil of Allure.

 Veil of Allure 
 Wondrous Item (Veil), Rare (Requires attunement) 

The diaphanous cloth of this veil is near see-through, and easily overlooked. While attuned to it, you appear as the most beautiful example of your people. Any roll of 9 or lower on a Deception or Persuasion check is treated as a 10 when you are trying to convince someone who would be attracted to your race and gender.

In addition, you gain a +2 to spell attack roll and spell save DCs for Enchantment-school spells.
 
Archemist
Polina breathes a sigh of relief, her breath making a misty cloud in front of her face. She looks around the room.  "Wait... is this a dead end?

So to speak, of course,"  she adds, nodding towards their recent foe.

Rax sneezes and shakes his head. He may be mildly allergic to Polina's sense of humor.

But nevertheless, Polina pokes around the room to see if she can learn any more about the dwarf, or what path the party should take from here.
J-H
 Paul 
Paul's breath also produces a cloud of white mist.  He gathers a bit of dust and forms it into a temporary rune, causing his shield to glow with a bit of light (Magical Tinkering), allowing them to see in color.  He checks over the room in more detail, and is able to match the Veil of Allure with the item depicted in the painting.

 "This is the Veil of Allure I mentioned.  I guess they had a good enough marriage for her to be buried here, but not to stay dead?"   He doesn't know that much about what causes undead to rise.
Amnestic
Once you've recovered and pocketed the Veil of Allure for safekeeping, you press on through the southern door. It leads through to another chamber - markedly less dour than the others you've encountered. The floor is of ceramic tiles, the colour scheme is a jovial mix of reds, browns, and the colour of ale, and the arched ceiling is trimmed with mithral. There is a long onyx table running the length of the room, with five mugs placed evenly from one another on it.  A symbol of a double-handled cup is set into the wall, and images of mighty dwarven gods and figures of legend are carved into the stone around it, all with cups raised.

Instructions from those who lead you here advised that this is a simple shrine to the dwarven god Hanseath, one of many gods of revelry. The enchantment on the mugs can be conjured by filling it with liquid, uttering a dwarven phrase (that translates out to "Gods and drink be good!") and then quaffing the contents; doing so should activate the teleport circle to raise you up into the holdfast proper. You do note, however, that you have yet to find the King's tomb, if you wanted to continue your search for whatever rewards (or dangers) it might contain.

 
 Spoiler: Religion (DC5) 

The griefstricken would use these shrines before and after visiting the dead to restore their spirits with alcohol. Such shrines block undead and spiders from passing into its borders.
 

 
 Spoiler: OOC 

I don't think it affects any party member, but there is a constant  Hallow  effect that blocks solely Undead type creatures, along with any spiderkin. In addition, each round you stay inside it, you're affected by  Lesser Restoration .
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 20 HP: 53/59 
 PPer: 14 PInv: 19 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  
 "I've heard of these.  Dwarves use them to cheer up after visiting the graves of their ancestors, and they're also warded."   Paul glances around the room to look for another exit - there must be one - and then picks up one of the mugs to examine the runes carved on it.
 
 Spoiler 

As appropriate:
Perception  (1d20+4)[ 9 ] 
Investigation  (1d20+9)[ 13 ] 
Arcana  (1d20+12)[ 13 ] 
 
Amnestic
Unfortunately Paul's investigations fail to pick up any sign of any secret door. He does appear to have some dust in his eyes though - terribly inconvenient, and the repeated blinking keeps him from properly focusing.
Infernally Clay
      
  Leif Fochlucan 
  Tiefling Wildfire Druid 8 
 AC:  17  | HP:  52/64
 Spell Slots:   1st:  4/4  | 2nd:  3/3  | 3rd:  3/3  | 4th:  1/2
 Spells Prepared: 
1st -  Burning Hands, Cure Wounds , Healing Word, Absorb Elements, Entangle, Faerie Fire
2nd -  Flaming Sphere, Scorching Ray,  Enhance Ability, Pass Without Trace, Spike Growth, Lesser Restoration
3rd -  Fireball, Revivify , Sleet Storm, Dispel Magic
4th -  Aura of Life, Fire Shield , Polymorph, Summon Elemental

 Wildshapes:  2/2
 Spell Refueling Ring:  1/1
 Active Effects:  Fire Shield (warm), Shillelagh
 Concentrating:  None
 Conditions:  None  
 
  

"Come out come out wherever you are~" Leif says as she helps look for the hidden door, "Does anyone need patching up before we continue onwards?"

 
 Spoiler 
Perception check:  (1d20+8)[ 10 ] 
 
Archemist
Polina snoops around a bit more, hoping she or Rax can sniff out something Paul may have missed. It can't just be a dead end, right?

 
 Spoiler: OOC Perception 
rolled in discord ( 15 )
 
Amnestic
Unfortunately the attempts at searching prove unsuccessful - whatever hints the stones have to offer aren't so easily discerned.

You could dedicate more time to searching with a finer toothed comb if you wanted to, but the white dragon is still out there.
Archemist
Polina shrugs and says,  "Well, I guess they did a good job hiding the King's tomb. Between that and the undead Queen, I guess it's good odds that no thieves have made it up here, at least. Let's do this teleporting thing."  She seems more nervous about teleporting than about facing undead, and she keeps a tight grip on Rax's forearm to make sure he comes along.
J-H
 Paul 
Paul agrees, although he's much more blase about being teleported.  He does take a few moments to study the teleportation area and any runes that may be there, though.
Amnestic
At the very least Paul doesn't find any sort of duplicity or traps in the transportation runes. Gathering yourselves and your courage, you follow the intended ritual steps, and after a brief moment in which you wonder if it works, you are swiftly teleported to a new location.

The room revealed to you as your eyes clear is low-ceilinged and of much more humble dimensions than the others you've seen.  However, it's just as ruined, the southern half collapsed.  There are more symbols in the walls here, and the same circle on the floor as in the chamber from where you came.  There is a battered-looking wardrobe standing off to one side, and next to it, a polished mahogany chest.

From the looks of the religious symbols, and the half-ruined bed, this was the priest dedicated to Hanseath. The path out is navigable, even if half-collapsed and requiring a bit of squeezing.
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 20 HP: 53/59 
 PPer: 14 PInv: 19 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  
Paul moves cautiously to investigate the chest and wardrobe.  This place has been abandoned for so long that it might not have been looted until now.

 (Investigation is at +9 in case you want to roll - checking for traps or wards first) 
Amnestic
Whatever safeguarding enchantments lay on the priest's room seem to have kept his clothes protected from insects and time. The simple vestments might be a bit undersized on any of you - especially Polina - but they do still have a fragment of magic on them.

The chest is sturdy and well made, and has a solid lock on it, but doesn't seem to be magically sealed - some mundane thieves tools could be enough to unlock it. Or, failing that, some noisy smashing that may or may not damage whatever is contained within.

 
 Spoiler: OOC 

Wardrobe's unlocked, chest requires a DC15 Thieves Tool check to open quietly. No rolls required to smash it open.

 Refuge Robe 
Wondrous Item (Robe), Common

These vestments are typically granted to moderately high-level priests of a church, to help protect them against the dangers they might be called upon to face. As an action you can use the robe's power to cast  Protection from Good and Evil  on yourself. Once the robe's power has been used, it cannot be used again for 1d4 days.
 
Amnestic
Paul's careful lockpicking proves more successful a second time, allowing you quiet access to the chest's contents. Inside you find a few papers - old notes of prayers that have no notable value beyond perhaps sentimental to the long dead priest - along with a magical tabard, a scroll, and a potion.

 
 Spoiler: OOC 

 Scroll of Cloud of Daggers 
 Domain Drought 
 Potion, Rare 

This jewel-toned liquid comes in a small, translucent vial inscribed with religious iconography.

A domain draught is the distilled essence of a Cleric's domain. A successful DC15 Intelligence (Religion) check identifies which deity and domain is associated with a draught. Consuming a domain draught, as an action, grants you the subclass features of the associated domain until the end of your next long rest, based upon your Cleric level. A non-Cleric gains only the 1st level features (and 1st level Domain spells, if they can cast spells).

If you are of an alignment more than one step away from the deity who is associated with the draught, then consuming it poses a risk. You must succeed on a DC15 Constitution saving throw, or incur one level of Exhaustion.

 
 Spoiler: Int Religion (DC15) - Party has advantage due to previous exploration 

The drought is of Hanseath, a Chaotic Neutral deity. As such, it can be safely consumed by a Chaotic Good, Chaotic Neutral, True Neutral, or Chaotic Evil character. All others must make the DC15 Constitution saving throw.

The domain granted by this drought is  Courage .
 

 Tabard of the Disembodied 
 Wondrous Item (Tabard), Rare (Relic attunement) 

This misty gray tabard is silky soft to the touch. It is embroidered with small sequins in a skull motif. The fi rst of these tabards is said to have been among the burial raiments of Shedlazzar IV, a legendary wizardking who haunted his castle for decades after his death. His grandson, a noted necromancer in his own right, wrested the secret of the tabard’s creation from his ancestor’s ghost using an exceptionally cruel torture technique designed to psychically flay the spirit.

While wearing this tabard, once per day you can become ethereal, as the Etherealness spell as a bonus action. This lasts until the start of your next turn.

 Relic (2):  Once per day you can create a more stable connection to the Ethereal plane as a bonus action when you sacrifice hit dice to this relic. For 1 minute, you are transported to the Ethereal plane, but are able to fully affect the Material plane with any spells you cast. Unless your foes have a way of reaching the Ethereal plane, they are unable to affect or even see you.

For each Action you take while on the Ethereal plane, this effect's duration is reduced by 1 additional around, so if you took an action each round, its duration would be reduced to 30 seconds (5 rounds) instead of 1 minute (10 rounds).

 
 Spoiler: Relic/Relic Attunement 

Some items detailed here are classed as Relics. These relics require you to sacrifice a number of hit dice in order to gain its full powers, as denoted in their description. When you sacrifice a hit dice, you reduce your current and maximum hit points by the average roll of your hit dice + your constitution modifier. You are also not able to use that hit dice to regain hit points on a short rest.

This reduction lasts until you long rest after choosing to separate your attunement from the item. You gain the standard benefit of the item without attunning to it, as described in their descriptions - for instance the Shield of the Resolute serves as a +1 shield without sacrificing a hit dice, and only gains its greater powers after sacrificing. Despite its name, Relic Attunement does not require an attunement slot, only sacrificing of hit dice.
 

 


Once you've dealt with the tabard and decided whom - if any of you - will make use of it, you press on, squeezing through the narrow tunnel to arrive to a hallway that hasn't yet collapsed in on itself. It's a short hall, barely with room to fit all of you. A large, ornate door is on your left, while ahead of you there's a smaller door. Neither of them seem to bear any locks, and they're slightly ajar, though not quite open.
J-H
 Paul 
Paul studies the two items, successfully identifying the Domain potion as being that of Hanseath, then reports his results to the others.
Amnestic
Choosing to keep to the smaller pathways, you opt for the less ornate door ahead of you. It opens wide with a loud  creak  of rusted hinges, revealing what is clearly a corridor for residents and workers, rather than anything for guests. It stretches some 40ft long. Halfway down, on your left, is another large ornate door, similar to the one you opted against. At the far end, the ruined remnants of a statue. On the right, three small doors similar to the ones you just opened, though given the layout you'd expect them to lead to other small rooms like the priest's quarters instead of a trio of more hallways.
Amnestic
With no real reason to check them in anything but order from closest to furthest, you begin your investigations.

The first chamber seems somewhat more intimate than a storeroom or kitchen or forge would suggest.  Perhaps it was an old bedchamber, long ago. Now it's packed with little more than masses of webs, and has been cleared of anything on the floor that might interfere with them. Whether you leave, cut, or burn the webs away, you find nothing of interest here, save the suggestion of large spiders.

The second room you check seems to have been a storeroom of some kind, though what was stored in here is hard to tell.  There's a faint, sour smell lingering of some sort of grape, or wheat perhaps, long since gone to spoil.  Two distinctive features about the room: rough-looking graffiti has been scribed above the lintel of the door into this chamber, and distinct by its absence is any sign of a single spiderweb in the entire chamber.
 
 Spoiler: Dwarvish Graffiti 

"Butts and blades and broken bones!"
 
 Spoiler: DC12 Religion check 

A holy phrase of Hanseath. This may be what kept the spiders out.
 

 


The third and final room has long benches and ruined hearths on the east side that suggest it had some practical purpose, although exactly what is difficult to tell with centuries of disuse. There are bowl-shaped depressions in the benches, though, suggesting this might have been a kitchen of some kind. Polina is barely into the room before the sound of rushing water rises up from one of the drains and spills out, swiftly flooding the room though not flowing through the open door. Instead it rises up, engulfing Polina in its surging depths.

 
 Spoiler: Map 

 

While the Water Elemental is in your space, you're fully submerged in water - with all the pros and cons that comes with.

Leif and Trellara are up first.

 Initiative: 
Trellara: (1d20)[18]
Leif: (1d20)[9]

WE: (1d20)[9]

Polina:  (1d20)[6] (1d20)[8]
Paul: (1d20+1)[6]
Ayalla: (1d20)[2]
 
Amnestic
Trellara slips past Rax and fires a pair of shots. One hits stone, the other sticks in water, but an arrow piercing water was never going to be the most effective strike. Fire seems to be better, with three of Leif's rays striking the elemental and boiling small bits of it. Its retaliation is immediate. It attempts to swirl the waters inside it, but Polina manages to fight it off for a moment. Its first strike failed, it unleashes a massive deluge of icy water that floods the tunnel, throwing back everyone, slamming them into walls, and generally being very uncomfortable. Only Trellara, and Ayalla somehow manage to stay in place, with everyone else repositioned at the elemental's will. Not content to leave you to your own devices, the creature sloshes out into the hallway to follow.


 
 Spoiler: Map 

 

Trellara hits, but her non-magical bow proves only partially effective against the water elemental, so  4  damage.
Three scorching ray hits from Leif, for  25  total damage.

The water elemental attacks Polina and misses, and then unleashes a watery deluge that fills the corridor. Trellara (nat 20) and Ayalla (also a nat 20) both make the strength saving throw, and take  7  bludgeoning damage. Everyone else fails and takes  14 , and is pushed back 20ft down the corridor. It then moves to follow you.

Everyone is now up.

 Initiative: 
Trellara: (1d20)[18]
Leif: (1d20)[9]

WE: (1d20)[9]

Polina:  (1d20)[6] (1d20)[8]
Paul: (1d20+1)[6]
Ayalla: (1d20)[2]
 
J-H
      
   
   Paul Mauser   
 
 Half-orc Artillerist Artificer 
 AC: 20 HP: 39/59 
 PPer: 14 PInv: 19 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot

as action): Leif  
 
  
Paul swirls his wand, causing the elemental to be surrounded by glowing red lights, making it even easier to hit.
 
 Spoiler 

Faerie Fire.  On failed DC 16 Dex save, everyone has advantage on attack rolls against it.
Water Elemental Dex save  (1d20)[ 1 ] +??
Eldritch Cannon  (1d20+9)[ 12 ]  for  (2d8)[ 13 ]  force and a 5' pushback
Advantage?  (1d20+9)[ 22 ] 
 
Archemist
Polina, amidst the swirling waters, draws on her natural connection to the stone to brace herself and interpose her shield against the wave.

 
 Spoiler: Stone's Endurance 
using a reaction to lower the damage to Polina by  (1d12+2)[ 9 ] .
 


She then draws her whip and attempts to shock the water. It crackles and hisses as the electrical energy vaporizes bits of the water, but unfortunately none of the water that actually makes up the elemental, just random water on the walls.

Rax, stuck behind Polina, ducks into the side-room and tries to stay out of the way of any more hallway-sized waves.

 
 Spoiler: OOC - attacks and Rax dodge 
Rax moves 2 squares to the right. Polina activates her whip as a BA and attacks twice.
 (1d20+8)[ 9 ]  for  (1d4+5)[ 9 ]  magical slashing and  (2d6)[ 7 ]  lightning.
and  (1d20+8)[ 11 ]  for  (1d4+5)[ 7 ]  magical slashing and  (2d6)[ 6 ]  lightning.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 44/51, HD: 8/8, AC: 17, Resistance: Lightning
Conditions: None
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3, 4th: 2/2
Wuffles IV (Wolf Familiar)
HP: 19/46, HD: 8/8, AC: 17
 
 
 
  
 
 Spoiler: OOC 
Wuffles is in bad shape and there is not enough room so I will send him behind Paul.
Sacred Flame: DC 17 Dex save  (1d20)[ 18 ]  or take  (2d8)[ 6 ]  radiant damage. The target gains no benefit from cover for this saving throw.
 
Amnestic
The elemental weaves and bobs around Polina's electric whip and Ayalla's flames, shifting its form with perfect liquidity. Its bulky mass prevents it from dodging avoid Paul's faerie fire however, and a combination of ranged fire from Leif and Paul do land. Trellara redeems her puny arrow from the last shot, stabbing the elemental twice and then once more in what might be its 'back' as it shifts forwards to again engulf Polina, crushing her with its weight.


 
 Spoiler: Map 

 

Polina sadly misses with both attacks.
Faerie Fire lands, Paul hits with cannon.
Ayalla's SF is saved against.
Trellara hits twice, for a total of  23  damage with her dagger and one use of her Defensive Flourish.
Leif hits twice, for  18  total.

The elemental attacks Polina once, misses, then moves into her space (OA provoked, hit, for  7  damage from Trellara) and Whelms Polina. Strength saving throw failed (1+8=9 vs. DC15), making her take  20  bludgeoning damage and grappling+restraining her. This can be escaped with a DC15 Strength (Athletics) check as an action.

The elemental is now below half health.

Everyone's up!

 Initiative: 
Trellara: (1d20)[18]
Leif: (1d20)[9]

WE: (1d20)[9]

Polina:  (1d20)[6] (1d20)[8]
Paul: (1d20+1)[6]
Ayalla: (1d20)[2]
 
Archemist
Polina struggles against the water, splashing around and flailing.

 
 Spoiler: OOC - Athletics 
 (1d20+8)[ 16 ] 
 


As she escapes out the back side of it, she calls to Rax to attack it.
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 44/51, HD: 8/8, AC: 17, Resistance: Lightning
Conditions: Concentration (Spirit Guardians)
Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3, 4th: 2/2
Wuffles IV (Wolf Familiar)
HP: 19/46, HD: 8/8, AC: 17
 
 
 
  
 
 Spoiler: OOC 
Cast Spirit Guardians: Enemies within 15 ft radius. DC 17 Wisdom save  (1d20)[ 7 ]  or take  (3d8)[ 8 ]  radiant damage, half on successful save.
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 20 HP: 39/59 
 PPer: 14 PInv: 19 PIst: 11  
 Conditions: -- 
 Concentrating: Faerie Fire 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul targets the elemental again.   "Hang on, it's weakening!" 
 
 Spoiler 

Fire bolt w/ Arcane cannon bonus  (1d20+9)[ 10 ]  for  (2d10)[ 6 ] + (1d8)[ 5 ]  fire damage
Advantage  (1d20+9)[ 17 ] 
Eldritch Cannon  (1d20+9)[ 11 ]  for  (2d8)[ 6 ]  force and a 5' pushback
Advantage  (1d20+9)[ 24 ] 
 
Amnestic
The glimmering water elemental swiftly falls victim to your onslaught, but it's Leif's quadruple rays that cause the water elemental to slough off and collapse into a puddle of cold water and nothing else. The hallways falls quiet once more. An investigation of the kitchen finds nothing in there but old utensils and a piles of dust that may have once been food.

 
 Spoiler: OOC 

Strong scorching ray finished it off, encounter over. This was an  Easy  encounter, so  5  experience points.

No loot to speak of here. Giving a moment for any healing/etc. and then moving along.
 
J-H
Paul is completely untouched.   "I wonder how long that's been here?  It doesn't look like it was conjured recently." 

He's ready to move on.
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 44/51, HD: 8/8, AC: 17, Resistance: Lightning
Conditions: Concentration (Spirit Guardians)
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/3, 4th: 2/2
Wuffles IV (Wolf Familiar)
HP: 33/46, HD: 8/8, AC: 17
 
 
 
  
 
 Spoiler: OOC 
Cure Wounds on Wuffles:  (1d8+5)[ 11 ] + (1d4)[ 3 ] 
 
Amnestic
When you push open the door, it sticks a little, and after some shoving opens wide to reveal a room drenched in thick sticky webbing. The floor is covered in them, they hang in vast curtains from the ceiling, and drape the walls as tapestries. This is more than a mere nest of spiders, it is an infestation.  "Guests come to my humble abode?"  a feminine voice, lithe and seductive, calls out to you from beyond sight.  "Step forward, so that I can receive you properly." 
Amnestic
Leif's fireball detonates in the centre of the room, barely enough room to stop her scorching herself. While the voice that called to you doesn't seem affected, three spiders drop from the ceiling, burned to a crisp. More skitterings and chitterings are heard, and the voice calls with fury   "Feast on them, my pets!"  
 
 Spoiler: Map 

 

Fireball wipes out three spiders and injures two more.Of the one that you can partially see, it is on the ceiling 20ft up, and so not in ground-melee range.

Ayalla is up first.

 Initiative:- 
Ayalla: (1d20)[20]

D: (1d20)[18]
GS:(1d20)[18]

Polina: (1d20)[14] (1d20)[9] 

PS:(1d20)[13]

Trellara: (1d20)[12]
Paul: (1d20+1)[3]
Leif: (1d20)[2]
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 44/51, HD: 8/8, AC: 17, Resistance: Lightning
Conditions: Concentration (Spirit Guardians)
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/3, 4th: 2/2
Wuffles IV (Wolf Familiar)
HP: 33/46, HD: 8/8, AC: 17
 
 
 
  
Ayalla moves into the doorway, lets loose a Sacred Flame at the nearest target, and withdraws to stand behind Rax.
 
 Spoiler: OOC 
Sacred Flame: DC 17 Dex save  (1d20)[ 6 ]  or take  (2d8)[ 10 ]  radiant damage. The target gains no benefit from cover for this saving throw.
 
Amnestic
Ayalla's sacred flames burn one of the other spiders down from the ceiling. When she steps into the long hall, she sees the source of the voice that called to you - a wicked drider, longsword in one hand and a ball of magic in the other. She approaches just enough to unleash her spell upon you, scattering bright lights that cling to your form, before retreating back out of sight. The final spider descends from its webs on high, right into Ayalla's spiritual guardians that cut it down before it can attack Leif.


 
 Spoiler: Map 

 

SF kills one spider.
Drider casts Faerie fire. Failed saves: Polina, Ayalla, Paul. Passed saves: Leif, Rax.
Last spider runs in and dies to a failed SG save.

Polina alone is up.


 Initiative:- 
Ayalla: (1d20)[20]

D: (1d20)[18]
GS:(1d20)[18]

Polina: (1d20)[14] (1d20)[9] 

PS:(1d20)[13]

Trellara: (1d20)[12]
Paul: (1d20+1)[3]
Leif: (1d20)[2]
 
Archemist
Polina finds herself glowing and she curses in draconic. But she knows her place... and her place is in the drider's face. She moves into the room, whip and shield at the ready. While still at the bottom of the stairs, she strikes twice at the spider-thing.

With a quick whistle from Polina, Rax is there too, interposing himself between the drider and Polina, ducking and weaving.

 
 Spoiler: OOC - Rax dodge, Polina whip activation and attacks 
BA whip on, Attack action:
 (1d20+8)[ 10 ]  for  (1d4+5)[ 7 ]  slashing and  (2d6)[ 6 ]  lightning.
 (1d20+8)[ 19 ]  for  (1d4+5)[ 8 ]  slashing and  (2d6)[ 2 ]  lightning.

Rax is on the stairs adjacent to both Polina and the drider, dodging to give Disadvantage to attacks against him. He keeps his Reaction for an AoO if the drider moves.
 
Amnestic
Polina's whip cracks, almost missing the drider, but it hits enough to disrupt her spellcast, causing the glimmering lights to vanish. From another dimension entirely, two more spiders leap at you, biting down on Trellara and Wuffles from both sides. Though they resist the venom, the fangs still sink deep.

 
 Spoiler: Map 

 

Polina hits once, narrowly, but one hit is all that was required when you roll a 4 on concentration to break faerie fire.

Phase spiders leap out of the ethereal and crit Wuffles for  16  piercing and  16  (successful save, but doubled damage) poison.
They also narrowly hit Trellara for  8  piercing and  5  poison.

Party other than Polina is up.

 Initiative:- 
Ayalla: (1d20)[20]

D: (1d20)[18]
GS:(1d20)[18]

Polina: (1d20)[14] (1d20)[9] 

PS:(1d20)[13]

Trellara: (1d20)[12]
Paul: (1d20+1)[3]
Leif: (1d20)[2]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 20 HP: 39/59 
 PPer: 14 PInv: 19 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  
 "Great Scott!  Spiders from the Ninth Dimension!"   Paul unleashes a volley of spellfire on the one attacking Rax, then moves into the room with the drider, whom he'd barely caught a glimpse of before.

 
 Spoiler 

Attack southern Phase Spider
Fire bolt w/ Arcane cannon bonus  (1d20+9)[ 17 ]  for  (2d10)[ 16 ] + (1d8)[ 2 ]  fire damage
Eldritch Cannon  (1d20+9)[ 20 ]  for  (2d8)[ 9 ]  force and a 5' pushback
Move 40' into the room, ending up in the left column of dead spiders, just north of the bottom spider of the two.
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 44/51, HD: 8/8, AC: 17, Resistance: Lightning
Conditions: Concentration (Spirit Guardians)
Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 1/3, 4th: 2/2
Wuffles IV (Wolf Familiar)
HP: 23/46, HD: 8/8, AC: 17
 
 
 
  
 
 Spoiler: OOC 
Move over and heal Wuffles, Wuffles will attack the spider, finish in the hall next to Paul.
Cure Wounds:  (3d8+5)[ 20 ] + (1d4)[ 2 ] 
Bite:  (1d20+7)[ 14 ] , piercing damage  (2d4+4)[ 9 ] , if the target is a creature, it must succeed on a DC 16 Strength saving throw  (1d20)[ 6 ]  or be knocked prone.
 
Amnestic
Paul's dual-blasts weaken the magical spider enough that the swiftly-healed Wuffles is able to tear off a leg with its teeth and bring it to a swift end. Trellara retaliates against her own attacker, stabbing it once with her dagger, flourishing it in front of her to ward off any more strikes. The summoned Calcifer and Rax's evasion don't serve as adequate distractions for the drider, who smartly targets not any of the pets but their masters. She swings her blade at Polina, who parries, but her fangs still find flesh, critically wounding the goliath.


 
 Spoiler: Map 

 

Trellara hits the spider once, and uses Defensive Flourish, for 16 damage dealth (and +7 AC)
Paul severely wounds the phase spider.
Calcifer's saves are both failed against.
Ayalla heals Wuffles, and the wolf's bite finishes off the injured PS.

The Drider ignores Rax and goes for Polina. It misses with its sword but its spiderbite  crits  for  6  piercing and  14  poison.

Polina is up.

 Initiative:- 
Ayalla: (1d20)[20]

D: (1d20)[18]
GS:(1d20)[18]

Polina: (1d20)[14] (1d20)[9] 

PS:(1d20)[13]

Trellara: (1d20)[12]
Paul: (1d20+1)[3]
Leif: (1d20)[2]
 
Archemist
Polina's thick skin shrugs off the brunt of the bite, but she is breathing hard and blood-soaked. With a half-grunt, half-yell, she strikes back at the spider. But it's obvious that without some healing magic, she is not going to be able to fight much longer. Her whip crackles and burns at the spider's exoskeleton, striking it with grievous effect, just as the spider's bite had on her.

Rax snarls and attacks also, giving up any dodging for pure aggression to see if THAT gets the spider's attention.

 
 Spoiler: OOC - Rax and Polina attacks 
 (1d20+8)[ 23 ]  for  (1d4+5)[ 7 ]  magical slashing and  (2d6)[ 7 ]  electrical.
2nd attack:  (1d20+8)[ 28 ]  for  (1d4+5)[ 8 ]  magical slashing and  (2d6)[ 10 ]  electrical and  (1d6)[ 5 ]  cold from Rax's aura if either of these hit.

Rax attack:  (1d20+6)[ 20 ]  for  (1d6+3)[ 5 ]  piercing and  (1d6)[ 6 ]  cold.
 
Amnestic
Polina's retaliatory strikes prove just as critical as the driders. The pair work together to tear chunks from the drider in tandem, though it yet stays standing.

 
 Spoiler: Map 

 

Hits and crits do 66 total damage.

Phase spider attacks Trellara, misses, phases out.

Map is the same except the phase spider by Trellara disappears, forgive me for being too lazy to upload a whole new one!

Drider is severely damaged. May go down this set of turns depending on rolls. May not. It does have decent high AC...

Everyone but Polina is up.

 Initiative:- 
Ayalla: (1d20)[20]

D: (1d20)[18]
GS:(1d20)[18]

Polina: (1d20)[14] (1d20)[9] 

PS:(1d20)[13]

Trellara: (1d20)[12]
Paul: (1d20+1)[3]
Leif: (1d20)[2]
 
J-H
      
      Paul Mauser    
 Half-orc Artillerist Artificer 
 AC: 20 HP: 39/59 
 PPer: 14 PInv: 19 PIst: 11  
 Conditions: -- 
 Concentrating: -- 
 Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif  
 
  

Paul directs another blast of energy at the drider, then moves up behind Polina and splashes a potion on the goliath's exposed skin before moving closer to the door.
 
 Spoiler 

Cure Wounds  (1d8+5)[ 11 ] 
Eldritch Cannon  (1d20+9)[ 25 ]  for  (2d8)[ 14 ]  force and a 5' pushback

Moving up to near Polina, then over to just inside the door (2 squares right of Leif's position on the map)
 
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 44/51, HD: 8/8, AC: 17, Resistance: Lightning
Conditions: Concentration (Spirit Guardians)
Spell Slots: 1st: 2/4, 2nd: 3/3, 3rd: 1/3, 4th: 2/2
Wuffles IV (Wolf Familiar)
HP: 23/46, HD: 8/8, AC: 17
 
 
 
  
With one spider dead and the other out of phase Ayalla and Wuffles go into the room with the others to help.
 
 Spoiler: OOC 
Cure Wounds on Polina:  (1d8+5)[ 11 ] + (1d4)[ 4 ] 
Spirit Guardians damage for the turn: DC 17 Wisdom save  (1d20)[ 2 ]  or take  (3d8)[ 9 ]  radiant damage, half on successful save.
Wuffles will try to Bite the Drider:  (1d20+7)[ 8 ] , piercing damage  (2d4+4)[ 10 ] , if the target is a creature, it must succeed on a DC 16 Strength saving throw  (1d20)[ 11 ]  or be knocked prone.
Advantage  (1d20+7)[ 26 ]  (Pack Tactics)
 
Amnestic
Trellara and Paul leap at the drider, blade and blast finishing off the already wounded spider woman. The vanished phase spider does not reappear, and seems to have retreated to heal its wounds on the ethereal plane, where you can't stab it anymore.

 
 Spoiler: OOC 

Trellara hit with both attacks for 18 total.
Paul finished it off, saving a burning hands spell slot.

It may not seem like it but this was a  Deadly  encounter, granting you all  15  experience points.

Giving a moment for healing etc.
 


There are more doors to the west, but an opening to the north appears to lead out onto the mountain's 'surface' - this, it seems, is the direction you were intended to go, in order to reach the dragon, and so the question becomes whether you investigate the interior further, or push directly to your target.
J-H
Paul heals Polina more as the group moves to investigate the area before proceeding to where the dragon is likely to be.

(CW  (1d8+5)[ 9 ] )
Amnestic
Once you've finished patching each other up you head westward into another mostly ruined hallway. The path south - mirroring the way you came from on the eastern side - is blocked off by debris completely, and likewise the north seems to have caved in. Two doors before you, one immediately, one slightly southwards. Dwarves are nothing if not predictable in their construction.

Trying the closest door, you enter into a remarkably tall chamber, one whose ceilings are 40ft tall, even though the remainder of the room is barely 5ft by 10ft on the ground. Like the main hall, this area is packed by webs. Hanging from on high, you can see a number of cocoons. One of them starts wriggling frantically once you step inside. The cocoon is some 30ft in the air, a significant distance to fall if cut down haphazardly.
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 44/51, HD: 8/8, AC: 17, Resistance: Lightning
Conditions: Concentration (Spirit Guardians)
Spell Slots: 1st: 2/4, 2nd: 3/3, 3rd: 1/3, 4th: 2/2
Wuffles IV (Wolf Familiar)
HP: 23/46, HD: 8/8, AC: 17
 
 
 
  
  "You in the cocoon, try to make some noise if you understand this and want some help."  
Amnestic
The cocoon struggles against itself, and you vaguely hear the sounds of what may or may not be a feminine voice. It's as good a response as you're going to get. Flying up, Rax cuts the web down, and you arrange yourselves to catch it before it smashes into the ground. Cutting it open reveals a panting dwarven woman with her hair up in braids. She's dressed lightly, and looks at the party with a mixture of fear and confusion, still clearly unsure what's going on.
Izzarra
      
     Ayalla Nazonda    
Spirit Medium
HP: 44/51, HD: 8/8, AC: 17, Resistance: Lightning
Conditions: Concentration (Spirit Guardians)
Spell Slots: 1st: 2/4, 2nd: 3/3, 3rd: 1/3, 4th: 2/2
Wuffles IV (Wolf Familiar)
HP: 23/46, HD: 8/8, AC: 17
 
 
 
  
  "I am Ayalla Nazonda, we are here on behalf of Hammerfist Hold."  
She offers the dwarven woman a waterskin.
Amnestic
The dwarven woman sips at the waterskin, still eyeing you with a mixture of wariness and curiosity.  "I didn't think they'd send anyone up here. And non-dwarves at that." 
J-H
 Paul 
The half-orc shrugs.   "Sometimes, the letter of the agreement is just as important as the intent.  Like alloying metal, you have to divide things in the right places to get the right result.  I assume you haven't been here too long and know what's going on?" 
Amnestic
 "Just that some spiders grabbed me, nothing else comes to mind."  The dwarf replies, eyes still roaming over the group, and the spider blood you're covered in.