- 18: Erky
- 17: Sky
- 13: Klilxuac, Bugbear
- 10: Kelben
- 3: Hargrem
Round 3
Erky remains in hiding while Sky, recovering from her recent brush with near-death, pulls out a bit of fleece from her pouch and begins softly singing a ballad. Still feeling the phantom pain in her said, she looks to inflict her own brand of phantasmal pain upon her tormentor.
A moment later, Fomok begins patting at his waist where his pouch is. "No!" he roars, angrily. "That mine. You bring that back!"
Klilxuac, taking advantage of the distraction, quickly sends three bolts of arcane energy streaking toward their angry foe. The beast howls in pain with each successive strike... before ultimately being struck down as Kelben abandons his bow and rushes at the bugbear, jabbing it in its gut with his rapier.
"Is my potion...." Fomok gasps, the falls dead. The 'potion' Fomok referred to is a small glass vial filled with the familiar red liquid of a potion of healing. The bugbear, with dirt mixed into its fur, and his sickle-bladed glaive, was likely a gardener. Aside from the potion and a ring formed of a thorny vine knotted on itself worn on its right pinky finger, it did not carry any other valuables.
Now, with the threat alleviated, the group is afforded the luxury of actually taking in their new surroundings. Nodules of luminescent fungus hang from the ceiling and walls, and grow in clumps on the flagstone floor. The light illuminates portions of grand relief carvings on the stone walls that aren’t covered with the fungus. These carvings depict dragons in various stages of raining fire down upon terrified people.
Half of the large chamber's floor is covered with soil and compost, which allows a variety of feeble plants to grow.
A bench containing simple gardening implements stands along the west wall.
Aside from the door you entered through, there are three other thick stone doors -- one in the northern wall, one in the southern wall, and the third in a little alcove area on the east side of the room. All the doors are closed, but not locked. No sounds can be heard coming from beyond any of them; likely due to their thickness and solid stone composition.
Aside from some various gardening implements cast about and leaning against and on the table on the western wall, nothing else of obvious value or interest is found in the room.
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Actions?
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Date: 15 Flamerule 1489
Time: 06:21 (Sunrise: 05:56, Sunset: 20:07)
Temp: 56°F
Conditions: Cool.
Light Sources:
- Klilxuac: 'Light' spell (purple; 20' radius + 20' dim) on small pebble (Extinguished: 15 Flamerule @ 7:01)
- Klilxuac: 'Light' spell (Cantrip) (Detailed in 'Light Sources' section, above.) (Detailed in 'Light Sources' section, above.)
- Klilxuac: 'Mage Armor' spell (1st-level) (Ends: 15 Flamerule @ 14:01)
- GreyWolfVT | Kelben | Rock Gnome | Rogue (3) | NG | HD (1d8): 3 | HP: 24-16 = 8+6 = 14 | AC: 13 | SP: 25' | Initiative: +2 | Perception: 11 | Darkvision: Yes | Inspiration: Yes
- Languages: Common, Gnomish, Thieves’ Cant
Spell Slots: None
Features:- 1st: Sneak Attack (2d6)
2nd: Cunning Action
3rd: Roguish Archetype: Scout
- 1st: Sneak Attack (2d6)
- Languages: Common, Gnomish, Thieves’ Cant
- Monsieur Rose | Sky | Tabaxi | Bard (3) | CN | HD (1d8): 3 | HP: 21-22 = 0+8 = 8 | AC: 14 | SP: 30' | Initiative: +4 | Perception: 13 | Darkvision: Yes | Inspiration: Yes
- Languages: Common, Infernal
Spell Slots: 1st: 4, 3, 2nd: 2, 1
Spells Known: 6 Cantrips Known: 2 (Minor Illusion, Vicious Mockery)
Features:- 1st: Bardic Inspiration: 3 (Rest: Long)
2nd: Jack of All Trades, Song of Rest
3rd: Expertise (Deception, Persuasion), Bard College: College of Lore
- 1st: Bardic Inspiration: 3 (Rest: Long)
- Languages: Common, Infernal
- Scott308 | Klilxuac | Dragonborn (Red) | Sorcerer (3) | CG | HD (1d6): 3 | HP: 19 | AC: 12 (Mage Armor: 15) | SP: 30' | Initiative: +2 | Perception: 12 | Darkvision: No | Inspiration: Yes
- Languages: Common, Draconic, Elvish, Abyssal
Spell Slots: 1st: 4, 3, 2nd: 2
Spells Known: 4- 1st: Detect Magic, Mage Armor, Magic Missile
- 2nd: Scorching Ray
Breath Weapon: 1 (DC: 11 | Damage 2d6; save for half) (Rest: Short)
Features:- 1st: Sorcerous Origin: Wild Magic
- 1st: Wild Magic Surge, Tides of Chaos: 1, 0 (Rest: Long)
3rd: Metamagic
- Languages: Common, Draconic, Elvish, Abyssal
- Shaede | Hargrem | Human (Variant) | Cleric (3) | NG | HD (1d8): 3 | HP: 24 | AC: 18 | SP: 30' | Initiative: +2 | Perception: 15 | Darkvision: No | Inspiration: Yes
- Languages: Gnomish, Common, Celestial
Spell Slots: 1st: 4, 3, 2, 2nd: 2
Spells Known: 6- 1st: Bane, Healing Word, Inflict Wounds, Sanctuary, Shield of Faith
- 2nd: Aid
- Life Domain Spells (Automatically Prepared)
- 1st: Bless, Cure Wounds
- 2nd: Lesser Restoration, Spiritual Weapon
Features:- 1st: Divine Domain: Disciple of Life
2nd: Channel Divinity (Rest: Short) (Turn Undead: 1, Preserve Life: 1)
3rd: None
- Languages: Gnomish, Common, Celestial
Marching Orders
Scout
- Kelben
- Hargrem
Kelben
Sky
Klilxuac
Erky
- Kelben | Hargrem
Erky
Klilxuac | Sky
- None