LMoP 4 – On to the Redbrands

Gnothic


2023-02-01


As the dust of battle slowly settles and buzzing of flies builds near the pools of blood under the fallen Redbrands, a crowd begins to gather. A general murmuring is punctuated by the occasional cheer or outburst, “these Redbrands have gotten too big for their britches!” and the like. After a moment a man you recognize as Ed from outside the Stonehill Inn after youyr first meeting with the Redbrands a few hours ago comes walking up quite slowly and deliberately. The crowd seems to instictively notice his presence and quiets down, involuntarily clearing as he slowly ambles up.

The murmuring changes tone and you here, “What’s got Ed so excited?”, and “Holy shit, Ed’s freaking out”

Ed approaches you and lets out a low, quiet grunt of greeting as he chews away on some tobacco. He dribbles a large ball of brown sailva onto the ground and looks at Ernault. Cocking his head in the direction of the town’s inns, he slowly and quietly intones, “Hey? Seen some o’ dem Redbrands, lightin’ outta da, [like a snore] uhhhhhhhhh, yup. Reckon gettin’ friends”

Events

  • The party decides to bring the fight to the Redbrands, who have their hideout in the old manor house on the hill
  • Some local kids said they knew a back way into the hideout – they had seen it being used when they were fishing in the woods
  • Headed to the forest, made camp in the woods and rested, then snuck out and found the secret entrance. Entered and met the Nothic, who spoke in their minds. Then they killed it
  • Searched around and found loot in the Gnothic’s crevasse
  • Snuck up a tunnel and heard voices at doors to two rooms
  • Scouted around and found an opposing door on one of the room – planned a flanking attack from two fronts
  • Executed surprise entry and attacked drunk guards
  • Things going badly, Ernault decides to attack the other room, doubling the fun

160 sp, 120 gp, five malachite gems (15 gp each), two potions of healing, and a scroll of augury.
+l longsword in a silver-chased scabbard. The sword is inscribed with the name “Talon,” and its hilt is worked in the shape of a bird of prey with outspread wings. It once belonged to a great knight named Aldith Tresendar, known as the Black Hawk.

Ernault Dulon:

Detect Thoughts
divination 3

Casting Time: 1 Action
Range: Self
Components:

V,
S,
M
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that loom s large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

SPELL SAVE DC: 13

12

WISDOM SAVE (4)
Ernault Dulon

For Description Only
Find Familiar
conjuration 1
(ritual)
Casting Time: 1 Hour
Range: 10 ft
Target: An unoccupied space within range
Components:

V,
S,
M
Duration: Instantanteous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, Lizard, Octopus, owl, Poisonous Snake, fish (quipper), rat, raven, Sea Horse, Spider, or Weasel. Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form, though it is a Celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In Combat, it rolls its own Initiative and acts on its own turn. A familiar can’t Attack, but it can take other ACTIONS as normal.

When the familiar drops to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an Action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.

As an Action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an Action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.

SPELL SAVE DC: 13

Heddterria:

14

SURVIVAL (1)
Heddtirria

21

SURVIVAL (1)
Heddtirria

Ernault Dulon:

rolling d100
(

44

)

=

44

Olwë:

rolling d100
(

39

)

=

39

Heddterria:

rolling d100
(

36

)

=

36
19

PERCEPTION (3)
Heddtirria

Tookit:

rolling 1d20
(

9

)

=

9

Olwë:

21

PERCEPTION (5)
Olwë Singollo

Ernault Dulon:

rolling dF
(

+

)

=

1
rolling 5dF
(

0
+
0

)

=

-1
rolling d20
(

7

)

=

7
rolling d20
(

8

)

=

8
rolling d20
(

4

)

=

4
rolling d20
(

19

)

=

19

Olwë:

rolling d20
(

3

)

=

3

Ernault Dulon:

rolling d20
(

13

)

=

13
rolling d20
(

5

)

=

5

Olwë:

rolling d20
(

12

)

=

12

Ernault Dulon:

rolling d20
(

19

)

=

19
rolling d20
(

7

)

=

7

Olwë:

rolling d20
(

19

)

=

19

Heddterria:

21

PERCEPTION (3)
Heddtirria

Ernault Dulon:

12.129999999999999

INITIATIVE (1.13)
Ernault Dulon

Tookit:

rolling 1d20
(

16

)

=

16

Heddterria:

9

INITIATIVE (3)
Heddtirria

17

INITIATIVE (3)
Heddtirria

Olwë:

18

DEXTERITY (-1)
Olwë Singollo

1

INITIATIVE (-1)
Olwë Singollo

Heddterria:

12

CONSTITUTION SAVE (1)
Heddtirria

17

DECEPTION (-2)
Heddtirria

Tookit:

rolling 1d20
(

13

)

=

13
rolling 1d20
(

19

)

=

19
rolling 1d8
(

6

)

=

6
rolling 1d20
(

14

)

=

14
rolling 1d20
(

16

)

=

16

Heddterria:

23

longbow (+7)
Heddtirria


archer +2 attack r

7


piercing

4

Favoured Foe
Heddtirria

2

Favoured Foe
Heddtirria

Ernault Dulon:

For Description Only
Magic Missile
evocation 1

Casting Time: 1 Action
Range: 120 ft
Components:

V,
S

Duration: Instantaneous
You create three glowing darts of Magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the spell creates one more dart for each slot above 1st.

SPELL SAVE DC: 13

8

ARCANA (5)
Ernault Dulon

23

ARCANA (5)
Ernault Dulon

Olwë:

18

5 ft
Maul (+5)
Olwë Singollo


13


Bludgeoning

11

CONSTITUTION SAVE (1)
Olwë Singollo

Tookit:

rolling 1d20 + 5
(

5

)

+5

=

10
rolling 1d20 + 5
(

9

)

+5

=

14

Heddterria:

8

longbow (+7)
Heddtirria


archer +2 attack r

10


piercing

rolling d100
(

22

)

=

22

Olwë:

14

5 ft
Maul (+5)
Olwë Singollo


10


Bludgeoning

9

5 ft
Maul (+5)
Olwë Singollo


10


Bludgeoning

Tookit:

rolling 1d20
(

2

)

=

2
rolling 1d20
(

17

)

=

17
rolling 1d8
(

3

)

=

3
rolling 1d6
(

1

)

=

1
rolling 1d6
(

3

)

=

3

Olwë:

rolling 2d4
(

4

+

2

)

=

6

Heddterria:

22

PERCEPTION (3)
Heddtirria

Tookit:

rolling 1d20
(

3

)

=

3

Ernault Dulon:

10

HISTORY (5)
Ernault Dulon

Heddterria:

1

HISTORY (0)
Heddtirria

Olwë:

17

HISTORY (0)
Olwë Singollo

Ernault Dulon:

25

ARCANA (5)
Ernault Dulon

Tookit:

rolling 1d20
(

9

)

=

9
rolling 1d20 + 5
(

15

)

+5

=

20

Heddterria:

10

PERCEPTION (3)
Heddtirria

Ernault Dulon:

11

STEALTH (1)
Ernault Dulon

Heddterria:

5

PERCEPTION (3)
Heddtirria

Tookit:

rolling 1d20 + 5
(

14

)

+5

=

19
rolling 1d20 + 5
(

19

)

+5

=

24

Ernault Dulon:

17.13

INITIATIVE (1.13)
Ernault Dulon

Heddterria:

21

INITIATIVE (3)
Heddtirria

Tookit:

rolling 1d20 + 3
(

19

)

+3

=

22

Olwë:

6

INITIATIVE (-1)
Olwë Singollo

Heddterria:

12

INITIATIVE (3)
Heddtirria

Ernault Dulon:

Burning Hands
evocation 1

Casting Time: 1 Action
Range: Self(15 foot cone)
Components:

V,
S

Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable Objects in the area that aren’t being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the damage increases by 1d6 for each slot level above 1st.

SPELL SAVE DC: 13

Tookit:

rolling 1d20
(

3

)

=

3
rolling 1d20
(

6

)

=

6
rolling 1d20
(

10

)

=

10
rolling 1d4
(

1

)

=

1

Olwë:

Sacred Flame
evocation cantrip

Casting Time: 60 feet
Range: Touch
Components:

V,
S

Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range.

The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

SPELL SAVE DC: 13

Heddterria:

15

Short sword (+5)
Heddtirria


4


piercing

rolling d8
(

1

)

=

1
1

Favoured Foe
Heddtirria

4

Favoured Foe
Heddtirria

Ernault Dulon:

rolling 5d8
(

5

+

7

+

3

+

3

+

3

)

=

21
rolling 1d6
(

3

)

=

3
rolling 3d6
(

5

+

3

+

4

)

=

12

Olwë:

17

5 ft
Maul (+5)
Olwë Singollo


11


Bludgeoning

7
Bludgeoning

Heddterria:

Archer
Heddtirria Class: Ranger lvl2: Fighting Style
You gain a +2 bonus to attack rolls you make with ranged weapons.

21

Otherworldly glamour (1)
Heddtirria


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