[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/qst/ - Quests

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
Draw Size ×
  • Please read the Rules and FAQ before posting.
  • Additional supported file types are: PDF
  • Roll dice with "dice+numberdfaces" in the options field (without quotes).

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: dnd.png (373 KB, 1080x1086)
373 KB
373 KB PNG
Your grandfather was an adventurer and your father ressented him for it, because he was never at home. He didn't want you to become an adventurer, rather wanted you to tend to the family farm. But one day when you found a chest with some equipment from your grandfather, you realized you had to go out in an adventure!

You found (Choose one):
> A +1 dagger and a handful of minor healing potions
> A Shadowed Leather Armor +1 that subtly blends into shadows, granting a +2 bonus to Stealth checks.
> A Cloak of Protection (+1 AC and saving throws) and a lantern that glows brightly for 8 hours per day without fuel.
> A Bow of Precision, a +1 longbow that grants advantage on attack rolls made at long range.
> An Arcane Compass, a magical compass that points toward the nearest source of magic. Also functions as a spellcasting focus.
> A Dagger of Returning, a +1 dagger enchanted to return to your hand immediately after being thrown.
> Write in (one or more magical items worth no more than 1,500 gold)

All your life you've been preparing for this moment, in a sense. For you trained to become:
> A Fighter
> A Rogue
> A Sorcerer

You decide to depart on that very night, without warning, so that your father doesn't get a chance to convince you to stay.
Besides your findings, you have 100 silver with you.

Which direction do you want to travel?

> North, to the port city of Maphys where you could take a ship elsewhere
> South, to Fort Darkrock on the frontier with the elvish kingdom
> West, to the mining city of Krok near the mountains full of monsters
> East, to the walled city of Dagoba, the capital of the kingdom
> Write in

Also decide if male or female, pick a name for yourself and assign your attributes (they all start at 8 and you have 27 points to distribute. Atributes higher than 14 cost 2 points).
>>
>>6169008
>> A +1 dagger and a handful of minor healing potions
> A Fighter
> West, to the mining city of Krok near the mountains full of monsters

Male
Ramza Lion
S:14
D:14
C:14
I:11
W:14
Cha:8
>>
>>6169008


> An Arcane Compass, a magical compass that points toward the nearest source of magic. Also functions as a spellcasting focus.

>A sorcerer

>North, to the port city of Maphys where you could take a ship elsewhere

Male
Jorun Vaun
S: 8
D: 11
C:13
I:10
W:11
Cha:18

Not sure if my STAT spread works out but I'm basically hoping for the classic CHA>CON>DEX=WIS>INT>STR sorceror build.

>a very charismatic weakling with only passable mental stats, and unlimited magical potential, what could go wrong?
>>
>>6169326
+1
>>
>>6169008
> A Shadowed Leather Armor +1 that subtly blends into shadows, granting a +2 bonus to Stealth checks.
> A Rogue
> East, to the walled city of Dagoba, the capital of the kingdom

Male
Simon Medwin
STR:10
DEX:14
CON:12
INT:13
WIS:12
CHA:14
>>
>>6169308
>>6169326
>>6169399
>>6169413


You are Jorun Vaun, a charismatic but physically frail sorcerer brimming with untapped magical potential. The Arcane Compass, a curious device that hums faintly with magical energy, rests comfortably in your hand, its needle pointing unwaveringly toward a source of mana hidden somewhere ahead. You’ve always dreamed of adventure, and now, with this enchanted tool and your newfound freedom, that dream begins to unfold.

After hours of walking, the family farm is well behind you. Your boots crunch against the gravel path as you step into the outskirts of a lush forest. The air is fresh, tinged with the scent of pine and wildflowers. You decide it’s a good time to pause and rummage through your pack, pulling out a modest meal wrapped in cloth. Sitting on a fallen log, you savor each bite, the flavors simple but comforting.

As you chew, you glance at your supplies. A single meal remains in your pack. “Hmm,” you mutter to yourself, “that’s the only food I brought… better ration it until I find a village.”

Nearby, the gentle babble of a stream catches your ear. The clear water glimmers in the fading sunlight as you kneel to refill your waterskin. The forest feels peaceful yet mysterious, its tall trees casting long shadows across the ground.

Unable to resist, you check the Arcane Compass again. The needle points unerringly toward the forest's dense interior. Something powerful, something magical, lies ahead. You can feel it calling to you.

Looking around, you weigh your options.

If you follow the forest's edge, either east or west, you might eventually find a village or cross paths with a traveling caravan. It would take time, but it’s a safer bet.
The stream at your side winds into the heart of the woods. Following it could lead you to someone living deep within the forest—an old hermit, a ranger, or perhaps something less inviting. Then again, it could lead to nothing but untamed wilderness.
The compass urges you toward the forest's depths. To follow it means braving the unknown and risking getting lost, but the thought of uncovering a potent magical secret is almost irresistible.

You stand, pack slung over your shoulder, the Arcane Compass glowing faintly in your hand. The road forks in four distinct directions.

> Go around the forest to the east
> Go around the forest to the west
> Follow the stream into the forest
> Follow the compass into the forest
> Write in
>>
Male
Jorun Vaun
S: 8
D: 11
C:13
I:10
W:11
Cha:18

You have 7 hp.

You know 4 cantrips and 2 spells.

You can cast cantrips at will.

You have 2 lv 1 spell slots.

Which cantrips do you want? (pick 4)

- Acid Splash
- Blade Ward
- Booming Blade
- Chill Touch
- Control Flames
- Create Bonfire
- Dancing Lights
- Fire Bolt
- Friends
- Frostbite
- Green-Flame Blade
- Gust
- Infestation
- Light
- Lightning Lure
- Mage Hand
- Mending
- Message
- Mind Sliver
- Minor Illusion
- Mold Earth
- On/Off
- Poison Spray
- Prestidigitation
- Ray of Frost
- Shape Water
- Shocking Grasp
- Sword Burst
- Thunderclap
- True Strike

Which level 1 spells do you want? (pick 2)

- Absorb Elements
- Acid Stream
- Burning Hands
- Catapult
- Chaos Bolt
- Charm Person
- Chromatic Orb
- Color Spray
- Comprehend Languages
- Detect Magic
- Disguise Self
- Distort Value
- Earth Tremor
- Expeditious Retreat
- False Life
- Feather Fall
- Fog Cloud
- Grease
- Ice Knife
- Id Insinuation
- Infallible Relay
- Jump
- Mage Armor
- Magic Missile
- Ray of Sickness
- Remote Access
- Shield
- Silent Image
- Silvery Barbs
- Sleep
- Sudden Awakening
- Tasha's Caustic Brew
- Thunderwave
- Witch Bolt
>>
>>6169684


Equipment

You have:

an explorer's pack (except you didn't bring much food)
a component pouch
two daggers
one quarterstaff

100 silver
>>
>>6169692

and the Arcane Compass of course, forgot to write it down
>>
Qm, I’m going to play your quest but unfortunately I won’t have time to investigate spell lists and so forth until later tonight, other anons should feel free to chime in
>>
>>6169684

Here’s my cantrip selection:

-Prestidigitation
-Minor Illusion
-Mind Sliver
-Message

The vibe here is mostly “mental magic and illusions”

Level 1 spells:

>Chaos Orb
>Absorb Elements

And here, Jorun starts to develop some affinity for elemental spells, but his control is poor and mostly unpredictable. as a good looking guy, he mostly expects to skate by on charm, and he’s not exactly malicious either - mostly interested in tricks or small deceptions to help escape trouble. More or less he’s a dumb kid who takes his magical gifts for granted, he wants to get rich and famous without really understanding what that might cost him…
>>
I'm gonna leave vote open until tomorrow to give people time to chime in on the spells they want, and select a path.
>>
>>6169698
>>6169755

These two guys are me, my ID keeps changing. Let’s follow the compass straight into the forest
>>
So this is your spell list:

Cantrips: (at will)

-Prestidigitation
-Minor Illusion
-Mind Sliver
-Message

Level 1 spells: (2 slots)

-Chaos Orb
-Absorb Elements
>>
The pull of the Arcane Compass is irresistible, its glowing needle unwavering as it points deeper into the heart of the forest. Resolutely, you step off the beaten path and plunge straight into the dense woodland. The towering trees soon close in around you, their gnarled branches twisting overhead to form a natural canopy that filters the sunlight into scattered patches on the forest floor. The air grows cooler, heavy with the earthy scent of moss and damp leaves.

Hours pass, the forest's endless expanse wrapping around you like a living maze. The day stretches on as you navigate over roots and through thick underbrush, the sound of birdsong gradually fading as dusk begins to settle. A sense of quiet unease creeps in as shadows grow longer and the dim light dwindles. Nightfall approaches swiftly.

Somewhere in the distance, a wolf howls—a haunting, mournful sound that echoes through the still air. Then another answers, and another, until their cries weave a symphony of the wild. A chill prickles your spine. You grip the compass tighter, its faint glow offering some comfort in the encroaching darkness.

The forest feels alive around you, but whether with friend or foe, you cannot tell. The wolves’ howls remind you of the risks of stopping here, yet exhaustion tugs at your limbs. You weigh your options carefully.

What will you do?
> Gather wood, make a fire, and set up camp for the night. The fire could keep the wolves at bay.
> Avoid attracting attention; skip the fire and camp quietly under the cover of trees.
> Push onward, relying on the compass to guide you through the dark, even at the risk of stumbling into danger.
> Write in
>>
>>6170344

> Avoid attracting attention; skip the fire and camp quietly under the cover of trees.

And for fucks sake, remember to cast minor illusion over ourselves so that we look like a big rock or something. If we curl up we’ll fit in the 5x5x5 requirement
>>
>>6170372

Oh and we can cast prestidigitation to make us SMELL like a big rock to any wolves who might stumble by
>>
>>6170372
>>6170375


minor illusion lasts 1 minute

prestidigitation lasts 1 hour

sleeping lasts 8 hours

does not compute

since your assumptions were incorrect, I will wait for confirmation if this is still your vote
>>
>>6170385

Hmm, fair enough. well, let’s try to hide under some bushes at least, so we’ll have a few seconds warning when the wolves show up (then we can try to hide)
>>
Rolled 12, 18, 9, 12, 6, 15, 19, 14 = 105 (8d20)

>>6170463

You make yourself comfortable amidst some bushes and sleep there for the night!

Rolling for wolves!

on a 1 wolves show up
>>
>>6170465
>>6170463


You wake up well rested the following morning, with a big spider tickling your face. You panic for a moment, then sigh in relief - it was just a common spider.

You get up and continue to follow the Arcane Compass.

Let's see what you find ahead!

Roll 1d20 for Spot Check, DC 12
Roll 1d20 for Stealth Check DC 14
>>
Rolled 6, 6 = 12 (2d20)

>>6170467

Here goes
>>
>>6170469

Yikes
>>
>>6170469
>>6170475


You stumble forward, your foot catching on a root hidden in the underbrush. For a moment, you feel yourself losing balance, and then with an unceremonious crash, you land directly on top of someone. There's a startled gasp followed by a swift movement. Before you can react, you feel the cold tip of a staff pressed against your face.

You freeze, looking up into the sharp, determined eyes of a female elf with long raven hair. Her expression is one of surprise mixed with suspicion, but the staff in her hand remains steady, its end dangerously close to your nose.

"What’s the meaning of this, human?" she demands, her voice carrying an edge of both authority and annoyance. "Why were you trying to sneak up on me? Are you a thief?"

As you scramble to regain some composure, you notice her attire. She wears an elegant yet practical set of green clothing, blending seamlessly with the surrounding forest. A large belt cinches her waist, adorned with a collection of pouches, and her neck is draped with necklaces of varying designs—some simple, others far more intricate. Her arms are protected by worn leather braces, and her sturdy boots are scuffed from travel. Nearby, a travel sack rests on the ground, likely hers, and it seems she's been on the move for some time.

You realize you’ve not only startled her, but you’ve also stumbled directly into her path. The tension in the air is palpable, the staff still hovering just inches from your face.

> Explain that you were simply looking for a nearby source of mana, the Arcane Compass leading you here.
> Calmly insist you’re not a thief, present yourself, and ask her name.
> Tell her you were merely wandering, with no ill intent.
> Write in
>>
>>6170477

> Explain that you were simply looking for a nearby source of mana, the Arcane Compass leading you here.

>we are a charming moron, don’t hurt us lady
>>
>>6170478


You hold up your hands in a gesture of peace, trying to look harmless. "I was simply looking for a nearby source of mana, the Arcane Compass led me here," you explain.

The elf sighs, her piercing eyes still watching you with suspicion, but the tension in the air begins to ease slightly. "Now that's a precious treasure you've got there," she says, her voice softening. She lowers her staff and extends a hand to help you back onto your feet.

You grab her hand and steady yourself, grateful for the support.

"See those stones over there?" she points to a cluster of moss-covered stones, each one engraved with runes. "This place is sacred, but it has recently been desecrated. Come, I'll show you." She picks up her travel pack, ready to lead the way.

You follow her a short distance through the forest, your boots crunching on the earth beneath. Not far from the stones, you spot a strange stone bowl sitting at the base of a large tree. The bowl is filled with a red liquid, unsettling in its contrast to the surrounding tranquility.

"Usually, there’s just sacred water in there," she explains, eyeing the bowl with distaste. "It’s like holy water but quenches your thirst for days if you drink a little of it."

She shakes her head, clearly disappointed. "I came here to fill up my waterskin, and I find this."

You peer into the bowl, uncertain of what to make of it.

"What is this?" you ask, leaning closer.

"Wine, blood, both. Not sure," she says, frowning. "Someone dumped something into the sacred stone bowl."

Curious, you lean in and smell the substance. The scent that wafts up is unmistakable—booze, mixed with something faintly... sacred. You can't help but chuckle. "Must be sacred booze."

> Taste some of the sacred booze.
> Fill your waterskin with sacred booze.
> Tell the elf you'd better throw it all away then.
> Grab the bowl and toss the contents out.
> Write in
>>
>>6170484

>how can I help you resanctify the site? Who would do this?
>>
>>6170486


"‘Sacred booze,’ huh?" The elf says with a raised eyebrow, her voice tinged with both amusement and disbelief. She shifts her weight slightly, clearly considering the oddity of the situation.

You glance at the strange liquid again, then back at the elf, and with a semi-serious tone, you ask, "How can I help you resanctify the site? Who would do this?"

The elf pauses for a moment, her expression softening, almost as if pondering the question before responding. "Resanctify?" she says with a light laugh, the tension in her posture easing a little. "Oh no, that won't be necessary." She shakes her head, almost as if to shake the idea itself.

She points at the mossy stones around you, her voice steady and filled with a quiet knowledge. "This site taps into a mana source that flows from the heart of the forest itself. The rainwater that falls onto this bowl is naturally transformed by the mana into sacred water. Even if we do nothing, over time, the rain will rinse the bowl, and the sacred water will continue to flow."

She lets out a small sigh, her shoulders slumping just slightly as if disappointed by the situation. "It is just annoying, though, because now I don’t have any sacred water to fill my waterskin with." Her voice turns slightly resigned.

"On the other hand," she continues, glancing at the bowl with its unsettling red liquid, "if this continues, I'm sure it will bother many people. Other travelers come to this site looking for sacred water. I’m not the only one."

You stand in silence for a moment, the weight of her words settling over you. The site, although sacred, is far from untouched. It seems that the flow of sacred water might be disrupted, but the solution might not be as straightforward as it first appeared.

> Offer to help the elf by cleaning the bowl, hoping to hasten the return of sacred water.
> Suggest investigating the area more thoroughly to find out who might have desecrated the site.
> Agree with the elf that this is a minor inconvenience and suggest heading to the nearby village to find food and rest.
> Ask the elf if she knows of any other sacred sites nearby that could offer the same benefits.
> Propose that you stay and guard the area for a while, just in case whoever desecrated it might return.
> Take a sip of the "sacred booze" yourself, intrigued by its mixture of holy and alcoholic qualities.
> Write in
>>
>>6170533

> Offer to help the elf by cleaning the bowl, hoping to hasten the return of sacred water.
> Suggest investigating the area more thoroughly to find out who might have desecrated the site.

Let’s team up, elvish lady
>>
Rolled 5 (1d20)

>>6170537


You look at the elf with a determined expression. “If the rain will eventually restore the bowl, maybe we can speed things up in the meantime. Let me help clean it out.”

The elf raises an eyebrow, a faint smile tugging at her lips. “Eh, sure. I wasn’t going to drink that anyway,” she says, shrugging as if the whole situation is more amusing than serious.

Gripping the bowl carefully, you dump the strange crimson liquid onto the forest floor, watching as it soaks into the mossy ground. A tinge of regret washes over you—you’d been curious about the taste of this so-called "sacred booze." But it’s quickly replaced by a sense of duty as you kneel down and begin wiping the bowl with some cloth from your pack. The elf watches you for a moment, then crouches down to assist, her hands deft and practiced.

Once the bowl is clean, you straighten up and look around. “This shouldn’t have happened in the first place. Maybe we should try to find out who or what did this,” you suggest.

The elf tilts her head thoughtfully, tapping her chin with a slender finger. “It was probably just someone clueless, a traveler who didn’t realize this is a sacred site.” She stands, brushing her hands off on her belt. “Still, you’re right. I need to wait until it rains again before I can get any sacred water, so we might as well investigate.”

She gestures toward the ground a few feet away. “First, let’s take a look at those footprints over there. They look... odd. Maybe they’ll lead us to whoever did this.”

The two of you move toward the prints, which appear faintly pressed into the soft forest soil. They’re strange—unusually large, with what seems to be claw marks at the toes. You crouch down to examine them, feeling a sense of unease creep into your chest. The elf kneels beside you, her eyes narrowing as she studies the tracks.

“Not your average traveler, I’d say,” she mutters, her voice tinged with concern.

She glances at you and nods. “Alright. Let’s see if we can follow these tracks.”

Roll for Survival to track the footprints:
DC 14 for you.
The elf rolls as well, but her DC is only 10.
>>
Rolled 9, 8 = 17 (2d20)

>>6170564
>>
>>6170675

As the realization settles in, you and the elf stand amidst the towering trees, the dimming sunlight casting long shadows across the forest floor. The footprints have vanished into the underbrush, leaving only a faint unease hanging in the air.

The elf sighs, resting her staff against her shoulder.
"Well, this is awkward. Maybe whoever did this isn't even nearby anymore." She glances around, her green eyes scanning the forest with a mix of curiosity and frustration. "What now? Got any bright ideas?"

You take a moment to consider your surroundings and your next course of action. The forest hums with life, but no obvious trail remains.

> Survey the Area for Clues: You suggest splitting up briefly to search for additional signs of recent activity—broken branches, disturbed soil, or other evidence. Roll a Perception check (DC 14).
> Rest and Regroup. With the sun setting, you propose setting up a small camp nearby. "If we wait until morning, we might notice something we missed in the dark."
> Follow the Nearest Animal Trail. The elf points out a narrow animal trail winding through the trees. "If nothing else, this might lead us to a water source or someone who can help." Roll Survival (DC 13) to track the path successfully.
> Call Out to the Forest. You suggest trying to make contact with whoever—or whatever—might be responsible. "If someone’s watching us, they might respond to a show of curiosity." Roll Persuasion (DC 15)
> Return to the Sacred Site: The elf suggests returning to the sacred bowl and starting from there again. "Maybe we missed something. If nothing else, it's a good landmark." Roll Insight (DC 12) upon revisiting the area to uncover new details.
> Write in
>>
Rolled 12 (1d20)

>>6170793

> Survey the Area for Clues: You suggest splitting up briefly to search for additional signs of recent activity—broken branches, disturbed soil, or other evidence. Roll a Perception check (DC 14).

Well, let’s keep trying!
>>
>>6170797

You suggest splitting up briefly to cover more ground in your search for clues.

“Stay within earshot,” the elf says, gripping her staff tightly. “This forest hides more than just sacred sites.”

With a nod, you wander off, scanning the ground and surrounding trees for broken branches, disturbed soil, or other signs of recent activity. The minutes tick by uneventfully—just endless mossy roots, scattered leaves, and the occasional birdcall. Frustration begins to creep in as your search yields nothing.

Suddenly, a scream pierces the stillness.

You bolt toward the sound, crashing through the underbrush as your heart pounds in your chest. When you reach a small clearing, you see the elf running toward you, her face pale with panic.

Chasing after her is a strange figure. His lower body is unmistakably goat-like, covered in shaggy fur, with powerful legs that end in sharp hooves, each step kicking up dirt. His bare upper torso glistens with sweat, adorned with crude necklaces of bone and teeth. Two curling horns rise from his wild, unkempt hair, and his angular face bears an unsettling grin. A set of pipes dangles from a leather strap at his waist, bouncing with every stride.

“Get away from me, you beast!” the elf screams, gripping her staff as she ducks and weaves away from his outstretched hands.

“C’mon, babe, just a little romp!” the creature calls after her, his voice lilting and smooth. “I’m really hard right now!”

It’s a satyr, one of the fey known for their indulgent hedonism and utter disregard for boundaries.

> Cast a Spell to Halt the Satyr: You raise your hands, calling forth your magic, and unleash *Mind Sliver* to disorient him and stop his pursuit. Roll to hit and apply psychic damage if successful.
> Confront Him with a Threat: You step into his path, shouting to get his attention. “Back off, goat-boy, or you’ll regret messing with us!” Roll an Intimidation check (DC 14) to scare him off.
> Physically Intervene: You charge forward, aiming to tackle the satyr or block his path to the elf. Roll an Athletics check (DC 15) to grapple or stop him.
> Reason with the Satyr: You appeal to his ego, knowing satyrs can sometimes be swayed by charm or cunning. “She’s not interested, but maybe I can help with whatever you’re after?” Roll a Persuasion check (DC 13) to distract or calm him down.
> Aid the Elf’s Escape: You shout to the elf, directing her toward a dense patch of trees or a potential hiding spot. Roll a Perception check (DC 12) to find a safe path for her.
> Toss a Dagger at the Satyr: You pull out a dagger and hurl it at the satyr, aiming to wound or at least distract him. Roll a ranged attack with your dagger.
> Write in
>>
>>6170821

I’d rather just blast him with Chaos Bolt, Mind Sliver is better used on vermin
>>
>>6170826


Chaos bolt it is, roll to hit, DC 14
>>
Rolled 10 (1d20)

>>6170833

Let’s see if we can pass a roll lol
>>
>>6170836

Nope
>>
Rolled 9 (1d20)

>>6170838
>>6170836


You summon your focus and hurl your spell toward the satyr, but it goes wide, dissipating harmlessly into the air. The satyr halts his pursuit of the elf, his head snapping in your direction. His mischievous grin twists into something far more menacing as his eyes lock onto you.

“Well, well,” he sneers, lowering his head and pawing at the ground like a bull preparing to charge. “Looks like you’re volunteering to join the fun!”

Before you can react, the satyr surges forward, his goat-like hooves thundering across the forest floor. His horns glint dangerously in the dappled sunlight as he lowers his head, aiming to ram you full force.

Rolling for the satyr’s attack: DC 7
>>
Rolled 4, 1 + 1 = 6 (2d4 + 1)

>>6170844


rolling damage
>>
>>6170845


The satyr charges headlong into you, his horns striking squarely against your chest. The impact knocks the wind out of you and sends you sprawling onto the forest floor. Pain blossoms through your body as you hit the ground hard, struggling to breathe. You're left clutching your ribs, battered and bloodied. (you only have 1 HP left)

The satyr towers over you now, drawing a wickedly curved sword from his side. The blade gleams as he brandishes it, his grin curling into something darker.

"So," he says, leaning closer, his voice dripping with menace. "You thought you'd toss spells at me? Tell me why I shouldn’t gut you like a fish right here!"

> Beg for Mercy: Plead with the satyr, emphasizing that you were only trying to protect the elf and meant no harm to him.
> Bluff for Survival: Claim you’re part of a powerful mage guild that would hunt him down if he kills you.
> Cast Minor Illusion: Conjure a fearsome sound or image to distract him, hoping to buy time.
> Reach for a Hidden Weapon: Slowly draw a dagger from your belt, preparing to defend yourself or strike at the right moment.
> Call Out to the Elf: Yell for her assistance, hoping she hasn’t fled too far and can intervene.
> Use Prestidigitation to Stun Him: Attempt to create a sudden burst of light or harmless sensory effect to startle and disorient him.
> Write in
>>
>>6170853
>> Call Out to the Elf: Yell for her assistance, hoping she hasn’t fled too far and can intervene.
>>
>>6170853

> Beg for Mercy: Plead with the satyr, emphasizing that you were only trying to protect the elf and meant no harm to him.

Time to use our CHA?
>>
>not a single DC passed
Man are we unlucky..

>>6170853
>Bluff for Survival: Claim you're part of a powerful mage guild that would hunt him down if he kills you.
I don't think begging is gonna work since we fired something overtly lethal.
>>
Rolled 2 (1d3)

>>6170871 1
>>6170874 2
>>6170896 3
>>
>>6170871
>>6170874
>>6170896
>>6170963


Tears streaming down your face, you plead desperately for your life. The satyr’s expression shifts from menacing to disdainful as your sobs grow louder. Then, as you completely lose composure, the ultimate indignity occurs—you wet yourself.

The satyr takes a step back, wrinkling his nose. “Man, you’re so pitiful. That’s just sad.” He sheathes his sword with a sigh.

“Listen,” he says, gesturing with his hands. “Don’t go throwing deadly spells at people you don’t know. Especially someone like me. Elves? They love this stuff, you know—being chased through the woods. It’s half the reason they wander out here in the first place.”

He glances back in the direction the elf ran, then shakes his head. “Anyway, I’ve got more important things to do. That booze I hit earlier? Top-shelf. But it’s wearing off, and I need another drink. Get your act together and get the hell out of my forest.”

With that, the satyr vanishes into the underbrush, muttering to himself about finding more wine. You’re left standing there, alone, with soiled pants, a bruised ego, and the forest eerily quiet around you.

> Try to find the elf: Look for any signs of her trail and attempt to reunite with her.
> Clean yourself up: Head to the nearest stream or water source to clean off and compose yourself.
> Follow the satyr: Stealthily track the satyr, curious where he’s headed and what he might do next.
> Check the Arcane Compass: Use the compass to locate nearby mana sources.
> Rest and recover: Find a safe spot to sit, patch yourself up, and regain some energy.
> Head back to the sacred site: Retrace your steps to the sacred bowl to regroup and decide your next move.
> Write in
>>
>>6170970

> Head back to the sacred site: Retrace your steps to the sacred bowl to regroup and decide your next move.

Can we cat prestodigitation a bunch of times on the way to clean ourselves up and hide our shame?
>>
>>6170981

*cast prestidigitation

Forgive my typos per favore
>>
>>6170981
>>6170982

>cast prestidigitation a bunch of times on the way to clean ourselves up and hide our shame?

sure
>>
>>6170986

As the sun sets and the shadows of the forest grow longer, you retrace your steps toward the sacred site. The encounter with the satyr weighs heavily on your mind, and a damp discomfort reminds you of your earlier panic—you pissed yourself during the scuffle. Though it dried on the way back, the humiliation clings to you like a second skin.

You mutter under your breath, casting Prestidigitation over and over as you walk, cleaning your soiled clothes and doing your best to erase the evidence. With each flick of your fingers, the stains and smells vanish, but not the memory of your terror.

When you finally reach the sacred site, a wave of relief washes over you at the familiar sight of the mossy stones and the rune-covered bowl. The Arcane Compass had guided you here after you got lost briefly. However, the relief is short-lived—the elf is nowhere to be seen.

The air grows colder as night falls, the eerie silence of the forest pressing in around you. The faint rustling of leaves and distant animal calls are the only sounds accompanying your thoughts. With the elf gone and darkness closing in, you're left to decide your next move.


> Set up camp in the sacred site: Rest within the protective circle of the sacred stones, trusting in their sanctity to keep potential threats at bay.
> Set up camp nearby: Find a sheltered spot outside the site’s boundaries to avoid any unwanted attention while remaining close enough to return if needed.
> Search the area for the elf: Call out cautiously and scour the surroundings for signs of her trail or clues to her whereabouts.
> Climb a nearby tree for a better view: Ascend a sturdy tree to gain a vantage point, scanning the forest for movement or signs of the elf while keeping an eye out for danger.
> Write in
>>
>>6170993

> Set up camp nearby: Find a sheltered spot outside the site’s boundaries to avoid any unwanted attention while remaining close enough to return if needed.

Sort of a tough first outing for us
>>
Rolled 2, 6, 9, 18, 2, 2, 13, 18 = 70 (8d20)

>>6171043


You decide to set up camp nearby, finding a sheltered spot just outside the sacred site’s boundaries. You deliberately avoid drawing any attention, so you forgo lighting a fire. The night is dark and quiet as you eat the last of your food, huddled alone in the cold air. The silence of the forest around you feels strangely unsettling, and the shadows seem to creep closer.

As you finish your meal, you try to make yourself as comfortable as possible in your quiet little corner, but the stillness only serves to heighten your unease. Every rustling leaf or snap of a twig causes your heart to race as you lie in the dark.

Rolling for random encounters, a 1 is a nasty.
>>
Rolled 2 (1d2)

>>6171045

You wake up the following day feeling surprisingly well-rested despite the cold, damp conditions. The night’s rain has left everything around you drenched, and as you stretch and rise from your makeshift camp, you can’t help but feel a sense of relief—no monsters or dangers visited you in your sleep. You take a deep breath, the cool air filling your lungs, and for a moment, you feel the satisfaction of having made it through the night.

The wet ground squelches beneath your boots as you pack up what little you have left. You wipe the sleep from your eyes and check the condition of your gear—everything’s soggy, but nothing’s too badly damaged. Your energy is renewed, and you feel the familiar surge of magic stir within you as your spell slots replenish, your power fully restored. With your health and magic returned, you turn toward the sacred site, hoping for more answers—or at the very least, a sign that the elf has returned.

The path to the site is quiet, with only the distant sound of dripping leaves breaking the otherwise still air. You step carefully through the forest, avoiding the worst of the mud and puddles. When you finally reach the sacred site, you notice the bowl remains undisturbed, still filled with the strange, unholy mixture from the previous day. But as you scan the area, you realize something else—you don’t see the elf anywhere nearby.

You search the area thoroughly, checking behind trees and rocks, but she’s nowhere to be found. Only the echo of your footsteps in the damp earth accompanies you as you walk around the site.

1 - You find the elf, hidden among the trees, waiting for you to return.
2 - You don’t find the elf and are left alone to face whatever happens next.
>>
>>6171048

As you stand there, scanning the area for any sign of the elf, a sinking feeling settles in your stomach. The lack of any new tracks or evidence suggests that either she had already taken the sacred water and left before you woke up, or worse, she didn’t make it through the night. The rain had certainly made things more difficult, but there should have been some clue of her presence if she had stayed.

You pause for a moment, running your fingers over the mossy stone bowl. It’s now filled with a measure of water - perhaps sacred, but in any case still clear and drinkable. The sight of the water fills you with mixed emotions.

> Track the elf down: If she left in a hurry, there might be clues leading away from the site. She could still be nearby, and tracking her down might be your best bet to find out what happened—or to help if she’s in trouble.
> Search for any signs of danger: The satyr could have returned, or perhaps some other creature disturbed the site. It might be best to clear the area of any immediate threats before making any further decisions.
> Refill your waterskin with sacred water: Refill your waterskin and prepare for whatever comes next.
> Head back to town for help: If the elf is truly gone, perhaps it’s best to seek out help in a nearby village or town. They might have more resources to deal with whatever’s going on here.
> Set up camp and wait: You could wait longer to see if the elf returns or if anything else develops. The rain has stopped, but the forest is still damp and cold; you might just need a little more rest before you continue your search.
> Leave the site entirely: The situation feels far too uncertain, and it might be safer to just leave the sacred site and move on. The risk of encountering more dangers, or worse, could be too great to stay any longer.
> Write in
>>
>>6171051

> Refill your waterskin with sacred water: Refill your waterskin and prepare for whatever comes next.
> Leave the site entirely: The situation feels far too uncertain, and it might be safer to just leave the sacred site and move on. The risk of encountering more dangers, or worse, could be too great to stay any longer

Eh, we got what we came for, and it’s clear that the elf isn’t looking for us either. Time to bail and continue on with our journey
>>
>>6171070

You refill your waterskin with sacred water and continue moving.

Using the compass, you make sure you know where you just came from so you can move away from the sacred site without getting lost.

After walking all day, you find yourself at the edge of the forest.

In the distance, you spot a village, and as night begins to fall, you decide to approach it.

Your common traveler attire helps you blend in, and you don’t draw too much attention, although some eyes linger a little longer on the unfamiliar face.

Entering the local tavern, a place called The Wild Rabbit, you ask for some food.

They serve you roasted pork and some ale to wash it down.

Feeling refilled, you glance around and wonder what opportunities this small village might hold.

You have 97 silver.

> Pay for some drinks and ask for rumors
> Check out the local wenches
> Do a magic show for some coin
> Go visit the local temple
> Go talk to the local leader
> Check out the local market
> Write in
>>
>>6171081

> Do a magic show for some coin

Should be easy for a man of our talents.

We can ask around for jobs after making some money.
>>
>>6171087


As you stand in the bustling heart of the village, the hum of market chatter and the clink of coins exchanging hands spark an idea. Your pouch feels far too light, and you need some gold to stock up on supplies for your journey. Looking around, you notice a small open space near the fountain where passersby frequently pause to rest or chat. It’s the perfect spot for a bit of impromptu entertainment.

Drawing yourself up with a flourish, you step into the open area, clearing your throat loudly to gather attention. A few curious heads turn your way. With a confident smile, you let the Arcane Compass dangle from your belt, giving the faintest suggestion of magical mystique. Then, you extend a hand and begin weaving a series of minor illusions, prestidigitations, and other harmless magical effects, designed to dazzle and amuse.

“I present to you a spectacle of wonders!” you proclaim, your voice ringing clear over the market's din. A shimmering orb of light bursts into existence, dancing around your outstretched fingers before transforming into a cascade of glittering sparks. Gasps ripple through the growing crowd.

“Step closer, my friends, and witness feats of magic that will astound and amaze!” You send a flicker of fire snaking through the air before extinguishing it with a snap of your fingers, all while maintaining an air of effortless charm.

The gathering audience watches intently, some children giggling in delight, others wide-eyed with amazement. Even a few adults appear intrigued, their skepticism melting into curiosity.

With your routine well underway, it’s time to see how well your performance lands.

Roll a Performance check to see how much coin your show earns and how impressed the crowd is! (DC varies depending on crowd enthusiasm.)
>>
Rolled 16 + 4 (1d20 + 4)

>>6171165

Uh, I think this is right?
>>
Rolled 18, 6 = 24 (2d20)

>>6171169

Your magical performance continues to captivate the crowd. By now, you've drawn a decent audience—a mix of children, merchants taking a brief respite, and a few travelers who lingered to enjoy the show. The fountain behind you gurgles softly, adding to the atmosphere as you weave your illusions and conjure harmless, colorful displays of light and sound.

You’ve mastered the ebb and flow of the crowd’s attention, alternating between playful tricks and grandiose, awe-inspiring flourishes. A bouquet of illusory flowers sprouts from your hand and scatters into glowing butterflies, drawing gasps of delight. A shimmering dragon’s silhouette arcs across the sky above the square before vanishing into a cascade of harmless sparks. A few skeptics in the back of the crowd nod appreciatively, reluctantly conceding your skill.

Coins begin to clink into the small bowl you’ve set out as a makeshift tip jar. A child shyly tosses a silver piece into it, followed by a traveler who chuckles and flips a coin your way, muttering something about needing "a bit of magic to brighten the day." Encouraged by their example, more onlookers contribute—some dropping in coppers, others adding more generous silver pieces.

As the light begins to fade, you finally bring the show to a close with a grand finale: an illusion of the night sky bursting into a shower of stars, their brilliance reflected in the eyes of your audience. The crowd erupts into applause, some even stamping their feet in approval.

“Thank you, thank you!” you say with a bow, a proud smile on your face. “You’ve been a most wonderful audience. May your travels be safe, and your fortunes ever plentiful!”

As the crowd disperses, you gather your tips with a sense of satisfaction. By the time you count the coins, you find yourself holding a tidy sum of 2d20 silver pieces—a more-than-respectable reward for a day's work of entertaining with your magical talents. Though it isn’t a fortune, it’s enough to cover your immediate needs and perhaps a little extra.

The market closes and so you must end your performance.

> Pay for some drinks and ask for rumors
> Check out the local wenches
> Find an inn to sleep at
> Write in
>>
>>6171174
>Pay for some drinks and ask for rumors
Only light drinks. We need to rest after that beating.
>>
>>6171191

support. Maybe we should stay out of combat scenarios for a while. Seems like we can make decent money as a traveling magician, buy some good equipment along the way?
>>
>>6171174
>Pay for some drinks and ask for rumors
>>
>>6171191
>>6171343
>>6171367


You decide to buy a couple gallons of ale and invite people to share their stories, hoping to hear some interesting rumors. At a dimly lit corner of the tavern, a group of patrons huddled around their mugs of ale, the conversation crackling like the fire in the hearth. “I’m telling you,” said a burly miner, slamming his tankard on the table, “there’s an ancient dragon up in those mountains to the north. My cousin swears he saw smoke rising from the peak last winter.” A grizzled woodsman snorted. “Smoke, eh? More like one of your mining accidents. Always blaming dragons for missing coin. It’s just an old story to scare folks.” A third voice, a young bard, chimed in. “But what if it’s true? Dragons have been known to slumber for centuries, guarding their hoards. Their cycles are as old as the mountains themselves.”

Across the room, a farmer leaned in, his face pale. “You lot might think me mad, but my cow spoke to me last night. Riddles, clear as day, under the full moon.” A skeptic at the bar laughed. “Spoken riddles, eh? You’ve been drinking too much of your own cider.” Another farmer nodded gravely. “It’s no jest. My wife swore she heard our goat muttering about harvest secrets. There’s something strange happening under that moonlight.”
>>
>>6171510


The talk shifted to the forest, where a hunter warmed his hands by the fire. “Ruins, I tell you, deep in the woods. Elven carvings, smooth as water. No one alive can read those words.” An older man with a gruff voice dismissed him. “Old rocks and moss. Elves haven’t been here in centuries.” A merchant at the next table leaned in, whispering, “I’ve seen the circlet they found there. Silver, with markings like flowing rivers. That’s no common trinket.”

Another patron, eyes wide with fear, lowered his voice. “What about the killings? No forced entry, no wounds. People just found dead in their locked homes. It’s an unseen assassin, mark my words.” A healer shook her head. “Sickness or poison, most likely. People always leap to shadows for an explanation.” A cloaked traveler spoke softly. “There are spells that can pass through walls. It’s not impossible someone’s using such magic for darker purposes.”

As the fire crackled lower, an old fisherman grumbled. “The hermit outside town claims the stars are shifting. Says doom is coming. Bah, he’s been crying about the end of the world since I was a boy.” A stargazer at the bar turned, frowning. “But he might not be wrong this time. I’ve noticed it too. The constellations aren’t where they used to be.” Another nodded. “Astrology has always foretold great events. Maybe he’s seen something we haven’t.”

Finally, the conversation circled to the town well. A young laborer spoke, voice trembling. “Every night, I hear weeping when I pass it. Like a woman mourning. But when I get closer, there’s nothing there.” A burly blacksmith waved him off. “The wind, lad. That’s all it is. Whistling through the stone.” But an elderly washerwoman interjected. “Don’t be so quick to dismiss it. Wells are often built on old graves. It could be a spirit, wronged in life, crying out for peace.”

The tavern grew quieter as the patrons fell into thought, the flames casting dancing shadows on the walls.

It is late now, you should find a place to sleep.

You have 117 silver.

> There is someone I want to talk to first (specify)
> Find an inn for the night
> Go sleep in the stables
> Go sleep outside town
> Find company for the night
> Write in
>>
Can we check on these tomorrow morning or do we have to address them now? If it's the former

>>6171512
>Find an inn for the night.
>>
>>6171530

Support
>>
>>6171512
>Find an inn for the night
>>
>>6171530
>>6171618
>>6171663


You decide to find an inn for the night. The sign above the door read The Restful Hearth, its painted letters chipped but legible, and the faint smell of roasted meat and fresh bread drifted from within.

The innkeeper, a stout woman with a no-nonsense air and a stained apron, stood behind the counter, wiping down a mug with a practiced rhythm.

“Looking for a place to stay?” she asked, her eyes scanning you with the practiced efficiency of someone who’s seen her share of wanderers. Before you could answer, she continued, “We’ve got three options for ya, depending on your coin and your comfort.”

She pointed toward the fireplace, where several travelers were already stretched out on straw-stuffed pallets, cloaks pulled tight against the evening draft. “A spot in the common hall will cost you 1 silver. You’ll sleep by the fire, but it’s first-come, first-served. Bit noisy, but cheap.”

Then, she gestured to the staircase at the back of the room. “For 5 silver, you can share a room upstairs. Clean beds, decent company, though you might be bunked with a snorer or two.”

Finally, her gaze settled on you, appraising. “Or, if you’re looking for some real privacy, I’ve got a room all to yourself. That’ll be 12 silver for the night. Comes with a lock on the door and a soft mattress.”

Your coin pouch jingled faintly as you did a quick mental tally. You have 117 silver to your name—enough to afford any of the options she presented.

She waited patiently, one brow arched, waiting for you to make your choice.

> Stay by the fireplace for 1 silver: Cheap and cheerful, though comfort and quiet may be in short supply.
> Share a room for 5 silver: A balance of economy and rest, but privacy will be limited.
> Rent a private room for 12 silver: The luxury of solitude, for those willing to pay for it.
> Change your mind and go sleep in the stables
> Change your mind and go sleep in the forest
> Write in
>>
>>6171832

> Share a room for 5 silver: A balance of economy and rest, but privacy will be limited.

Let’s try to be smart with the money
>>
Rolled 2 (1d2)

>>6171949

1 - you have problems
2 - you have no problems
>>
>>6172438


Deciding on a balance between comfort and thrift, you hand over 5 silver to the innkeeper for a shared room. She nods approvingly and directs you to the second floor, where your room awaits.

The space is modest but tidy, with two sturdy wooden bunks and a small window overlooking the town square. Your companions for the evening are a group of caravan merchants who are finishing a quiet game of cards when you arrive. They greet you with polite nods and easy smiles, clearly more interested in their upcoming travels than in prying into your affairs.

As the night unfolds, you exchange a few pleasantries. The merchants speak of distant cities, trade routes, and the occasional trouble with highwaymen, but they seem like honest folk—no troublemakers among them. The rhythmic creak of the beds and the soft snores of your temporary roommates make for a peaceful night.

When dawn breaks, you awaken feeling refreshed and ready for the day. The innkeeper greets you downstairs with a hearty breakfast of veal sausages, roasted carrots, and a hint of garlic that wafts through the air as you eat. The meal is simple yet satisfying, fueling you for whatever lies ahead.

After settling your gear and counting your coin pouch—110 silver remains—you consider your next move. The morning sun casts a warm glow over the town, and the hum of activity in the streets calls to you.

What will you do next?

> Investigate one of the rumors you've heard about: Delve into the mysteries whispered in the tavern—choose one and follow the trail.
> Pay for some drinks and ask for rumors: Spend a few silver to loosen tongues and gather fresh leads.
> Check out the local wenches: Seek out some companionship and enjoy the company of the locals.
> Do a magic show for some coin: Entertain the townsfolk with your magical prowess and pad your purse.
> Go visit the local temple: Pay respects, seek blessings, or ask for guidance from the divine.
> Go talk to the local leader: Introduce yourself and learn more about the town's politics and problems.
> Check out the local market: Browse for useful supplies, intriguing items, or just mingle with the townsfolk.
> Buy some food for the road and prepare to leave: Stock up on provisions and set out toward your next destination.
> Write in
>>
>>6172441

> Go talk to the local leader: Introduce yourself and learn more about the town's politics and problems.

A lot of those rumors sounded like absolute bullshit
>>
>>6172453

You decide to visit the local leader, eager to learn more about the town’s politics and any pressing issues that might need your attention.

After asking around, the townsfolk direct you to the home of Mayor Pewter. The building stands out with its sturdy wooden walls, a neatly trimmed garden, and a sense of order that speaks to the character of its occupant.

Upon entering, you’re greeted by a sharp-eyed young woman seated behind a well-organized desk. Her blue eyes meet yours with a mixture of curiosity and professionalism.

"Good day," she says, setting down a quill. "Are you here to see the mayor?"

"Indeed, I am," you reply with a polite smile. "I’m Jorun Vaun, a traveling sorcerer. May I ask your name?"

Her expression softens slightly. "I’m Lila. Mayor Pewter’s secretary. It’s not often we get sorcerers visiting Zudan."

"It’s a pleasure to meet you, Lila," you say, inclining your head slightly. "And while I may have been drawn here by rumor and curiosity, I’m also eager to help if there’s need."

"Well," she says with a faint smile, "you’ll find no shortage of tales in this town, but the mayor can tell you more. He’s in a meeting at the moment, but it shouldn’t take long. Please, make yourself comfortable."

As you wait, you exchange a few more pleasantries with Lila, discussing the town’s modest charm and the challenges of her work. She seems genuinely interested in your travels, though she remains professional and efficient.

True to her word, she doesn’t keep you waiting long. "The mayor will see you now," Lila says, rising to lead you to his office.

You’re ushered into a tidy room lined with bookshelves and warmed by a small hearth. Mayor Pewter, a middle-aged man with a salt-and-pepper beard and a steady gaze, stands to greet you from behind his sturdy wooden desk.

"Welcome," he says in a deep, measured voice. "I’m Mayor Pewter of Zudan Village. What brings you here today?"

You offer a polite bow and introduce yourself. "I’m Jorun Vaun, a sorcerer. I’ve heard a number of rumors circulating about the town and thought I might offer my help if needed. I’m also keen to understand the challenges Zudan is facing."

"A sorcerer, hmm?" Pewter studies you thoughtfully as he settles back into his chair. "Word reached me about someone performing magic in the market yesterday. They said it was a fine show, but tell me—are you capable of more than just entertaining?"

Meeting his steady gaze, you reply, "Indeed, I am. I possess combat spells, though I prefer to avoid using them unless absolutely necessary."

"Good," he says, his voice grave. "Rumors are plentiful, but we’ve no shortage of real problems here in Zudan. Let me explain."

He leans forward, resting his hands on the desk, as the weight of the town’s troubles begins to unfold.
>>
>>6172472

Mayor Pewter steeples his fingers as he leans forward, his expression serious. "Well, Jorun Vaun, you’ve come to a village beset by troubles, and I’ll not sugarcoat it. Let me lay it out for you." He takes a deep breath and begins:

"First, our farmers are in a state of panic. Livestock has been vanishing without a trace—no signs of wolves or any other predator. Some claim to have seen shadowy figures lurking about the fields at night. The loss of cattle and sheep is crippling their livelihoods."

"Second," he continues, "there’s the matter of the town’s well. Villagers refuse to fetch water at night because of the strange weeping that emanates from it. My grandfather once spoke of a secret passage discovered in that well decades ago, leading to a dark tunnel. Adventurers went down there, but no one remembers what they found, if anything. Whatever it is, it’s got the people frightened."

He gestures toward a map of the area on the wall. "Next, the merchants are bringing us dire news. A gang of bandits has been ambushing trade caravans on the forest road. They’ve disrupted our supply chain, driving up the cost of goods and leaving us short on necessities.

"Then there’s smoke rising from the hills beyond the forest," he adds grimly. "Our scouts suspect goblins. If they’re setting up camp, a raid is only a matter of time. The villagers are terrified, and frankly, so am I."

Mayor Pewter sighs, his voice heavy. "As if that wasn’t enough, the main bridge leading into the village collapsed in the last storm. It’s cut off one of our vital trade routes. Rebuilding it is urgent, but the task will take time and resources we don’t currently have."

Finally, he leans back in his chair, rubbing his temples. "And then there’s the matter of the western forest. Our lumberjacks refuse to go back to work after claiming to see a large, shadowy creature stalking them. Without timber, construction on the bridge—and everything else—has ground to a halt."

The mayor looks you in the eye. "Now, I won’t presume to tell a sorcerer like you what to do, but here are some ways you might lend a hand:"

> Investigate the Missing Livestock
> Explore the Well’s Passage
> Deal with the Bandits
> Investigate the Goblin Camp
> Investigate the Shadow in the Forest
> It's all too much for me
> Write in
>>
>>6172475
>Investigate the Goblin Camp
>>
>>6172475

> Investigate the Goblin Camp

Let’s hire some help, we’re really not capable of a solo assault.
>>
>>6172541
>>6172561


You decide that investigating the goblin camp is the best course of action, but as you ponder the journey, a sinking feeling nags at you. The hills beyond the forest are unknown territory, and even though your magic might give you an edge, you’re not entirely confident about venturing into potential danger alone. It would be far better to have someone—preferably more than one—by your side.

Turning back to the mayor, you ask, "Is there any chance you could spare some men to assist me with this task? I’d feel much more comfortable facing whatever is out there with help."

Mayor Pewter nods slowly, his expression thoughtful. "You're wise to ask for aid. That area has been a hotbed of rumors, and I wouldn't want you walking into danger on your own. Give me a moment." He scribbles quickly on a piece of parchment, sealing it with a wax stamp before handing it to you. "Take this letter to Captain Kellen. He’ll be at the barracks, just across the village square. He’ll know what to do."

You take the letter, weighing it in your hands. The seal feels heavy with authority, and you wonder what kind of response you’ll get from the guard captain. As you glance at the door, the mayor adds, "If Kellen isn’t available, you might find a few soldiers loitering around town. Just ask, and they’ll point you in the right direction."

With your course set, you consider your options and think about how you’d like to proceed:

> Go check the hills on your own: Perhaps you could gather some information before speaking to the guard captain. It would give you a better sense of the terrain, and you might uncover something useful before you go looking for help.
> Go talk to the guard captain: Head directly to the barracks and present the mayor’s letter to Captain Kellen. You’ll likely get the manpower you need to tackle the goblin threat with a team behind you.
> Go find a lumberjack or some other buff dude who could help: The lumberjacks are familiar with the forest and its dangers. If you find one, they might be able to lend their strength—and maybe even some local knowledge—toward the mission.
> Check the taverns to see if any adventurers are nearby: You know that adventurers tend to congregate in the taverns. It wouldn’t hurt to see if anyone’s looking for a good cause, or perhaps you can hire someone with the skills you need for this dangerous task.
> Write in
>>
>>6172567
>Go talk to the guard captain: Head directly to the barracks and present the mayor’s letter to Captain Kellen. You’ll likely get the manpower you need to tackle the goblin threat with a team behind you.
>>
>>6172578

You head over to the barracks and find Captain Kellen sitting at his desk, scrawling something on a piece of parchment. When he notices you, he looks up, his expression one of quiet authority.

"What brings you here?" he asks, his voice firm.

You present the letter from the mayor, and Kellen reads it with a raised eyebrow. "Bold of the mayor to want to conduct such a mission," he mutters, more to himself than to you. He looks up after a moment and calls to two of the nearby guards. "You two, with this man. Scout the goblin camp. Make sure you come back with more than just stories." He turns back to you, his tone slightly more serious. "Be cautious. Don't get yourselves killed."

The guards nod and step forward, one of them offering a curt, "Ready to go, sir." The other simply gives a nod, his face grim. The three of you depart promptly.

As you walk toward the hills, you strike up a conversation with the guards to pass the time.

"You ever dealt with goblins before?" you ask, trying to gauge their experience.

The first guard, a broad-shouldered man with a scar across his cheek, chuckles dryly. "A few times. They're mostly a nuisance. But don’t let that fool you—they’re crafty, especially in numbers."

The second guard, a younger man with sharp eyes and a quiet demeanor, adds, "We’ve cleared a few camps like this. As long as we stay quiet and keep our distance, we can get a good read on their movements before we make our move."

"Good to know," you respond. "So, what’s the plan if things go sideways?"

"We’ll stick together," the scarred man says, his hand resting on his sword hilt. "If they spot us, we’ll engage, but we’ll have the advantage of surprise. You got anything to help us with that?"
>>
>>6172583

You think about your magic and what you could potentially do to tip the scales. Before you can respond, the younger guard adds, "We’ll need to keep an eye out for their boats, too. They could try to escape that way."

The group falls into a comfortable silence as you continue your walk. It’s not long before you crest the hill, and there, before you, you see the goblin camp by the river. About ten of them, armed with crude spears and daggers, shuffle about in their makeshift shelters. The sight of the stolen boats makes you tense—these goblins could easily escape if they sense danger.

The scarred guard whispers, "Well, there they are. Looks like we’re gonna have some fun."

The younger guard looks over at you and mutters, "What’s the plan, then?"

You now face a decision on how to proceed:

> Use your magic (specify): You could cast a spell to disorient the goblins before engaging. Mind Sliver could weaken them, or Chaos Bolt might give you a powerful opening.
> Return to report your findings: If you don’t feel ready to take on the goblins just yet, you could head back to the village and report what you’ve found, asking for reinforcements.
> Wait for the right moment to strike: You could observe the camp more closely, waiting for an opportunity when they’re more vulnerable.
> Tell the guards to attack the goblins: You could give the order and charge in, trusting the guards to handle the situation.
> Write in
>>
>>6172585

What about using a combination of our prestidigitation and illusion spells to lure out a smaller group that we could ambush?

I’m specifically thinking of a cook fire and spit roast combination that might look appetizing to a small group of goblins.

we may even be able to repeat this if it works successfully.
>>
>>6172702


range on prestidigitation is kinda close (10 feet)

minor illusion is also not all that far (30 feet)

you are over a mile away from the goblins, spying on them from the top of a hill

you'd need to get really close, so come up with an approach plan

there are some trees, bushes and slopes nearby that you could try a stealth test to get close

unfortunately minor illusion doesn't move, so the maximum you could do is create the illusion of a rock or something each time you need to stop within plain sight
>>
>>6172728

Ah, I was more sort of thinking that the illusory campfire we place would be in eyesight range of the goblin camp (500 yards? 800 yards?) and we would sit and wait for a gobbo party to come to us.

Could we wait until night time to ensure that the campfire is visible even at that distance? Lemme know if you think this isn’t workable though
>>
>>6172785

minor illusion can't create light, so your campfire wouldn't be visible at night

minor illusion just creates a static illusory object, it is versatile but has many limitations

you could try preparing the ambush then lighting an actual campfire instead

but what kind of ambush do you have in mind?
>>
>>6172792

Maybe that’s a better idea then.

1) light a real campfire
2) cast minor illusion to create a big rock between the campfire and main gobbo camp, hide one of the guards inside the illusory rock. The second guard and the MC can pretend to be sleeping by the fire.

3) when gibbons approach, start slinging our mind attack cantrip while the guards slice and dice

4) rinse and repeat
>>
>>6173094


The plan is simple and effective. First, light a real campfire to create the illusion of a resting group. The warmth and light will draw the goblins’ attention. Next, cast Minor Illusion to conjure a large rock between your campfire and the goblin camp, using it to hide one of the guards inside. The second guard, along with the main character, can pretend to be sleeping by the fire, possibly even mimicking snoring sounds for extra realism. As the goblins approach, the main character will use Mind Sliver to slingshot a mental attack, disorienting the goblins and causing confusion. Meanwhile, the hidden guard strikes from within the illusion, while the other guard joins in the attack, slicing and dicing the goblins while they’re still off guard from the surprise assault. The combination of deception, illusion, and mental manipulation should ensure the ambush is successful.

Six goblins approach your camp slowly! You notice them, though you pretend to be asleep.

> Pretend to wake up startled and run towards the illusory stone
> Start slinging mind sliver at them
> Wait until they are very close
> Write in
>>
>>6173130

> Wait until they are very close

Don’t weeny out, we want shock and awe. If we put two or three down in the first seconds, the others might panic and run for easy choppin
>>
Rolled 4, 5, 8, 19 = 36 (4d20)

>>6173175


The plan unfolds with precision. A small, flickering campfire crackles in the quiet of the night, casting soft, inviting light across the clearing. Nearby, two figures lie motionless by the fire, their postures relaxed and seemingly unguarded, as if they’ve succumbed to exhaustion. Unbeknownst to the approaching goblins, this is no ordinary campsite. Hidden within the illusory bulk of a massive boulder, one of the guards grips their weapon tightly, muscles coiled and ready to strike. The campfire’s glow dances on the polished edge of the blade, waiting for the perfect moment to spring into action.

The goblins creep closer, their hunched forms slinking through the underbrush with a mix of caution and greed, eyes glinting in the firelight. Closer and closer they come, their guttural whispers barely audible over the crackling flames. As they draw near, their confidence grows; this will be an easy ambush—or so they think. When they’re mere feet from the campfire, the tension in the air snaps like a bowstring.

The "sleeping" adventurers suddenly lurch upright, the main character’s eyes flashing with determination as their hand whips forward, casting spells with practiced precision. A surge of psychic energy slams into the mind of the nearest goblin, leaving it clutching its head in bewildered agony. At the same instant, the hidden guard explodes from their illusory cover, weapon raised, slicing into the disoriented attackers with deadly efficiency.

“You’ve got the drop on them!” shouts the second guard, drawing their weapon and joining the fray. The goblins are utterly unprepared, caught in the chaos of a perfectly executed ambush.

The moment is yours to capitalize on. Roll 2d20—one for your surprise turn and the other for your regular turn. Then, roll 2d6 to deal damage with your spells. Meanwhile, the guard moves swiftly, their attack roll determining the success of their strikes.

The element of surprise is yours. Make it count!

Rolling for the guards!
>>
Rolled 8 + 1 (1d8 + 1)

>>6173199


welp, only one hit

rolling damage
>>
>>6173201

at least that is one very dead goblin.

Waiting on your rolls.
>>
Rolled 4, 16 = 20 (2d20)

>>6173199

Here ya go
>>
Rolled 3, 6 = 9 (2d6)

>>6173199

Here’s the second
>>
Rolled 1, 3, 1, 2, 2 = 9 (5d3)

>>6173219
>>6173221


By the end of your ambush, one goblins is dead and one is wounded!

the five remaining goblins attack!

1 - you
2 - guard 1
3 - guard 2
>>
Rolled 5, 14, 3, 15, 7 = 44 (5d20)

>>6173269

Rolling for the goblins
>>
Rolled 2, 2 = 4 (2d4)

>>6173271

The goblins hitting you miss!

One goblin hits each guard! Rolling damage!

1d4-1 each
>>
Each goblin deals 1 damage to each guard!

guard 1 7/8 hp
guard 2 8/9 hp

The 5 remaining goblins then do a free Disengage action and run away!

> Tell the guards to pursue the goblins
> Cast mind sliver on the wounded goblin
> Let the goblins escape
> Write in
>>
>>6173277

>cast mind sliver on a fleeing gobbo
>order guards to give chase but turn back well before they reach the goblin camp.
> on our next turn, cast another mind slivers on the wounded goblin.

I’m basically hoping to kill 2 more before we set a new ambush.
>>
Rolled 9, 2 = 11 (2d20)

>>6173279

The guards pursue the goblins!

Rolling attack for guards

You may roll your own attack, 1d20 to hit and 1d6 for damage.
>>
>>6173282

the guards fail to hit the goblins, though they got close enough to engage

Waiting on your rolls.
>>
Rolled 13 (1d20)

Rolling
>>
Rolled 1 (1d6)

For damage
>>
Rolled 9 (1d20)

>>6173289
>>6173290


You deal 1 damage to a fleeing goblin with mind sliver!

there are now two wounded goblins amongst the five ones

Rolling a morale check for the goblins, DC 12
>>
>>6173292

The goblins disengage and rush back to their camp under the cover of darkness.

The guards return.

"Damn, those goblins are fast. We weren't seeing them anymore once they got away from the fire."

"Yeah, let's get out of here before they come back."

Your group then returns to town.

(You gained 50 XP. You need 300 to reach the next level.)

You return to the village and report on the goblins.

"That's bad, that's real bad! I'm glad you manage to get rid of at least one of them and remain in one piece! These scratches will heal in no time.", says Captain Kellen.

"Now that we know the enemy, we will mount an offensive to get rid of the goblins!"

"What is the plan?"

"Two boats will come from each side of the river blocking their escape, while twenty milita men armed with spears will pursue them and get rid of them! Don't worry, we got this. We really just needed the intel, our men are not trained to do reconnaissance work."

"Go talk to the mayor about the reward!"

You then go talk to the mayor.

"Impressive! Really impressive! I heard your magic played a key role on the mission. Here is a small reward to show our gratitude."

The mayor gives you 50 silver.

You now have 160 silver.

"Would you like to continue to help us? Meet me tomorrow morning for we to discuss another mission."

> Find an inn for the night
> Go brag in the local tavern first
> Pay for some drinks and ask for rumors
> Write in

And the next morning:

> Investigate the Missing Livestock
> Explore the Well’s Passage
> Deal with the Bandits
> Investigate the Shadow in the Forest
> I'm done with this, I'll go do something else (specify)
> Write in
>>
>>6173299

> Go brag in the local tavern first

We’re a dumb kid hot off his first job, this is what we’d do

>Explore the Well’s Passage

Again, let’s hire someone as a meat shield
>>
>>6173303


You go to the local tavern to brag about your exploits before calling it a night.

"And then," you proclaim with a dramatic flourish, "I cast that spell to create a hideout for the guard. And when the goblins crept closer—BAM! The guard sprung out of hiding and sliced one clean in half! He didn't even see it coming!"

You pause for effect, letting the tale sink in before adding, "And it’s all thanks to my magic! We located those goblins, and now Captain Keller’s mobilizing the militia to finish the job. That’s one less threat to the village of Zudan!"

The local wenches seem captivated by your storytelling, especially as you use Minor Illusion to conjure vivid visuals of the ambush. Goblins cry out in surprise, the guard’s blade gleams, and the firelight flickers—all to illustrate your heroic tale. Their eyes widen, and they lean closer, hanging on your every word.

The rest of the patrons, however, seem less enthralled. Many murmur uneasily, their focus shifting to whether Captain Keller’s militia draft will force them to hunt down the remaining goblins. The mood is a curious mix of awe and apprehension.

After indulging in a hearty meal, you retire to the same room for the night. The bed is just as lumpy as before, but you wake up well-rested, ready for another day of adventure. After a quick breakfast, you tally up your earnings: 150 silver. You head straight to the mayor, eager to press on with your quest.

The mayor greets you with a nod and retrieves a sturdy hempen rope from one of his cupboards. “Take this rope,” he says, handing it over, “and descend into the well. Be careful down there!”

The thought of exploring the well’s dark, narrow passage alone gives you pause. You glance at the rope, then back at the mayor, and quickly decide to look for some assistance. Unfortunately, Captain Keller has already conscripted all the able-bodied men in the village for his militia plan. That leaves you with limited options.

What will you do?
> Go investigate on your own – Gather your courage and head to the well alone.
> Find some scrawny guy to help you – Convince a less-than-ideal helper to join your descent.
> Postpone the investigation for a few days – Spend time preparing or pursuing other opportunities (specify what you'd like to do).
> Write in
>>
>>6173314

What about a capable woman? Surely there’s someone who knows some archery and how to hold a knife.
>>
>>6173321


With all the able-bodied men busy with militia work, you decide to enlist the help of one of the women in the village. You ask around at the tavern, curious if any of the local wenches know someone skilled in archery or who’s comfortable with a knife. They point you toward the blacksmith's daughter, a woman known for toying with weapons ever since she was a little lass.

You decide to seek her out.

When you approach the blacksmith’s shop, you find her in the woods nearby, practicing with a sword. She’s relentlessly attacking a series of training dummies, her movements fluid and confident. As you draw near, she swings the sword, and you instinctively dodge just in time, narrowly avoiding a near miss.

"Careful there," she says with a raised eyebrow. "Don't approach someone with a weapon like a thief."

"I'm Jorun Vaun, the sorcerer. I've been looking for someone who could join me on an adventure!"

"I'm sure you can find plenty of wenches at the tavern," she replies, pointing at the village with her sword, "it's over there..."

"No, not that kind of adventure!" you quickly clarify. "The mayor's sending me to investigate a secret passage down in the well, but I can't do it alone. All the men in the village are busy with militia work, so I thought... maybe you could help."

"Yeah, sure, sure."

"You're coming?"

"Yeah, just wait a little. I gotta stash these training dummies and finish chopping that lumber," she points toward a pile of uncut wood.

"Won’t you be too exhausted?"

"Oh no," she says with a shrug, "I do it every day. It’s just a normal chore."

You offer to help, but she looks at your arms and smirks. "Yeah, right."

Undeterred, you grab the axe, trying your best to chop the wood, but it quickly becomes clear you're not up to the task. You manage to get the axe stuck in a particularly stubborn log, so you settle for carrying the training dummies into the back of the shop instead.

After she finishes chopping the wood, she straps on some leather armor, securing a dagger to her belt and a longsword to her back.

"Let’s go!" she says, eager to get moving.
>>
>>6173344
You head toward the well, where she ties one end of the rope to a nearby house and tosses the other end into the well.

"So, the rumors were true after all," she says, looking down into the dark depths. "There’s something down here..."

"What are you seeing?" you ask, anxious.

"Nothing yet, it’s too dark down here. Go find a light somewhere, then come down."

You have some torches stashed in your backpack, but you're reluctant to carry all your gear down into the well—you're not sure how cramped it’ll be. You ask a few villagers, who are watching curiously, to keep an eye on your belongings. With just a torch and your tinderbox in hand, you begin your descent.

Once at the bottom, you light the torch, and the flickering flame casts eerie shadows on the walls of a tiny, narrow tunnel.

"Look," she says, peering ahead. "We can only go through crouched."

She grabs the torch from your hand, pulls her dagger from its sheath, and begins advancing into the darkness, moving cautiously but purposefully.

"Uh, you didn't tell me your name...", you say.

"It's Daliah. Yours is... Jorun, right?"

"Yeah, you remembered!"

"Be quiet, I think I heard something ahead..."

"Whatahell is that? Aaah!", she screams, as something grabs her in the dark and pulls her. You hear her hitting the ground below.

What do you do?
> Ask her if she's okay
> Jump after her
> Panic and flee
> Write in
>>
>>6173345
> Jump after her
>>
You follow Daliah down the well, determined to assist her in whatever danger lies ahead. As you descend, the darkness closes in, the air growing thicker with each footstep. The smell of damp earth and stagnant water lingers in the narrow tunnel. Just as you reach the bottom, your foot lands on the rocky surface with a soft thud, and you glance up—only to see Daliah knocked prone on the ground, her sword arm still gripping her weapon as she scrambles to regain her footing.

Surrounding both of you are three animated skeletons, their empty eye sockets devoid of any sign of life yet somehow eerily unsettling. Unlike most skeletons you'd encountered in tales or from whispered rumors, these creatures are not armed with traditional weapons. Instead, their long, bony fingers stretch out towards you, tipped with jagged, razor-sharp nails, honed from countless years of scraping against the stone floor and walls. Their silent, creaking movements send a chill down your spine as they encircle you like predators, ready to strike at the first sign of weakness.

The dim light from your torch flickers, casting long, warped shadows along the walls, making it difficult to track their every movement. Daliah grunts as she struggles to push herself up, her eyes flicking between the skeletons and you. Her breathing is heavy, the strain evident in her voice.

“Get up, Jorun! They’re coming closer, and they’re faster than they look!” she warns, her voice laced with urgency as she quickly rolls to her knees, and she draws her sword, as there is not enough space to swing a sword around.

The skeletons begin to advance, their hollow bones clattering with each step they take. A low, dry scraping noise fills the space as they close the gap between you. Their sharp phalanges glitter in the torchlight like sinister claws. You know that any mistake could be deadly.

You have mere moments to act.

What will you do?

> Draw your dagger and attack the skeletons
> Cast a spell on the skeletons
> Help Daliah up and try to escape
> Write in
>>
>>6173523
>Cast a spell on the skeletons
>>
>>6173523

> Help Daliah up and try to escape

I think we should bail, actually - we don’t have any crowd control spells, we’re in tight quarters, and neither us nor Dariah is equipped for close quarters combat.

We might want to table this until the soldiers are back from the gobbo operation
>>
Rolled 1 (1d2)

>>6173607
>>6173611


1 - cast a spell
2 - bail
>>
Rolled 15 (1d20)

>>6173649


You toss a chaos bolt at one of the skeletons!

Since you are Surrounded, your attack roll is made at a Disadvantage.

Roll 2d20 for your attack and pick the lowest!

Noticing you're up to fight, Daliah drew her dagger and attacked the nearest skeleton!

Rolling 1d20 for her.
>>
Rolled 2 + 2 (1d4 + 2)

>>6173651

Rolling damage
>>
Rolled 17, 2 = 19 (2d20)

>>6173653

She deals 4 damage!

Skeleton 1

HP 9/13

I'm gonna roll for you to speed up the combat a little.
>>
Rolled 7, 12, 1 = 20 (3d20)

>>6173654

You miss your chaos bolt spell because one skeleton mess up your aim!

The skeletons then attack your group!

Rolling attack
>>
Rolled 5, 12, 16 = 33 (3d20)

>>6173655

One of the skeletons hit Daliah with its sharp fingers!

HP 12/13

It is Daliah turn again.

I will roll for you too, tossing your last Chaos Bolt of the day.
>>
Rolled 6, 6, 1 = 13 (3d8)

>>6173656

Daliah miss, but your chaos bolt lands!

Rolling damage.

The first dice determines damage type.

1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder
>>
Rolled 6, 11, 9 = 26 (3d20)

>>6173657

Unfortunately, your chaos bolt dealt Poison damage, and skeletons are immune to poison.

You are forced to draw your dagger to defend yourself!

The skeletons attack,,,
>>
Rolled 18, 11 = 29 (2d20)

>>6173659


The skeletons miss!

Daliah and you attack.
>>
Rolled 3 (1d4)

>>6173661

Daliah hits, rolling damage.
>>
Rolled 12, 15, 1 = 28 (3d20)

>>6173662

Skeleton 1 HP 4/13

The skeletons attack...
>>
Rolled 2, 13, 4, 1 = 20 (4d20)

>>6173663

Two skeletons hit Daliah!

One skeleton slips and falls prone.

HP 10/13

Your attacks agains the Prone skeleton have advantage so you attack it!
>>
Rolled 4 (1d4)

>>6173665

Daliah hits!

Rolling damage!
>>
Rolled 13, 12 = 25 (2d20)

>>6173666

Skeleton 1 HP 4/13
Skeleton 2 HP 7/13

The skeletons attack...

The prone one gets up
>>
Rolled 19, 1 = 20 (2d20)

>>6173667

Two skeletons hit Daliah!

HP 10/13

You and Daliah hit the skeletons
>>
Rolled 2 (1d4)

>>6173668

Daliah hits!

Rolling damage
>>
Rolled 8, 18 = 26 (2d20)

>>6173669


Skeleton 1 is destroyed!

The other skeletons grab bones from the fallen as weapons! They just became more deadly!

You and Daliah attack the skeletons!
>>
Rolled 1 (1d4)

>>6173670

You land a hit!

Rolling damage

1d4-1
>>
>>6173673


You deal no damage!

Now I will pause the combat and give you a chance to bail if you want, seeing that the skeletons just got more dangerous with the bone clubs!

> We can kill these things, keep fighting
> There is no way in hell we can kill these things, flee
> Write in
>>
>>6173674
>There is no way in hell we can kill these things, flee
>>
>>6173742


Panting and covered in grime, you and Daliah scramble out of the well, hauling yourselves up the rope with sheer determination. The sunlight, blinding after the oppressive darkness below, washes over you as you collapse onto the ground, gasping for air. Around you, a small group of villagers who had been nervously watching your descent murmurs with concern and curiosity. They quickly step back as Daliah clambers to her feet, brushing dirt and blood from her armor.

"Damn," Daliah mutters, her voice edged with frustration as she adjusts the strap on her longsword. "Those things are tough to crack. And fighting in such a cramped space doesn’t exactly help." She tosses you a glance, her expression a mix of annoyance and grudging respect. "You held your own down there, sorcerer. For what it’s worth."

Despite the harrowing experience, a small flicker of pride rises within you—another step on the road to proving yourself. The encounter with the skeletons has left you shaken but determined. A glance at your hands reveals they’re still trembling slightly, though whether from exertion or adrenaline, you’re not entirely sure.

(You earned 25 XP, bringing your total to 75. You’ll need 300 XP to advance to the next level.)

Now, as the villagers look to you for answers, the weight of the situation settles in. The skeletons below are clearly not a minor threat. The tunnel, the well, the entire situation—it all speaks of something deeper and darker lurking beneath the surface of this unassuming village.

What will you do next?

> Report your findings to the mayor – The village leader needs to know what’s down there. You could share everything you’ve seen and recommend the next course of action. Maybe the militia could help, or perhaps the mayor knows of someone better equipped to deal with this threat.
> Go rest and prepare to return – It’s clear you’ll need to go back to finish the job, but not without proper preparation. You could decide to rest, replenish your supplies, and strategize. What specifically do you want to prepare or acquire before heading down again?
> Abandon the quest and take on something else – This task might be more dangerous than it’s worth. There are plenty of other opportunities for an adventurer of your talents. You could seek out a safer quest or explore a different lead in the area. Where will you go instead?
> Write in
>>
>>6173751
>Report your findings to the mayor – The village leader needs to know what’s down there. You could share everything you’ve seen and recommend the next course of action. Maybe the militia could help, or perhaps the mayor knows of someone better equipped to deal with this threat.
>>
>>6173751

> Report your findings to the mayor – The village leader needs to know what’s down there. You could share everything you’ve seen and recommend the next course of action. Maybe the militia could help, or perhaps the mayor knows of someone better equipped to deal with this threat.

Really, they need to send some tough boys down there with shields and maces
>>
>>6173793
>>6173809


You report your findings to the mayor!

"Oh, that is such a weird development! I wonder what else is down there..."

"Unfortunately, the threat you described is not the kind of thing I can send the militia on. No one would accept venturing into such a tight space filled with undead, specially not knowing what exists besides the skeletons in there."

"Still, it is very commendable that you managed to unveil this mystery! I'll pay you for that."

The mayor pays you another 50 silver. You split it with Daliah this time, though.

"Sweet! If you have any more quests like this you know where to find me. I just hope next time I can swing my sword around."

You now have 175 silver!

"I'm glad to tell you that the attack on the goblins was successful! However, three or four goblins eluded our patrols and managed to escape... we hope they don't bring reinforcements!", says the Mayor.

Will you go to the tavern to brag some more or will you just rest to go look for more trouble tomorrow?

> Got to the tavern brag some more

Rest and take another mission tomorrow:
> Investigate the Missing Livestock
> Deal with the Bandits
> Investigate the Shadow in the Forest

> I'm done with these missions, go do something else (write in)

> Write in
>>
>>6173857
> Deal with the Bandits
>>
>>6173857

> Got to the tavern brag some more

Of course, maybe gamble a bit too?

> Investigate the Missing Livestock

Honestly after our skellies encounter, we might try to hold off on another dangerous encounter if we can
>>
Rolled 1 (1d2)

>>6173865
>>6173892


1 - bandits
2 - livestock
>>
>>6173901


You head to the tavern to brag some more. The wenches are ever the more impressed by your prowess, saving the village day in and day out!

The other patrons aren't much impressed, for from your tale they noticed you didn't destroy any skeletons at all, though they commend your bravery for diving into the hidden place to save the lass.

You decide to begin investigating the bandit problem plaguing the area. However, your recent encounter with the undead made it painfully clear that you are ill-prepared for combat. With this realization weighing on your mind, you head to the marketplace to speak with the caravan merchants instead, hoping they might provide some useful information.

One merchant, a stout man with a weathered face and a no-nonsense demeanor, speaks up. "Yeah, we’re not leaving this town with our shipment of cloth. The bandits would just take it. We’re waiting for some resolution before we risk heading out again. Besides, the bridge is broken, and going the long way around would cost us too much time and coin."

You nod, sensing his frustration. "Do you know where the bandits ambush travelers?"

"Of course! It’s by the creek," the merchant replies. "Plenty of bushes and hills there, perfect for them to lie in wait unseen."

"And how many bandits are we talking about?" you press.

The merchant strokes his chin thoughtfully. "It’s a small gang. Last time they robbed someone, there were five of them. They mostly carry clubs, but their leader is better equipped—he’s got a crossbow."

Five bandits. That’s far too many for you to take on alone.

"And the guards haven’t dealt with them yet?"

"The guards?" The merchant lets out a dry chuckle. "The bandits scatter as soon as the guards get anywhere near them. Why? Got any clever ideas to handle this yourself?"

You pause, thinking. "Perhaps we could ambush them. Hide some armed men in a wagon, and when the bandits get close, we spring an attack by surprise."

The merchant shakes his head. "It’s not a bad idea, but they’d probably just run away again. Besides, the militia’s only just been summoned. Most of the men are tired and still recovering from the last skirmish."

You frown, realizing the complexity of the situation. The bandits aren’t just a nuisance—they’re a tactical challenge.

What will you do?

> Ask Daliah to join you – Her skill with a blade and confidence in combat might be exactly what you need to even the odds.
> Search for someone else to help – Maybe there’s another capable fighter or a clever ally in the village who’s willing to assist you in dealing with the bandits.
> Delay this quest and focus on something else for now – Perhaps the bandit problem is too much to tackle at the moment. You could pursue another task while you gather strength or resources. What will you do instead?
> Write in
>>
>>6173903

Hmm - tricky problem.

I’d suggest a night scouting mission with Daliah purely to locate the bandits first. If we can successfully locate them, we can retreat, gather some guards/mercenaries, and then assault their camp at night with ranged weaponry
>>
>>6173908

Neither of you has nightvision, and if you bring torches you will be spotted a mile away.

How do you intend to do this night scouting?
>>
>>6173909

Hmm, we can always table this mission until there’s a full moon with clear skies or something.

I presume this tiny village wouldn’t have an alchemist for potions of dark vision, etc
>>
I just remembered you do have a bunch of "Sacred Water".

The elf said it works like holy water, so if that is true it should harm undead, like those skeletons.

I didn't remember it during combat, and neither did you (though you left your gear outside).

You could try using it against the skeletons if you want to go back there (again, if it really works).
>>
>>6173915
>I presume this tiny village wouldn’t have an alchemist for potions of dark vision, etc

The village doesn't have an alchemist.
>>
>>6173917

Hmm, that’s a pretty good idea.

Maybe we table the bandits, get another helper, along with Daliah, and go back down for another crack at the skellies.

Can we coat our weapons with the sacred water or do we have to bottle it up and throw like grenades?
>>
>>6173927
>Can we coat our weapons with the sacred water or do we have to bottle it up and throw like grenades?

Water is simply not viscous enough to coat any weapons in a meaningful way.
>>
>>6173927

So you want to get another helper, get some flasks for your sacred water and then try again at the well passage?
>>
>>6173931

Sure, we can hopefully convince some one to join us now that we have holy water (…or something close?)
>>
>>6173932


After getting waking up and getting a meal, you buy four glass flasks and fill them up with sacred water! You now have 160 silver.

You decide to look for someone else who could join on this skeleton killing misadventure!

You seek Daliah, tell her about the sacred water you got from the elvish site and ask her if she knows someone who can help with the undead.

"I might know just the guy... follow me."

She leads you some ways into the forest until you find a small hut.

A big guy with grey hairs is chopping lumber there. You think you saw him on the tavern before.

"Hello Daliah, who's your friend?"

"Hello Clay! We've been looking for a team to take on the skeletons down the well, thought you'd lend a hand. This guy here is Jorun, the sorcerer."

"Ah! I saw him at the tavern. Doing quests for the mayor, ay? Don't you get yourself killed. Also, the well... Ain't that in a tight space? Do I even fit?"

"Sure, sure! I think you can fit no problem. We even got some holy water...-ish."

"What's that?"

"It's made by elves, so we don't know if we can trust it. But it might work like holy water."

"Don't like these mights much. Though a big weapon won't do, right?"

"Yeah, it won't fit."

"To bash skeletons we kinda need a club. Or better yet, a mace. Well, I do have a hatchet, it should do the trick."

"So you're coming?"

"Sure, Daliah, I don't wanna hear about you getting yourself killed in some hole. I will help."

"Clay has given me a job as lumberjack apprentice when I was little.", says Dahlia.

"She grew really strong because of that."

"Hold on, I'm gonna go get a mace."

Dahlia heads to her father's shop. He's there toiling, forging something.

"Can I borrow a mace?"

"Borrow? What do you wanna do with it?"

"Just bash some skeletons."

"I already told you, I don't want you running around with adventurers!"

"C'mon dad, the monsters are menacing town!"

"Fine, you can take one."

"Sir, for how much would you sell a mace?"

"About 60 silver is the price."
> Buy a mace
> Don't buy a mace
> Write in

Your group head to the well.

"So... who goes first?"

> You want to go first, to test the sacred water
> Daliah can go first, she has a mace
> Clay can go first, he is the strongest
> Write in
>>
>>6173942

>buy mace
>Clay goes first, Daliah next, we are last
>we have two water bottles, Daliah has two water bottles
>when the skellies go for Clay, we start firing the water bottles and see what happens
>>
Rolled 3, 6 = 9 (2d20)

>>6173946


After weighing your options and realizing that you need better equipment to tackle the dangers ahead, you decide to invest in a sturdy weapon. At the local blacksmith’s shop, you purchase a well-crafted mace for 60 silver. Its solid metal head feels reassuringly heavy in your hand, the perfect tool for dealing with the skeletons’ brittle bones. With this addition to your arsenal, you feel slightly more confident, even if danger still lurks around every corner.

You now have 100 silver remaining.

As the three of you prepare to descend back into the depths of the well, you organize yourselves into a careful formation. Clay, the burly villager who volunteered to assist you, takes the lead, his broad shoulders filling the narrow space of the tunnel. Daliah, ever watchful and quick with her blade, follows close behind, ready to defend or attack at a moment’s notice. You bring up the rear, clutching your new mace and mentally reviewing your spells, determined not to be caught off guard again.

The plan is simple: Clay, as the strongest among you, will enter the chamber first and draw the attention of the skeletons. Daliah and you will toss the flasks at the skeletons.

As Clay climbs down into the dark, cramped passage, the faint scraping of bone on stone grows louder—a sinister reminder of what lies ahead. His boots hit the ground with a dull thud, and without hesitation, he steps into the chamber where the skeletons lurk.

But before he can even raise his weapon, the skeletons swarm him with unsettling speed. Their bony limbs swing wildly, the improvised bone clubs in their hands. The sound of impact echoes through the narrow tunnel, accompanied by Clay’s startled shout.

"Hold on, Clay!" Daliah calls out as she crouches to descend after him, the flasks of sacred water ready. Her movements are quick and deliberate, but the confined space slows her down, making her vulnerable as she enters the fray.

Behind her, you grip your mace tightly, heart pounding in your chest. The scene below is chaotic and dangerous. The skeletons, though crude in their movements, are relentless, their glowing eye sockets fixed on Clay as they press their attack. You prepare your flasks of sacred water and hope for the best.

Rolling for the skeletons’ attack...
>>
Rolled 6, 19, 5 = 30 (3d20)

>>6173960

The skeletons miss!

Clay hits the nearest skeleton. You and Dahlia toss the sacred water.

Rolling!
>>
Rolled 3 (1d4)

>>6173962

You strike one of the skeletons straight with the flask, though Dahlia miss.

Now let's see what happens...

1 - nothing
2 - weaker than holy water
3 - same as holy water
4 - stronger than holy water
>>
Rolled 6, 5 = 11 (2d6)

>>6173963

Rolling 2d6 radiant damage
>>
Rolled 1, 10 = 11 (2d20)

>>6173964

The sacred water does its thing, melting the skeleton, but don't quite destroy it!

Some water splashes on the other skeleton, damaging it.

Skeletons 2 HP 6/13
Skeleton 1 HP 2/13

The skeletons attack Clay!
>>
Rolled 2, 4 = 6 (2d4)

>>6173965

One skeleton slips and falls in a dwindling puddle of sacred water! It takes 1d4 damage.

The other skeleton hits Clay for 1d4 damage.
>>
Rolled 12, 1, 6 = 19 (3d20)

>>6173966

Clay attempts to finish off the fallen skeleton.

You and Dahlia toss the remaining sacred water flasks.
>>
Rolled 1 + 4 (1d6 + 4)

>>6173967

You toss the flask and it hits Clay in the head for 1 damage.

Dahlia miss.

Clay took 5 damage total, being reduced to 7 HP.

Clay hit the skeleton with his hatchet.

Rolling damage
>>
Rolled 17, 2, 6 = 25 (3d20)

>>6173968

One skeleton is destroyed in a puddle of Sacred Water.

Clay deals 5 damage to the skeleton with his hatchet! The splash damage from the flask that broke on his head destroys the last skeleton!

You won!

(You got 75 XP. You now have 150 XP. You will level up once you reach 300 XP)

Everyone rolls a perception check (you, Dahlia, Clay)
>>
>>6173969


You notice that one of the walls has a fake section in it - another tunnel, leading you into unknown dangers.

"I'm out of here, I took a serious beating.", says Clay, making way through the two of you to leave.

"Do you wanna check what's on the other side of the passage?", asks Dahlia.

> Go check what is on the other side of the passage
> We aren't prepared, leave and return later
> We aren't interested, let's collect our reward and call it a day
> Write in
>>
>>6173971

> We aren't interested, let's collect our reward and call it a day

Tempted to keep pushing, but I’m nervous without clay. We should come back with real guardsmen once we have the funds to hire some
>>
>>6173982


You decide to collect your reward with the Mayor!

"Huh? I thought I had already paid you for that service?"

"We went back there and destroyed more undead. Then we found the tunnel goes further, but we did not explore."

"Well, I'll pay you 30 more silver. If you want more then explore the place and let me know what exists down there, I need to know the extent of the threat."

You split the silver with the group. You now have 110 silver.

"Was not worth being clubbed by skeletons.", says Clay.

"Yeah, mayor got stingy all of a sudden."

"I won't be joining you guys again, I'm too old for this.", says Clay. "You stay safe, Daliah!"


Will you go to the tavern to brag some more or will you just rest to go look for more trouble tomorrow?

> Got to the tavern brag some more

Rest and take another mission tomorrow:
> Investigate the Well Tunnels
> Investigate the Missing Livestock
> Deal with the Bandits
> Investigate the Shadow in the Forest

> I'm done with these missions, go do something else (write in)

> Write in
>>
>>6174065
> Investigate the Missing Livestock
>>
>>6174128

Support.

I figure we keep doing these trash missions until we hit level 2, at least.

QM, are we doing subclasses per DND 5e rules?
>>
>>6174230

To the other anon playing, if the quest continues, would you want to multiclass? Given that we’re CHA-focused dipping into Bard would be a good move…
>>
>>6174262
I'm fine with it
>>
>>6174230
>QM, are we doing subclasses per DND 5e rules?
Probably not, too much information to keep track of, specially as the party gets larger.

I am simplifying lots of things and still get endless rolling.
>>
>>6174128
>>6174230
>>6174262
>>6174296


You spend another night at the inn and the next morning you go investigate the missing livestock!

You now have 100 silver.

You talk to some farmers about their livestock and they say that they disappear in the field during the day, for at night they bring them back to the barn they count them and have noticed increasing amounts of cattle going missing.

At night, some farmers claim to have seem shadowy figures lurking about the fields, as if looking for the livestock!

Of course they investigated by themselves, but none of them had the courage to confront the shadows at night.

You ask where did they saw the weird shadows, and they point you to a general direction.

Roll Survival to find tracks, DC 15.

Will you invite Dahlia for this mission?
> Yes
> No
> Write in
>>
Rolled 17 (1d20)

>>6174324

Yes
>>
File: shadowhound.png (26 KB, 300x360)
26 KB
26 KB PNG
Rolled 15 (1d20)

>>6174371


You invite Dahlia for this mission.

"Missing livestock? Sure, let's get it checked."

You head to the place of the disappearances and start tracking.

"Look, there are tracks here. Looks like a wolf."

You follow the tracks until you arrive at a dark cave in the middle of the forest. The stench of death reaches yours nostrils.

"This must be the hideout of the beast."

"Let's go, what are we waiting for!", Dahlia says, rushing in.

"Dahlia, wait!", you go after her, lighting a torch while you run.

When you get in the cave, it is pitch black. Good thing you light a torch, though it produces more shadow than light.

You hear growling sounds.

"Oh, so the wolf is here! Let's get it done with!"

As you approach the edge of the cave, you notice the creature in a corner, eating the remains of one of the livestock. It is a massive black dog.

It snarls at you defiantly.

"I'm gonna get that thing alright!", says Dahlia, rushing in with her sword.

But as she approaches the creature, it turns into smoke!

"Whatahell?"

You hear the snarl again. The creature is by the entrance of the cave. Now the two of you are the ones that are cornered!

"Holy shit, a shadowhound! I thought those things were legend!"

The creature rushes to bite you!

Rolling attack.

What will you do?
> Cast a spell at the creature (specify)
> Defend yourself with your mace
> Draw your dagger and attack the creature
> Run towards Dahlia and change position with her
> Write in

In any case, roll 1d20 with your choice.
>>
Rolled 1 (1d20)

>>6174402
> Cast a spell at the creature (specify) Mind Sliver
>>
>>6174412
Quick, someone anyone roll something else
>>
>>6174412
>>6174415

lol, we do we get FUCKED on combat rolls in this quest

>attempt to mind attack dog
>backfires
>we have strange desire to bark and eat kibble for the rest of our days
>>
Rolled 11 (1d20)

>>6174412
>>6174415
>>6174427


Relax, I just checked, mind sliver doesn't even require an attack roll.

I just need to roll an INT check for the monster, since a dog has very low int the DC is 16.

I asked you to roll cause I thought you'd throw a chaos bolt, which does require an attack roll.

Rolling for the dog
>>
Rolled 2 (1d6)

>>6174431

You deal 1d6 damage to the shadowhound with mind sliver!

Rolling damage
>>
Rolled 2, 1 + 2 = 5 (2d4 + 2)

>>6174432

You hit the shadow hound with a burst of psychic energy!

Shadow Hound 5/7 HP

The creature then bites you, rolling damage.
>>
Rolled 9, 3 = 12 (2d20)

>>6174433


It is a nasty bite!

Jorun 2/7 HP

Dahlia attempts to attack the creature with her sword.

But the shadowhound teleports away!

You can't see the hound anymore, it must be hiding in the shadows, waiting for the best moment to strike...

(you can't cast mind sliver on a target you can't see though)

What will you do?
> Run outside the cave
> Ready an action for when the creature appears (which action)
> Cast a spell (which one)
> Write in

Rolling the next hound attack, it has advantage.
>>
>>6174436

We should run!
>>
Rolled 18 (1d20)

>>6174447


You run outside the cave!

The creature lunges out of the shadows and tries to bite you, but misses!

Dahlia was readying an action to hit the creature when it gets nearby and got a rare chance to strike!

Rolling attack
>>
Rolled 6 + 2 (1d8 + 2)

>>6174458

Dahlia hits the creature with her sword!

Rolling damage.
>>
>>6174461

The creature collapses to the ground, lifeless, its dark form sprawled awkwardly in a pool of thick, black blood. Shadowy tendrils of smoke curl upward from the corpse, twisting and dissipating into the air like fleeing spirits. The acrid scent of burnt ozone fills your nostrils, making it difficult to breathe. For a moment, the field falls silent, save for the faint crackle of energy still lingering around the creature’s body.

Daliah clutches her weapon tightly, her chest rising and falling with exertion, but her face breaks into a grin. She sheathes her blade and throws her arms into the air, a triumphant cheer escaping her lips.

"We did it! The thing is dead!" she exclaims, her voice echoing through the eerie quiet of the scene. She leaps with excitement, the earlier tension giving way to relief and exhilaration.

You glance down at the creature again, the strange shadows still curling from its wounds unnervingly. Whatever this thing was, it had power—not just the kind to harm livestock, but something more sinister.

(You gained 100 XP. You now have 250 XP. You need 300 XP to advance to the next level.)

> Drag the creature back to the village as proof you killed it
> Skin the creature and take its pelt back as proof you killed it
> Inspect the creature's lair
> Write in
>>
>>6174469

Can we inspect first and then drag the hound back to town later?
>>
>>6174547
>Can we inspect first and then drag the hound back to town later?

Sure.
>>
>>6174559

Cool, let’s do that
>>
Rolled 5 (1d6)

>>6174559


You decide to inspect the creature's lair. You reenter the cave, torch in hand, and go on searching!

You find amidst the bones...

1 - an old sword
2 - a pouch of coins
3 - a torn map fragment
4 - a strange amulet
5 - some cubs
6 - nothing useful
>>
Rolled 1 (1d12)

>>6174563


You find some shadowhound cubs!

Let's see how many...
>>
>>6174566


As you delve deeper into the cave, the unsettling crunch of old bones beneath your boots fills the silence. Among the skeletal remains scattered across the cavern floor, you spot a tiny, trembling figure—a shadowhound cub, barely larger than a housecat. Its dark, matted fur seems to shimmer faintly, blending seamlessly with the surrounding darkness. The creature lets out a high-pitched, plaintive whimper, a mournful cry for its slain mother.

Your torchlight flickers, casting long, shifting shadows across the walls, and the cub reacts violently to the intrusion of light. With a sudden, erratic burst of movement, it vanishes in a swirl of shadowy mist, reappearing a few feet away with a faint, smoky shimmer. It crouches low, its tiny body quivering as it darts its glowing eyes toward you, its fear palpable.

Though you can't see the cub clearly in the dim light, its cries betray its location as it teleports sporadically around the cave. The sound is haunting—a blend of fear and desperation echoing off the jagged stone walls.

What do you do?

> Capture the shadowhound cub: Attempt to corner the cub and bring it with you. Perhaps it could be tamed, or maybe the villagers would see it as proof of the creatures’ demise. A shadowhound cub might even prove valuable.
> Slay the shadowhound cub: End the creature’s life swiftly. As pitiable as it is, it could grow into a menace like its parent. Eliminating it now would ensure it doesn’t pose a threat in the future.
> Leave the shadowhound cub behind: Perhaps it’s best to let the creature be. With its parent gone, the cub might not survive on its own anyway, but its fate would no longer be your responsibility.
> Write in
>>
>>6174570

> Capture the shadowhound cub: Attempt to corner the cub and bring it with you. Perhaps it could be tamed, or maybe the villagers would see it as proof of the creatures’ demise. A shadowhound cub might even prove valuable.

This is obviously the right choice.
>>
>>6174570
>Leave the shadowhound cub behind
Nothing good can come of taking it with us.
>>
Rolled 2 (1d2)

>>6174584
>>6174589

1 - capture
2 - leave it behind
>>
>>6174603


You decide to leave the shadowhound cub behind, its cries echoing faintly as you retreat from the cave. Dahlia looks at the cub one last time, a mix of pity and uncertainty in her eyes.

"What will we do with this thing?" she asks, a touch of concern in her voice.

"Leave it," you reply firmly. "Nothing good could possibly come from taking it with us. Let nature sort it out."

With that, you turn your back on the cub and, together with Dahlia, haul the lifeless body of the full-grown shadowhound from the depths of the cave. The journey back to the village is filled with a grim satisfaction, knowing that you've dealt with the threat, but also a lingering unease at the dark creatures lurking in the shadows.

Once back in the village, the farmers gather around, their eyes wide with awe and relief as they witness the slain creature. After a brief discussion, they agree to pay you 100 silver as a token of their gratitude for ridding them of the terror.

As you hand over the body to the villagers, one merchant steps forward, his eyes gleaming with curiosity and business acumen.

"Would you be interested in selling this thing?" he asks, eyeing the shadowhound's body with interest. "Though the hide is damaged, it could still fetch a good price for making stealthy clothing. I offer you 50 silver for it."

His voice is calm, but you can tell he’s hoping to strike a deal.

> Sell it to the merchant: Accept his offer and hand over the creature’s body. You could use the silver to further prepare for your next adventure.
> Haggle with the merchant: Attempt to negotiate a better price. You could roll for a Persuasion check to see if you can get more silver for the corpse.
> "Stealth clothing, you say? I’ll look for someone who can make me one!": Decline his offer and take the corpse with you, planning to find someone who can craft stealthy gear from it.
> Write in
>>
>>6174612

> Haggle with the merchant: Attempt to negotiate a better price. You could roll for a Persuasion check to see if you can get more silver for the corpse.

We were born for this
>>
Rolled 8 (1d20)

>>6174624

You decide to haggle with the merchant!

Roll 1d20 for a Persuasion check, you got +4 bonus.

Rolling Insight check for merchant, he ha a +1 bonus.
>>
Rolled 7 + 4 (1d20 + 4)

>>6174626
>>
>>6174655

>we do an average job
>merchant is particularly gullible

All’s well that ends well, boyos
>>
>>6174657
>>6174655
>>6174626


You haggle the value to 100 silver!

After splitting the money with Dahlia, you have 200 silver to your name.

You assume the 'shadow in the forest' that was scaring the lumberjacks was the creature you've slain.

> Got to the tavern brag some more
> Go tell the lumberjacks you got rid of the shadow so they can go back to work

Rest and take another mission tomorrow:
> Investigate the Well Tunnels
> Deal with the Bandits
> Investigate the Shadow in the Forest anyway

> I'm done with these missions, go do something else (write in)

> Write in
>>
>>6174660

> Go tell the lumberjacks you got rid of the shadow so they can go back to work

Let’s deliver the good news but be clear that we’re only guessing that the shadow dog was the thing they’ve been seeing
>>
>>6174660

> Deal with the Bandits

I think we should assemble Dahlia, and hire another 2-4 guards to hit the bandits. We should outfit everyone with ranged weaponry as well, since the bandits are supposedly melee only
>>
>>6174736

You decide to visit the lumberjacks to deliver the good news about the shadowhound’s demise. As you and Dahlia make your way to the edge of the forest where the lumber camp lies, the thick canopy above filters the sunlight into patches, creating an almost ethereal glow. Despite the shadowhound’s death, the forest retains an uneasy stillness that makes your steps feel heavier than they should.

The lumberjacks, gathered around a central fire pit and sharpening their tools, look up as you approach. Their wary expressions lighten slightly when they see the two of you—especially when they notice the blood-stained proof of your kill.

"Well, would you look at that?" says one of the older lumberjacks, standing and resting his hands on his hips. "You actually brought it down, didn’t you? Is it safe to go back to work now?"

Dahlia is quick to answer, her voice confident. "We dealt with a shadowhound lurking in the caves. A nasty piece of work. If that’s what was causing the trouble, it won’t be bothering anyone anymore."

You raise a hand, signaling for patience. "Hold on," you say, stepping forward. "We need to be clear about something. That shadowhound might be what you've been seeing—or it might not. It matches the description: shadowy, elusive, and dangerous. But we’re guessing here. We didn’t find any direct evidence tying it to the incidents you’ve experienced."

The older lumberjack narrows his eyes, crossing his arms. "You’re saying we could head back out there and still end up face-to-face with something worse?"

"It’s possible," you admit. "But this creature was holed up in a nearby cave and seemed like the type to avoid sunlight and open spaces. It fits the pattern of what you’ve described, but we can’t promise you absolute safety."

Another lumberjack, younger and more eager, pipes up. "If it’s gone, we should at least try. The forest won’t cut itself, and we’ve already lost too much time."

The older man strokes his beard thoughtfully, nodding at your words. "Fair enough. We’ll take it slow, stay cautious, and keep a watch posted. But if we see anything strange, we’ll need you back out here."

Dahlia folds her arms, her tone growing more serious. "You do that. But if you do see something, don’t try to deal with it yourselves. That’s a good way to get killed."
>>
>>6174746

The older man nods again, a shadow of respect crossing his weathered face. "Appreciate your honesty—and your work. If things stay quiet, the first wagon of lumber’s on us!"

"Deal!" you reply with a nod, though you can’t shake the feeling that the forest still holds secrets.

With that, you and Dahlia head back toward the village. You aren't sure if the job is entirely done, but for now, it feels like progress.

You investigated them all and cleared most of this village's quest! You gain 50 XP for being a completionist.

You now have 300 XP and can raise to level 2. However, it will take 2 weeks of downtime to do that.

What do you want to do for the next two weeks?
> Ask Dahlia if you can freeload at her home while you practice your new spells
> Just chill at the tavern and the inn while you practice your new spells (150 silver)
> Work as a magical performer in the meantime (roll 14d20 on Performance checks, or choose 10, and I will determine your earnigns)
> You don't want to level up right now, you have some bandits to deal with!
> Write in
>>
Rolled 5, 4, 16, 5, 13, 5, 11, 16, 17, 11, 10, 5, 7, 4 = 129 (14d20)

>>6174748

> Work as a magical performer in the meantime (roll 14d20 on Performance checks, or choose 10, and I will determine your earnigns)

We should definitely level up now, forget the bandits for a couple weeks
>>
Rolled 5, 1, 20, 1, 15, 18, 4, 4, 15, 5, 6 = 94 (11d20)

>>6174757

Alright, your performance checks are at +4

when you get 20 or more, you earn 2d20 silver
when you get 10 or more, you earn 1d20 silver

less than 10 you make nothing.

So you made 11d20 silver total!

And you spent 150 silver,

Let's see how your balance goes.
>>
>>6174760

You made 94 silver and spent 150, so your balance is 56 negative,

After the 2 weeks of downtime you end up with 144 silver.

You learned one more level 1 spell.

You now have 3 spell slots of level 1 and one ability known as "Font of Mana", that you get 1 maximum sorcery point per level, so now you have 2.

You can spend 2 sorcery points to gain another spell slot of level 1 as a bonus action. There are currently no other uses for "Font of Mana" (later you get metamagic).

> Roll 2d6 and pick the highest for your HP.

> Choose one spell from this list (level 1 spells)

- Acid Stream
- Burning Hands
- Catapult
- Charm Person
- Chromatic Orb
- Color Spray
- Comprehend Languages
- Detect Magic
- Disguise Self
- Distort Value
- Earth Tremor
- Expeditious Retreat
- False Life
- Feather Fall
- Fog Cloud
- Grease
- Ice Knife
- Id Insinuation
- Infallible Relay
- Jump
- Mage Armor
- Magic Missile
- Ray of Sickness
- Remote Access
- Shield
- Silent Image
- Silvery Barbs
- Sleep
- Sudden Awakening
- Tasha's Caustic Brew
- Thunderwave
- Witch Bolt
>>
>>6174765

While enjoying a stretch of downtime, you turned your talents toward the stage, working as a performance magician to entertain the townsfolk and earn a little extra coin. Your clever use of illusions and sleight of hand quickly made you a favorite at the inn’s evening gatherings. Children laughed in awe as you made coins disappear and reappear behind their ears, while adults applauded your dramatic flame effects and conjured apparitions. It was a welcome change of pace, allowing you to rest and rebuild your strength after your recent harrowing adventures.

Meanwhile, life in the village began to move forward. The lumberjacks, reassured by your efforts, resumed their work with a cautious but determined vigor. The forest echoed once more with the rhythmic sound of axes and saws, and the lumber started flowing into town. Thanks to their renewed efforts, the broken bridge was finally repaired, reconnecting the trade routes and bringing a palpable sense of relief to merchants and villagers alike.

Now, the caravans that had been stranded in town are bustling with activity. Wagons are being loaded with goods—bolts of fine cloth, crates of smoked fish, barrels of ale, and more. The merchants, eager to make up for lost time, are readying themselves to depart, but there’s a noticeable tension in the air.

The specter of the local bandit gang looms large in every conversation. The traders know the roads beyond the village are fraught with danger, and each caravan master is seeking out escorts—anyone with a weapon and a bit of courage—to accompany them and fend off potential attacks.

As you watch the preparations unfold, you realize the village has reached a turning point. The question is: what part will you play in the events to come?

> Deal with the bandits: You decide it’s time to put an end to the bandit menace. With the lumberjacks back in action and the caravans about to leave, now is the perfect moment to set a trap or confront them directly. If you can eliminate the threat, you’ll not only secure the trade routes but also make a name for yourself as a true hero.
> Get yourself hired as a caravan escort and leave town: Perhaps it’s time to move on. The caravans need protection, and you could use the opportunity to see more of the world. As a hired escort, you’d earn your keep while gaining valuable experience—and who knows what adventures might lie beyond the next horizon?
> You have unresolved issues in this region (specify): There’s more to do here before you leave. Whether it’s investigating lingering mysteries, helping the villagers further, or pursuing personal goals, you feel your story in this region isn’t finished yet.
> Write in
>>
Rolled 1, 1 = 2 (2d6)

>>6174765
>Shield
We need something to keep us from getting rocked so hard.
>>
Rolled 6, 1 = 7 (2d6)

>>6174765

Here’s my HP roll.

As for spells, I would vote for Magic Missle
>>
>>6174771
>>6174774


I will wait for a compromise or tie breaker on the spell, otherwise I will roll.
>>
>>6174785

Eh, let fate decide, I’m okay with Shield
>>
Rolled 1 (1d2)

>>6174771
>>6174774
>>6174785
>>6174789


1 - Shield
2 - Magic Missile
>>
>>6174770

Alright, you got Shield.

Your new Maximum HP is 14.

Waiting for votes now.
>>
>>6174770

> Deal with the bandits: You decide it’s time to put an end to the bandit menace. With the lumberjacks back in action and the caravans about to leave, now is the perfect moment to set a trap or confront them directly. If you can eliminate the threat, you’ll not only secure the trade routes but also make a name for yourself as a true hero.

We have to convince everyone to act in concert and team up.

Each wagon can afford to hire a couple guards, but then this means that each wagon is easy pickings for the bandits.

We should basically storm the bandits’ area with overwhelming numbers in a concerted push to drive them out. The mayor should donate guardsmen for this! If everyone brings torches, we can literally smoke rhem out
>>
>>6174812


As the caravan preparations continue, you step forward, addressing the group of merchants and guards with a determined look. “Listen, dealing with these bandits isn’t something we can handle piecemeal. If we keep sending out a few guards here and there with the wagons, they’ll just pick us off one by one. What we need is overwhelming numbers—everyone working together in a concerted push. If we pool resources and rally the town, we can field a force large enough to storm their hideout and drive them out for good. If we bring torches, we might even be able to smoke them out.”

A veteran caravan guard nearby, a wiry man with weathered features and a scar over one eye, shakes his head with a wry smile. “Not a bad idea, kid, but you’ve clearly never dealt with bandits before. Let me tell you something—they’re cowards. The moment they see themselves outnumbered, they scatter like rats. And if they’re smart—and trust me, the good ones are—they’ll wait until the town is empty and unguarded, then double back to steal whatever valuables they can find while everyone’s out stomping through the forest.”

The merchants murmur in agreement, and one of them, a sharp-eyed woman with a shrewd expression, steps forward. “He’s right about the risks, but your idea has merit. If we band together, we could afford to hire a larger group of guards, and with enough people, we might actually stand a chance of catching them off guard. But it’ll take some convincing to get everyone on the same page.”

Another merchant, a grizzled man with a booming voice, crosses his arms. “The mayor’s going to need to contribute to this effort. The town’s guardsmen have been sitting idle for weeks now—they could help secure the roads and back us up. If we’re going to do this, we’ll need every able-bodied person we can muster.”

You nod, your resolve strengthening as the group begins to rally around the plan. It’s clear that a coordinated effort is the only way forward. If you can convince the mayor, the merchants, and even some of the villagers to join forces, you might just have the numbers to make this plan work. It won’t be easy, but if you can pull it off, the roads will be safe, the bandits will be dealt with, and your reputation as a hero will be cemented.
>>
>>6174827

As the ideas float around, you start weighing the risks and potential rewards of each one, trying to come up with a strategy that will work best for the town and the caravans.

> Business as Usual: Another option is to let each merchant take the route they feel most comfortable with. They could leave whenever they choose, taking their own time and paths to avoid detection. It’s a safer bet that the bandits won’t be able to catch everyone at once, considering the town has at least three main roads leading out. This way, the risk is spread out, and not everyone will be vulnerable at the same time. But that means no one is fully banding together. There’s also the chance that some merchants might be more vulnerable than others, with fewer guards or weaker defenses.
> Forming a Large Caravan: The idea of uniting the merchants into one large caravan sounds promising. If you can hire enough guards to protect the wagons, you’ll have the strength in numbers to deter the bandits. Everyone’s eager to leave after the long wait, and a large group could make a strong statement. But there’s a risk: a large caravan could attract more bandits—better-organized ones who would see an opportunity to strike. If the bandits know you’re coming, they might plan an ambush. The road to the nearby city might be safer, but the danger of running into a stronger force is real.
> Summoning the Militia: Convincing the mayor to call up the militia to patrol the main road to the nearby city is a more defensive approach. It would ensure that the road is patrolled and that no one gets ambushed on the way out. The only problem is that it leaves the village itself unprotected. The bandits could strike at the village while everyone is out, looting valuables or causing trouble. It’s a tough choice: securing the road but leaving the village exposed.
> Convincing Everyone to Act Together: Finally, you could try to convince everyone to unite under your plan: routing out the bandits once and for all. A collective effort could be the solution. By gathering everyone together, you could mount an offensive against the bandits’ hideout, flush them out, and take control of the situation. The risk here is that not everyone will be willing to cooperate, and even if they do, it could take time to gather enough resources and manpower. But if it works, it would ensure the safety of everyone involved and make the roads safer in the long run.
> Write in


The merchants will probably go with Business as Usual, as all other options demand a lot of effort.

But you could convince them of the other options, with a large caravan or talk the mayor into deploying the militia, with a Persuasion check DC 15.

Or you could try to convince everyone to act together, that's always tougher though. DC 18.

(you have a +4 bonus on this roll)
>>
>>6174829

> Convincing Everyone to Act Together: Finally, you could try to convince everyone to unite under your plan: routing out the bandits once and for all. A collective effort could be the solution. By gathering everyone together, you could mount an offensive against the bandits’ hideout, flush them out, and take control of the situation. The risk here is that not everyone will be willing to cooperate, and even if they do, it could take time to gather enough resources and manpower. But if it works, it would ensure the safety of everyone involved and make the roads safer in the long run.

I still think a big push is best, even if there’s some risk. Ultimately it’s five guys with sticks.

Can we make sure that some chunk of the force is on horseback? If there’s another horses, we should ALL be on horseback - this way, we stand a good chance of running them down
>>
>>6174841
>Can we make sure that some chunk of the force is on horseback?

One particularly wealthy merchant does have draft horses for his wagon, but no one here has riding horses nor warhorses, those breeds are prohibitively expensive for such a small village. A single riding horse can cost 1,000 silver or more, and a warhorse five times that price.

Most merchants use donkeys or mules, which are far more affordable (around 100 silver).
>>
>>6174846

Hmm, good to know.

Well, I wonder if some tricky tactics might work to cut off their escape? Assuming we convince everyone to cooperate…

Could we have one half of our forces (led by us) leave the village in the night and circle around the bandit’s area, so that at dawn, the mayor and guardsman advance with torches from the village, and we pincer them?
>>
>>6174851

Well, roll your persuasion check first to see if anyone will even be willing to let you lead anything.
>>
Rolled 16 + 4 (1d20 + 4)

>>6174852

Here goes nothing
>>
Rolled 6, 5 = 11 (2d6)

>>6174868
>why are the trees playing the lute?
>>
Rolled 5, 16 = 21 (2d20)

>>6174868


You gather the merchants and guards together, and with a confident tone, you lay out your plan.

“Well, if we can convince everyone to cooperate, I have an idea that might just work. What if we use the element of surprise against them? We could leave the village under cover of night, with one half of our forces, led by me, quietly circling around the bandits’ hideout. Meanwhile, at dawn, the mayor and the remaining guards can advance from the village with torches to make their way down the main road, cutting off their escape route. It’ll be a pincer move—if they try to flee, they’ll be trapped.”

You pause for a moment, letting the weight of the plan sink in before continuing.

“This way, the bandits won’t see us coming. We’ll catch them off guard, and the torches will drive them out of the shadows. We won’t give them any chance to regroup or escape.”

The room goes silent for a beat, the merchants and guards exchanging glances, before a few nod approvingly.

“But we’ll need to act quickly,” you add. “Everyone must be in place by the time the sun rises, and we need to make sure the roads are clear for a quick retreat if things go sideways. We’ll need to coordinate carefully, and I’m counting on everyone’s cooperation to pull this off. It’s not just about the caravans—this is about ensuring the safety of the entire town.”

The plan is risky, but the bandits won’t be expecting it. If it works, it could not only secure the trade route but also rid the area of the bandit threat once and for all. Now, it’s all about getting everyone to agree and setting the plan into motion before the bandits realize they’re being hunted.

To your surprise, the room fills with a buzz of approval as people begin to discuss the plan. It seems that your passion and conviction have swayed the group more than you expected.

One of the merchants, a grizzled veteran of the road, speaks up. "You know, that might just work. The element of surprise—catching them off guard like that. I’m in."

Another merchant chimes in, nodding thoughtfully. "I’ve been running this route for years, and I’ve never had a plan like this. It’s bold. I like it."

The guards seem to be more hesitant, but a few of them, seeing the determination in your eyes, begin to nod. “It could be worth a shot. We’re not gonna get anywhere if we don’t act decisively."

Dahlia, standing beside you, gives you an encouraging look. “I’ll be with you every step of the way. We’ll make sure this works.”

"Well, who volunteers to go with the plan?"

Rolling 2d20 to see how many brave villagers decide to go with you!
>>
>>6174881

Your group consists of you, Dahlia, one guard, and ten villagers.

The other group consists of four guards and eleven villagers.

You prepare and proceed with the plan.

Will you advance very slowly or get into position as quickly as you can?

> Take 10 on the stealth check, maybe you'll be in position in time, maybe you won't be noticed
> Everyone rolls a stealth check (roll 13d20)
> Write in
>>
>>6174888

> Take 10 on the stealth check, maybe you'll be in position in time, maybe you won't be noticed

I’m paralyzed with indecision but I think the chances are too high that we’ll blow the raid if we roll for real
>>
File: puzzle.png (34 KB, 868x570)
34 KB
34 KB PNG
>>6174941

Now select a path through this puzzle. You can start in cells 1-4 and you gotta get to the goal. You can only move to adjacent spots.

If you end up in one of the cells the bandits are, you blow your cover (your stealth isn't good enough at such close range).

I will roll 2d20 to determine where the bandit watchers are after you decide your route.
>>
File: 1736652582972353.png (38 KB, 868x570)
38 KB
38 KB PNG
>>6174948
>>
Rolled 13, 7 = 20 (2d20)

>>6175053

Rolling!
>>
File: ambush.png (31 KB, 1143x394)
31 KB
31 KB PNG
>>6175098


You arrive at the spot in time!

You hide until near dawn and then you begin to advance towards the bandit hideout!

You know the general direction the bandits are coming, but there's not really a small choke point, if you concentrate your forces or make your presence obvious they will scatter.

You best bet is to wait behind the trees and hit them when they come running past you.

Up to three people can hide in each of these areas. The people hiding will get one surprise attack (with advantage) if one or more of the thieves pass through there, and one opportunity attack if the thieves don't stop running (which they likely won't unless you grapple them).

Just to recap, you have you (J), Dahlia (D), one guard (G) and 10 villagers (V).

After you decide where you will position your forces, I will roll 8d20 for the incoming bandits! (there were a few more than anticipated). The first dice is the bandit leader.
>>
File: force distribution.png (30 KB, 1143x394)
30 KB
30 KB PNG
>>6175104

whew, I'm stressed. Great work, QM, btw.

Group 1: Jorun, and three villagers
Group 2: Guardsmen, and three villagers
Group 3: Dahlia, and three villagers

With any luck, we can kill a couple of these bandits.
>>
Rolled 6, 7, 7, 15, 13, 7, 1, 2 = 58 (8d20)

>>6175207

Alright, so your numbers are

G1 - 3,4,5

G2 - 9, 10, 11

G3 - 16, 17, 18

Rolling!
>>
Rolled 2, 20, 6 = 28 (3d20)

>>6175214


The lucky bastards emmerge from the woods too far away for your men to be able to get any advantage from your ambush!

You end up joining the other group pursuing the bandits!

You get a couple mind slivers and one chaos bolt on the bandits before they run away though!

I'm rolling the resists for mind sliver, then last the attack roll on chaos bolt.
>>
>>6175215

You land a single mind sliver in one of the thieves, which is insufficient to kill it.

Despite your well prepared ambush, they got away! Luck was on their side today.

After giving them a run for their money, since we are in such large numbers, we comb the forest after their hideout. We find stashed in a cave provisions for several weeks and some stolen goods, which they obviously had no time to retrieve since they had to run for their lives.

"They will be back, but not today.", says one of the guards. "Even though we didn't manage to catch them, we dealt a huge blow on their operation. They will need to find a new hideout, and secure supplies. We might have just bought enough time for the caravans to pass safely."

Everyone returns home!

> Move to the next city with the caravan
> Stay in this region, you have unfinished business
> Move somewhere else instead (where?)
> Write in
>>
>>6175218

> Stay in this region, you have unfinished business

We still have to delve deeply into that well. After that, I think we can finally move on
>>
Rolled 1 (1d2)

>>6175219

You rest for another night. You're down to 134 silver.

The thought of that well haunts your mind and stops you from departing from this city. You HAVE to know what is down there!

You watch the big merchant caravan get ready and leave the village.

Do you want to delve into the well now?
> Yes, now is the time
> No, I need further preparation (specify)
> Write in

Rolling to see if Dahlia is interested in this mission.
1 - she will go if you call her
2 - she thinks it is too dangerous and don't wanna go
>>
Also...

Humans get two feats on character generation.

I gave you only one feat (Magic Heirloom), so I suppose you can take a new feat now, since you just leveled up.

Pick from this list:

> Spell Sniper: You learn one additional cantrip that requires an attack roll. Your range with this cantrip is doubled and you ignore up to 3/4 cover.

> Inspiring Leader: You can spend 10 minutes with up to six friendly creatures (you can include yourself) up to 30 feet away who can see hear and understand you. Each creature gains temporary hitpoints equal to your level + charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a rest.

> Metamagic Adept: Learn two Sorcerer metamagic options and gain 2 sorcery points.
>>
>>6175230

>meta magic adept
>Call Dahlia

Hire TWO real guardsmen for the well delving
>>
>>6175236

You talk to the guards to check if they are willing to help you out with the well delving. The guards tell you it is a bit irregular for them to be doing this, but they could help you out for 50 silver a day.

They have leather armor and swords.

You have 134 silver.

> Hire one guard
> Hire two guards
> Write in
>>
>>6175245

>hire two guards

Make it clear that they don’t get any share of the spoils unless they drop their daily rate to 25 silver
>>
>>6175248

Roll a persuasion check, DC 17.
>>
Also, since you want Metamagic Adept, choose two metamagic options:

Careful Spell - when you cast a spell that forces other creatures to make a save, you can spend 1 sorcery point and choose up to charisma modifier amount of creatures to automatically succeed on the save.

Distant Spell - when you cast a spell with range 5 feet or greater you can spend 1 sorcery point to double the range of the spell. If the spell range is touch, you can spend 1 sorcery point to make the range 30 feet.

Empowered Spell - when you roll damage for a spell, you can spend 1 sorcery point to reroll a number of damage dice up to your Charisma modifier. You must use the new rolls.

Extended Spell - spell with duration 1 minute or longer, spend 1 sorcery point to double duration (limit 24 hours)

Heightened Spell - when you cast a spell that forces a creature to make a save you can spend 3 sorcery points to give one target disadvantage on their first save against the spell.

Quickened Spell - when you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell - when you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal component.

Twinned Spell - when you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
>>
>>6175252

>extend spell (for shield)
>twinned spell (doubled spell output? Yes please!
>>
Rolled 3 + 4 (1d20 + 4)

>>6175259

Forgot my roll
>>
>>6175259


The duration of shield is 1 round, extend spell only works for spells that have duration of at least 1 minute.

Are you sure you want to take this metamagic option?
>>
>>6175277

Hmm, thanks for clarifying.

In that case, let's do Quickened Spell
>>
>>6175260


The guards exchange skeptical glances before one of them, a burly man with a weathered face, steps forward to speak.

"Look, pal," he says, crossing his arms. "We were going to take this job as a favor to you, because it sounded quick and easy. But now you're talking about paying us less than we make in a day's work? No thanks. We’ve got mouths to feed, and this doesn’t exactly sound worth the trouble."

Another guard chimes in, a wiry man sharpening his sword. "Dive into a creepy well full of who-knows-what for pocket change? Not happening. You want someone for a death trap, pay 'em what it's worth."

The others nod in agreement, their expressions firm. "Find someone else to go with you," the first guard adds with a dismissive wave. "Or do it yourself."

They turn their attention back to their gear, clearly done with the conversation. You're left standing there, realizing you'll need to reconsider your approach—or your companions.

> Go into the well dive just you and Dahlia
> Try to find someone else in town to go with you
> Write in
>>
>>6175296

Alright. Your current total of Sorcery Points is 2. Your known metamagic abilities are these:

Quickened Spell - when you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Twinned Spell - when you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
>>
>>6175333

> Try to find someone else in town to go with you

We really need a third.

Do we still have the sacred water flasks or did we use them all?
>>
>>6175456
>Do we still have the sacred water flasks or did we use them all?

You used them all.
>>
Rolled 2 (1d2)

>>6175456


Determined not to give up on your well-diving mission, you start scouring the village for anyone else willing to join you. The tavern is the first place you check. It’s bustling with villagers, merchants, and a handful of travelers nursing drinks.

You approach a table where a group of laborers are gathered. They’re rough-looking but seem strong enough to handle themselves.

“Any of you interested in making some quick silver?” you ask, leaning casually on the table.

One of them, a red-haired man with calloused hands, looks up. “Depends. What’s the job?”

“I need someone to help me explore a passage down in the well. Might be dangerous, but it’ll pay,” you explain.

The group exchanges uneasy glances. “The well? You mean the one with all those creepy stories about shadows and strange noises?” another man asks.

“That’s the one,” you admit.

“No thanks,” the red-haired man says, shaking his head. “I’ve got kids to feed, and I’d like to stay alive to do it.”

You try a few more tables, but the responses are mostly the same—polite refusals or outright laughter at your proposition.

Rolling to see if you get an indication of someone who might help.

1 - you get an indication of someone overpriced and poorly equipped
2 - dead end, seems like this small town simply doesn't have anyone else
>>
Rolled 2 (1d2)

>>6175494

Despite your best efforts, it becomes painfully clear that the small town simply doesn't have anyone else willing—or brave enough—to help you with your well-diving mission. Most villagers avoid even discussing the well, muttering superstitions about shadows and curses under their breath. Those who don’t outright refuse your request laugh at the idea of getting involved for such little pay.

Even Dahlia is beginning to have second thoughts.

1 - Dahlia changes her mind and decides not to go
2 - Dahlia will go, but she doesn't have all day, it is now or never
>>
>>6175495


Dahlia leans against her sword, watching you with a raised brow. “Look, I’ll go with you, but I don’t have all day to hang around waiting for you to make up your mind. It’s now or never. Are we doing this, or should I get back to chopping wood?”

Her tone is impatient, but there’s a flicker of determination in her eyes. You know she’ll pull her weight, but the rushed timeline adds a layer of pressure.

This is your last shot—if you don’t go now, you might lose the chance entirely.

> Go now with Dahlia—prepare as best you can and head straight for the well.
> Delay the mission—risk losing Dahlia’s help but ensure you’re properly prepared.
> Abandon the well mission for now and seek another opportunity.
> Write in.
>>
>>6175497

> Go now with Dahlia—prepare as best you can and head straight for the well.

Ah, well
>>
>>6175503

You and Dahlia stand at the edge of the well, the faint morning light filtering down into the dark, yawning chasm below. The rope is securely fastened to a nearby post, but the thought of descending into the unknown still sends a shiver down your spine. Dahlia, already adjusting her leather gloves and checking the grip on her sword, smirks at you.

"Ready to face whatever's down there, or should I go first to show you how it's done?" she teases.

With a deep breath, you grab hold of the rope and begin your descent, the rough fibers biting into your palms. The chill of the well envelops you quickly, the damp air clinging to your skin. Water drips down the mossy walls, each droplet echoing in the hollow space below. Dahlia follows close behind, her movements steady and confident as she keeps pace with you.

After what feels like an eternity of careful climbing, your feet finally touch solid ground. You take the hidden passage. The flicker of your torch illuminates a cramped tunnel ahead, the air here thick and stale. The passage slopes downward, narrowing uncomfortably as you press on.

Finally, the corridor bends sharply to the right, and you find yourself standing before two heavy wooden doors. The door to the left is warped and scarred, its surface marked with deep, jagged gouges as though something with claws tried to tear its way through. A faint, acrid odor seeps through the cracks, causing Dahlia to wrinkle her nose.

The door to the right stands in stark contrast. Sturdy and well-kept, its iron hinges gleam faintly in the torchlight. From behind it, you can just make out the faint sound of something scraping against stone—a slow, deliberate noise that sets your nerves on edge.

Dahlia places a hand on her hip, her other resting lightly on the hilt of her blade. "Alright, fearless leader," she says with a dry chuckle. "Left or right? Or do you have some magical insight to help us pick our poison?"

> Open the door to the left.
> Open the door to the right.
> Write in.
>>
>>6175523

>Left

I guess I like our odds against monsters better, given that we have Mind Slivers
>>
>>6175528


You try to open the door to the left, but it is barred from inside!

"It's no use, there is no way we could break this door. Guess we'll have to take the door to the right.", says Dahlia.

You move cautiously to the door on the right, the faint scraping sound from earlier growing slightly louder as you unlatch it. The hinges groan softly as the door swings open, revealing a dimly lit chamber. Standing in the center of the room is a skeletal wolf. Ragged patches of fur cling to its exposed bones.

The creature’s head snaps toward you with a guttural growl that rattles through its hollow chest. It lowers itself into a predatory stance, its bony claws scraping the stone floor as it prepares to pounce.

Dahlia tenses beside you, her hand already drawing her blade. "Well," she mutters, "this just keeps getting better, doesn't it?"

> Attack the creature with your mace (roll 1d20)
> Attack the creature with your dagger (roll 1d20)
> Cast a spell (which one)
> Hastly close the door and retreat
> Write in
>>
Rolled 1, 19, 12 = 32 (3d20)

Rolling initiative.

The creature has a +7 bonus.

Your modifier is +0.

Dahlia's modifier is +1.

Rolling, the monster, then you then Dahlia.
>>
Rolled 20 (1d20)

>>6175538

You act first, then Dahlia and last the monster.

The monster will lunge to attack you.

Rolling attack.
>>
Rolled 2 (1d20)

>>6175539

Dahlia will hit the monster with her sword.

Rolling attack.
>>
>>6175538

Yikes.

Can we burn 2 sorcery points to fire a Mind Slivers and then a Chaos Bolt before the bonewolf hits?
>>
Rolled 18 (1d20)

>>6175546

Sure, go ahead.

Roll 1d20 for Chaos Bolt to hit, DC 15.

I will roll 1d20 to resist Mind Sliver, DC 14, but the skeleton has a penalty of -5.
>>
Rolled 1 (1d6)

>>6175553


The bonewolf failed the roll to resist Mind Sliver. Rolling damage.
>>
Rolled 11 (1d20)

>>6175553

Hope we don't turn into a chewtoy here
>>
Rolled 2, 5 + 2 = 9 (2d6 + 2)

>>6175555

You miss the chaos bolt!

The mind sliver deals 1 damage.

Bonewolf 12/13 HP

Dahlia misses her sword swing!

The bonewolf critical hits on its bite attack! Rolling damage (1d6+1 doubled).
>>
>>6175556

Damn, we ded
>>
Rolled 15, 20 = 35 (2d20)

>>6175556

Your HP is down to 5/14.

It is your turn again.

You have 2 level 1 spell slots left.

What will you do?

> Attack the creature with your mace (roll 1d20)
> Attack the creature with your dagger (roll 1d20)
> Cast a spell (which one)
> Write in

Dahlia goes on an all out attack! Her attack gains advantage, but attacks against her have advantage until her next turn.

Rolling attack.
>>
Rolled 12 (1d20)

>>6175558

Fuck, fire another Chaos Bolt! Have ever dealt damage with this stupid spell?
>>
Rolled 1, 7 + 4 = 12 (2d8 + 4)

>>6175561

You miss the chaos bolt.

Dahlia lands a critical hit on the bonewolf!

Rolling damage (1d8+2 doubled)
>>
Rolled 16 (1d100)

>>6175562
Upon seeing the Bonewolf bite you and you struggling to get it to away from you, Dahlia let's out a mighty battlescream and deals a brutal strike on the bonewolf, shattering several of its core bones with the precise slice of her sword!

The bonewolf is no more!

(You gain 100 XP! You now have 300 XP. You need 900 XP to reach level 3)

Upon a quick inspection, the room has several piles of bones scattered around.

There is the skeleton of an adventurer lying in there. Checking his belongings, you find 1d100 silver in a pouch.

Rolling the amount of silver.

After an archway, therer is a corridor. You hear some bone scratching noises coming from there. Perhaps there are more monsters like this one ahead.


> Retreat and close the door
> Advance to meet the creature
> Stand your ground and wait for the creature to reveal itself
> Write in
>>
>>6175563

> Retreat and close the door

Fuck this place, I’m out. Tell the mayor to send some masons down here and seal off the chambers, we can’t take another fight.
>>
>>6175564


You decide to retreat and close the door.

And just in time, for you hear what you presume to be another bonewolf pouncing against the door as soon as you close it!

You retrace your steps and leave the well, then hurriedly go warn the mayor about it.

"Send some masons down there and seal the chambers, there are horrible skeleton monsters down there!"

"By the gods, that is such horrible news! I think I will do as you say. Thanks for your help, here, have 100 silver."

You split the money with Dahlia and now you have silver.

Dahlia insists to get your arm bandages, then you return to the inn to rest and the next day you feel like new!

"This delving underground thing isn't for me. Call me provincial, but I'm more into fighting people than fighting weird abomination. I'm gonna get a shield and train with it for awhile, if you're still around when I'm satisfied with it we can talk.", says Dahlia.

You now have 180 silver.

What do you want to do now?
> Travel to the next city alone
> Work as a performer until the next caravan departs
> There's still something you want to do in this region (specify)
> Write in
>>
>>6175568

> Work as a performer until the next caravan departs

Safety in numbers
>>
Rolled 15, 11, 18, 14, 1, 9, 3, 12, 14, 5, 9, 17, 5, 7 = 140 (14d20)

>>6175572

You spend a couple weeks working as a performer until the next caravan departs! Rolling performance check.
>>
Rolled 13, 4, 3, 3, 8, 14, 4, 2, 9, 12, 8, 20 = 100 (12d20)

>>6175578

You make 12d20 silver and spend 140 silver. Let's see if your balance is positive.
>>
Rolled 16, 17, 5, 5, 7, 13, 10, 9, 16, 8, 10, 10, 11, 10 = 147 (14d20)

>>6175579

Work is drying out here it seems. You're down 40 silver. You now have 140 silver.

Then a caravan gets ready to depart to the next city!

You offer to join them as a caravan guard.

They agree to pay you 20 silver per day of voyage.

There are 2 other guards.

Rolling to see if we find bandits on the way to the next city.

On a 1 you chance upon bandits.
>>
>>6175580

Wew, we’re good
>>
>>6175580


You get 280 silver as payment for your caravan guarding work. You now have 420 silver.

You arrive at a city called Fenmouth. The surrounding biomes are a Swamp, a Forest and a Hills.

The city of Fenmouth is walled and you estimate about 10,000 people to live there at least.

On a city this size, most conveniences are available, if you can pay for them. There is even a small tower where a wizard lives!

When you say you're a traveling magical performer, a guard mentions to you that to work in the city you need a permit. Head to the Guild Hall to get one.

What do you want to do next?

> Visit the market square
> Seek a work permit at the Guild Hall
> Pay some drinks and ask for rumors
> Go visit the wizard in his tower
> Go talk to the local leaders
> Go explore the surrounding biomes (pick one)
> Write in
>>
>>6175583

> Seek a work permit at the Guild Hall

I’m sure there’s work aplenty to find, keep an ear out.

>420 silver

Should we exchange for gold? Sounds heavy…
>>
>>6175583
>Seek a work permit at the Guild Hall
>>
>>6175618
>>6175752


You decide to head to the Guild Hall to seek a work permit.

The guild hall is a large sturdy stone building in the center of town. You enter the place and you hear much chatter. After wandering asking around awhile, you find who you are supposed to talk to to get a work permit.

It's some bureaucrat who asks way too many questions while filling up the town registers. He charges you a fee of 10 silver.

Once he's done, an artisan engraves your name in a small copper insignia and gives you a string to tie it to your neck if you want to, although it is not required.

You find a money changer who exchanges your silver for gold, asking 10 silver as a fee. You now have 40 gold, much more manageable to carry around.

You wear your new insignia around your neck and then wander amongst the patrons of the guild hall. You overhear several rumors. Would you like to introduce yourself to the locals and go investigate any of them?

> A group of swamp-dwelling fishers claims their traps are being destroyed by something huge lurking in the water. They swear it’s not an animal but something "unnatural."
> A hunter insists that an ancient shrine deep in the forest has been cursed. Those who wander too close hear whispers and often return sick—or don’t return at all.
> Merchants report that caravans traveling through the hills have gone missing without a trace. Some blame bandits, while others whisper of strange, winged creatures circling at night.
> An ale-fueled adventurer whispers about the mayor supposedly hiding a secret treasure vault beneath Fenmouth. Only a select few know how to gain access.
> Someone claims a rogue mage has been hiding in the city, evading justice after practicing forbidden necromancy. City guards are said to be on edge, searching the back alleys.
> The guild’s new leader is said to have enemies in the city council. Some patrons think they’re being set up to fail, with unusually risky missions being assigned to guild members.
> Locals talk of hearing eerie howls echoing through Fenmouth’s streets at night. Some think it’s a feral animal, while others whisper of a cursed werewolf hiding among the townsfolk.
> A disheveled sailor sitting by the hearth mutters about a treasure map leading to the swamps, claiming it points to a sunken pirate ship filled with gold and jewels.
> A recent rockslide in the hills exposed what looks like the entrance to an old dwarven mine. Miners sent to investigate haven’t returned, and the guild is quietly seeking volunteers.
> Street kids have been vanishing from the city’s poorer districts. The city guards dismiss it as runaways, but locals think something sinister is afoot—possibly slavers or something worse.
> Leave the guild hall and go elsewhere (specify)
> Write in
>>
>>6175993

> Locals talk of hearing eerie howls echoing through Fenmouth’s streets at night. Some think it’s a feral animal, while others whisper of a cursed werewolf hiding among the townsfolk.

Let’s start with in-city quests first. First order of business - set up at an inn for our magic act and get to work on identifying capable henchmen who would know the city very well (rogues?)
>>
>>6176001


You start looking for a inn to set up shop at! You find three very different inns in town, and you must choose which one would you like to stay at.

> The Golden Hearth
Located in Fenmouth’s prestigious Merchant District, The Golden Hearth is a luxurious inn catering to wealthy travelers, merchants, and nobles. The rooms are spacious, furnished with plush bedding, and offer private baths. The common room is lively but refined, with fine wines and meals prepared by skilled chefs. Patrons here often have coin to spare and might be seeking adventurers for lucrative opportunities. Security is tight, with guards posted both inside and outside the establishment.
Cost: 20 silver per night.

> The Copper Flagon
This sprawling caravan inn is in the Trade Ward, near Fenmouth’s main gates. It offers simple but functional accommodations with shared rooms and hearty meals. The Copper Flagon is a hub of activity, with merchants, travelers, and adventurers passing through daily. While not as secure as The Golden Hearth, the inn employs bouncers to maintain order. However, the sheer number of patrons makes petty theft possible.
Cost: 6 silver per night.

> The Broken Lantern
Nestled at the edge of Fenmouth’s slums, The Broken Lantern is a ramshackle inn with creaking floors, dim lighting, and a pervasive smell of dampness. It’s frequented by smugglers, thieves, and those who prefer to stay off the grid. While it’s an excellent place to make shady contacts or gather illicit information, the lack of security means your belongings—and possibly your life—are at risk. Rooms are cramped, with straw mattresses and no amenities.
Cost: 1 silver per night.
>>
>>6176023
>The Copper Flagon
>>
>>6176034

Support. Maybe we can take the time and trouble to have a secret pouch sewn into our clothes somewhere so our gold is not stolen.
>>
>>6176034
>>6176056


You make your way to the Copper Flagon, its large wooden sign swinging gently in the breeze outside the main gates of Fenmouth's bustling Trade Ward. The building is expansive, with an arched roof and warm, welcoming lantern light spilling out onto the cobbled street. Inside, the atmosphere is lively but not chaotic—a perfect balance for a traveler seeking a modest yet engaging place to rest.

The main hall is packed with patrons of various trades and temperaments, sharing drinks, stories, and the occasional laugh. In one corner, a female bard strums a lute, her voice carrying a lilting tune that tells the tale of a long-lost hero. Around the tables, groups of men and women are deeply engaged in games, the most popular being "Snake Eyes", a dice game that draws cheers and groans with each throw. The rules are simple: toss two dice—double your money if the numbers match, and triple it if you land two ones, the coveted "snake eyes."

You approach the bar, where Phoebe, the innkeeper, towers above the counter. Her fiery red hair is tied back in a practical braid, and her no-nonsense demeanor is softened by a friendly smile as she pours drinks for the crowd. After a brief chat, you hand over a gold coin, paying in advance for a few days’ stay. Phoebe slides a key across the counter, explaining it’s for a chest in your room where you can safely store your belongings.

Before you leave, you ask her about finding someone skilled in tailoring. Phoebe nods and provides clear directions to Clothing Street, a row of shops in the Market District renowned for their skilled tailors and diverse selection of garments. With her instructions in mind, you consider your next steps.

> Leave your pack in your chest and head to Clothing Street to shop for new attire, blending in better with Fenmouth’s urban crowds.
> Order a hearty meal from the kitchen and settle down to enjoy the bard’s performance while soaking in the tavern’s energy.
> Seek out a partner in the tavern—another adventurer or a willing patron—to help investigate the rumors you’ve overheard in the Guild Hall.
> Join the game of "Snake Eyes", wagering a sum of your choice and rolling the dice to try your luck.
> Check the wenches in the tavern, curious to see what connections—or mischief—you might make among the livelier crowd.
> Look for henchmen for hire, scanning the patrons for sturdy mercenaries or sharp-eyed rogues willing to work for coin.
> Write in
>>
>>6176077

> Leave your pack in your chest and head to Clothing Street to shop for new attire, blending in better with Fenmouth’s urban crowds.

But obviously take all of our money with us
>>
>>6176081


You store your belongings in the chest and head to Clothes Street.

You find a vast assortment of clothing for sale, for all purposes, at pretty standard prices.

The one set that draws your attention the most is the so called Explorer's outfit.

This is a full set of clothes for someone who never knows what to expect. It includes sturdy boots, leather breeches, a belt, a shirt, gloves, and a cloak. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra items you might need, such as a scarf or a wide-brimmed hat.

The price is a bit steep: 10 gold.

You request some secret pouches and for an additional 1 gold, the seamstress says she can modify the attire to have a non-standard "secret pouch" wherever you want within the outfit.

There's also a more common type of outfit, far more simple, called Traveler's outfit.

This set of clothes consists of boots, wool breeches, a sturdy belt, a shirt, and an ample cloak with a hood.

It isn't full of pockets and the materials it is made of aren't as sturdy, but it is much less pricey, at just 1 gold.

There's also the Entertainer's outfit.

This set of flashy, perhaps even gaudy, clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly).

Costs just 3 gold.

Finally, if you really want to blend in with the crowds, you could buy a simple Peasant's outfit.

This set of clothes consists of a loose shirt and baggy breeches. Cloth wrappings are used for shoes. Costs just 1 silver.

What will you buy?

> Explorer's outfit
> Traveler's outfit
> Entertainer's outfit
> Peasant's outfit
> Mofidy clothing (specify)
> You want some other kind of clothings (specify)
> Write in
>>
>>6176093

>Explorer’s Outfit + secret pouch

Time to shell out for some real gear. I don’t actually care where the secret pouch is? Inside waistband? So long as it makes it pretty hard to pickpocket us
>>
>>6176093
>>6176095 +1
>>
>>6176095
>>6176344

You buy an Explorer's outfit and has the seamstress sew a secret pouch for you to stash your valuables!

You now have 28 gold.

The hidden pouch offers a newfound sense of security for your valuables. You adjust your clothes and pat the concealed pocket, satisfied with your foresight.

Now that you’re dressed for the part and your belongings are safer, you turn your thoughts to finding allies or henchmen who know the city well. Fenmouth is vast and full of secrets, and navigating its labyrinthine streets—or uncovering its darker corners—will require help.

> Hire some bouncers as bodyguards: Find strong, reliable muscle to protect you as you explore the city.
> Try to make contact with someone in the know with local gangs: The slums and back alleys are ripe with opportunity, but only if you tread carefully.
> Look for someone in the Copper Flagon willing to investigate the rumors about the city with you: Fellow adventurers or curious patrons might share your ambitions.
> Head to the guild hall and ask around if anyone knows reputable people who could guide you through the city: The guild members may recommend experienced guides or adventurers for hire.
> Write in
>>
>>6176485
>Look for someone in the Copper Flagon willing to investigate the rumors about the city with you: Fellow adventurers or curious patrons might share your ambitions.
>>
>>6176501

Support, hopefully we can find a level 2 fighter/rogue/paladin to exploi - ahem, partner with



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.