Brother Olin walks ahead as Deamiss and Bill return to the camp, dragging the gnoll archer. Qijon watches the hunters head back across the meadow and out of sight.
Girgadan searches the second gnoll, collecting a spear, longbow and quiver, and a pouch holding 12 coppers and a half-eaten dove. "So the Abbey is meant to police this area. Gnolls, hunters and whatever else lives up here. Sounds like a great opportunity to generate coin and yet you had to come to town to get us? The brew must be amazing if money isn't your main tool of power""We're now into the Abbey's lands. We defend the pass and the local folk tithe to the Abbey in return for safety and use of the land. Huntmaster Ralla, if I recall correctly, is quite stingy with his catch and may well be somewhat behind in his tithes. I'm not about to press the issue when we've clearly been remiss in our defense, but neither will I discuss the Abbey's internal business with residents while we are in turmoil."
"You want to tell us why you were trying to kill this man here?""My friend ask you why attack us at first..." The gnoll starts to sit up, then 18 Intimidation crushes a DC 8 herelies right back down as Rhaegalt sets his sword to its throat. "Best be quick with the truth, we won't have any lies now." The gnoll's eyes look up and down the blade. "Me and Gorrrak come gate to trrrade. Gate monk say go find and killl monk on rrroad. Say not check currrfew, no prrrobllem." The gnoll breaks into an ear-to-ear grin, showing a mouthful of yellowed canine teeth. "Alllways want to killl a monk. Killl anything that hide behind monk gate."
As he pockets the meager coins and stows the extra weapons over his back he says to the group "You chaps need a spear or bow or whatnot otherwise I'll sell it to the monks -well the friendly ones."
His gear back in order and the creases worked out his pants the Half-Orc "Ho - now we get to some meat in this stew. More than a prisoner Qijon, an assassin. Rhaegalt and Deamiss are some of the fastest interrogators I've seen, less blood too!"
Sidling up to Brother Olin and bowing a little to make clear eye contact in a way he hopes comes off as only slightly upset, he smiles before asking "Well Brother. It seems more like you came to town to hire bodyguards. I dont mind the sight of blood but I prefer more of theirs and less of mine so now might be a good time to share the full story"
Racial abilities: Darkvision (60') | You gain proficiency in the Intimidation skill.Menacing | When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.Relentless Endurance | When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks
Class abilities:Twice per Long rest and not wearing Heavy armour. Adv on Str checks and saves. +2 melee damage. Resistance Bludgeoning/Piercing/slashing dmg. Lasts 1 min (ends if unconscious or turn ends without attacking or taking damage). Can end as bonus actionRage (2/2) | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.Unarmored Defense
Background:Infantry. War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.Soldier
Sheet|AC: 17|HP: 13/13|+6/2d6+4|Status: Normal Heavy Armor Master | Interception Style | Second Wind 1/1|1/1 HD
Bill's lips curl into what may be a smile; his large canines interfere with the expression. "Do you think you can point out this 'gate monk,'" he asks the gnoll, "if we bring you back there with us?" Bill turns to Olin. "Maybe you can just deduce the man's identity from a schedule or some such?" he proposes. "This looks like a big break."
Relevant skills and statuses: Heavy Armor Master Initiative:10 Movement: None Action: Ready maul attack if the gnoll doesn't surrender - 14 to hit for 7 dmg Bonus Action: Free Action: Rolls:Lady Luck
Armor Class 17 Hit Points 13 Speed 30 Str 18 (+4) Dex 8 (-1) Con 16 (+3) Int 14 (+2) Wis 6 (-2) Cha 9 (-1) Saving throws STR +6, CON +5 Skills Arcana +4, Athletics +6, History +4, Investigation +4, Nature +4 Senses passive Perception 8 Languages Common, Giant, Goblin, Orc Abilities-3 to incoming non-magical slash/bludg/pierce damageHeavy Armor Master feat, [TT="Interception fighting style"]reaction, subtract 1d10+2 from damage to adjacent figure, requires weapon or shield, [TT="Second Wind"]action, +1d10+1 hp, once/short rest WEAPON Great axe or maul +6, 2d6+4; pike +6, 1d10+4, reach; javelins +6, 1d6+4
When in light, Bill carries a javelin in one hand, which he drops to draw a melee weapon. In darkness, he carries a javelin in one hand, and torch in the other, and his lantern around his neck.
Qijon's head snaps back to the gnoll upon hearing it got sent out for 'fratricide'. He looks the gnoll up and down whilst trying Insight check: 12to get a read on it.
"It seems highly unlikely someone would show their hand so openly and brazenly. Unless they thought they could get away with it. Brother Olinn, who knew of your absence and, more specifically, its reason? I do not think it logical that someone would assume 2 gnolls would be able to take out a group of 5 or 6 people. This is all assuming it" he gestures at the gnoll "is not lying, of course."
Racial Abilities: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Darkvision | Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.Trance | You have proficiency in the Perception skill.Keen senses | You have advantage on saving throws against being charmed, and magic can’t put you to sleep.Fey Ancestry | An Aereni elf can choose one skill or tool proficiency (Perception). Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.Aereni Elf | You know one cantrip of your choice from the wizard spell list (Mind Spike). Intelligence is your spellcasting ability for it.Cantrip | You can speak, read, and write one extra language of your choice (Gnomish).Extra language
Class Abilities: 2 Cantrips: Firebolt, Guidance
3 Spells: Cure Wounds, Detect Magic, Purify Food & DrinkSpell Casting | At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.Magical Tinkering
Rhaegalt was of a similar mind with Bill. This subdued beast may have just served us a conspirator, the Half-Elf thinks giddily to himself. "Yes, will we be able to see who was working at the gate, Olin?"
But Girgadan's suggestion of potential foreknowledge or ulterior motives draws a look of concern and confusion from Rhaegalt. The blade drops an inch or two for a second, before snapping back to its previous location. With a slight scowl, Rhaegalt addresses the monk again. "Olin, is there anything else you're not telling us?"
The party gathers by the low fire, surrounding the captured gnoll and asking Brother Olin more questions than the assassin. Towering over the old man, Girgadan implies that he's been less than straightforward. "Well Brother. It seems more like you came to town to hire bodyguards. I don't mind the sight of blood but I prefer more of theirs and less of mine so now might be a good time to share the full story." Rhaegalt adds Olin, is there anything else you're not telling us? Olin shrugs in return. "Someone poisoned the abbot. It was not outside the realm of possibility that someone might try to dispose of me as well. I have concealed nothing and I did warn that the road might be treacherous. The Abbey needs impartial investigators, and it seems someone guarding the gate was not impartial."
Bill leans over the gnoll. "Do you think you can point out this 'gate monk' if we bring you back there with us?" The gnoll looks slightly confused. "Uh. Lllook lllike monk, wearrr hood. All monk stink same lllike candllles. Grrray rrrobe and hood. This tallll." The creature stretches out its gangly arms and waves its paws, indicating a height that could be anywhere from five to seven feet. Olin mutters "Not one of the goblins then."
Bill and Rhaegalt see a chance. "Maybe you can just deduce the man's identity from a schedule or some such?""Yes, will we be able to see who was working at the gate, Olin?" Olin nods. "There is a logbook at the gate. There are three gatewatch shifts during the day, usually a pair of novices working each shift."
As an artificer would, Qijon thinks several steps ahead, Insight 12 is uncontested, no reason to think the gnoll is lyingeyeing the gnolls's reactions and considering practicalities. "It seems highly unlikely someone would show their hand so openly and brazenly. Unless they thought they could get away with it. Brother Olinn, who knew of your absence and, more specifically, its reason? I do not think it logical that someone would assume 2 gnolls would be able to take out a group of 5 or 6 people. This is all assuming it is not lying, of course.""There are so few of us. Everyone in the Abbey would have noticed that I'm away. Prioress Barretti sent me to Westhaven to find you all, I think only she would know that I'd be returning with company. Anyone else might have thought I'd be traveling alone."
The gnoll stares at Rhaegalt's sword, remaining still with the blade at its throat, then carefully nods toward its deceased packmate. "Uh. You gonna eat that? I'lll have it if you'rrre not hungrrry."
If you have more questions or want to discuss anything IC, just go ahead and post. Otherwise, let me know in OOC and I'll move ahead with the next DM post.
After they've taken care of the gnoll and are out of earshot, Qijon tries to get everyone's attention.
"Ehm...just one more thing, before we reach the abbey. I had heard Brother Olin mention something about poison, so I, err, took the liberty to prepare my purification kit for our endeavour. It will take some time to execute upon any victuals we might be offered, but I believe that any, eh, poisons or such that might be contained therein should be fully neutralised. I suggest we take care with whatever we consume, lest we, uhm, tread on the heels of the abbot.
Furthermore, I have also brought my A.D.D., errr, my Arcane Discernment Device. Which also takes some time to set up, but will grant me the ability to sense any magics nearby, should we require."
Racial Abilities: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Darkvision | Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.Trance | You have proficiency in the Perception skill.Keen senses | You have advantage on saving throws against being charmed, and magic can’t put you to sleep.Fey Ancestry | An Aereni elf can choose one skill or tool proficiency (Perception). Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.Aereni Elf | You know one cantrip of your choice from the wizard spell list (Mind Sliver). Intelligence is your spellcasting ability for it.Cantrip | You can speak, read, and write one extra language of your choice (Gnomish).Extra language
Class Abilities: 3 Cantrips: Firebolt, Guidance, Mind Sliver
3 Spells: Cure Wounds, Detect Magic, Purify Food & DrinkSpell Casting | At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.Magical Tinkering
Purify Food and Drink & Detect Magic upon request, if we have time for a 10-minute ritual. Would rather like to save spell slots for cure wounds, if possible. Also, Guidance for any skill checks, completely forgot about that until now. xD
Sheet|AC: 17|HP: 13/13|+6/2d6+4|Status: Normal Heavy Armor Master | Interception Style | Second Wind 1/1|1/1 HD
Bill nods his head in satisfaction. "So we just need to figure out which of those two fellas is our man," he says. "Maybe their politics will give them away." Bill turns back to the gnoll when it makes its cannibalistic plea. "I did say that I would argue for his life," Bill informs the others, "so I'd like to let him go. I suppose we'll keep the spear," Bill tells the gnoll, "but I think you're welcome to the corpse.
"Well, those sound very handy!" Bill praises Qijon. "I would like to see those devices in action." He pauses a moment. "If you build and employ equipment like that, you really are much more useful than you seem at first."
Relevant skills and statuses: Heavy Armor Master Initiative:10 Movement: None Action: Ready maul attack if the gnoll doesn't surrender - 14 to hit for 7 dmg Bonus Action: Free Action: Rolls:Lady Luck
Armor Class 17 Hit Points 13 Speed 30 Str 18 (+4) Dex 8 (-1) Con 16 (+3) Int 14 (+2) Wis 6 (-2) Cha 9 (-1) Saving throws STR +6, CON +5 Skills Arcana +4, Athletics +6, History +4, Investigation +4, Nature +4 Senses passive Perception 8 Languages Common, Giant, Goblin, Orc Abilities-3 to incoming non-magical slash/bludg/pierce damageHeavy Armor Master feat, [TT="Interception fighting style"]reaction, subtract 1d10+2 from damage to adjacent figure, requires weapon or shield, [TT="Second Wind"]action, +1d10+1 hp, once/short rest WEAPON Great axe or maul +6, 2d6+4; pike +6, 1d10+4, reach; javelins +6, 1d6+4
When in light, Bill carries a javelin in one hand, which he drops to draw a melee weapon. In darkness, he carries a javelin in one hand, and torch in the other, and his lantern around his neck.
Rhaegalt removes the Rapier from under the Gnoll's throat and takes half a step back at Bill's request. Still holding the weapon tightly but pointed at the ground, the Half-Elf says, "See what happens when you are truthful; and remember what happens when you attack people you shouldn't," with a head tilt towards its dead companion. "Now go collect your... meal..."No remorse for a fallen ally, he thinks with a disgusted look on his face.
"Purification kit, ehh? We'll definitely be wanting that if we don't want to follow the Abbot. Best be we talk with the cook before you start testing any of his food."
The party discusses precautions. Brother Olin shrugs and says only "That may be wise." The gnoll drools when offered its packmate's carcass, and waits only for Rhaegalt to take the blade away from its throat before growling "Fairrr. Mine!" and dragging the corpse far out of sight.
Rhaegalt and Deamiss stand the last watch of the night. Olin wakes before sunrise and eats a very spare breakfast from his personal rations while everyone packs and readies themselves. The path leads through the meadows toward a mountain ridge spanning the horizon, eventually rounding a few foothills into a long and very steep valley. Olin points to a narrow break in the heights. "Highpass and the Abbey. Not far now." The party can just make out a forbidding stone wall blocking the gap in the ridge.
A few small huts and terraced farms cling to the lower slopes, giving way to scrubby drifts of trees, then low growth, then bare stone as the path rises. As the party nears the ridge, the sound of a bronze gong echoes down the valley from above, tolling and fading six times. Olin makes a sign of Torm and bows his head. "Abbot Aerlin has passed. His poisoner is now a murderer."
At the crest, a scatter of stone and thatch buildings line the path, barely enough to be called a village. Small groups of children play chase from house to house, a mix of humans and goblins with a few elves and orcs among them. Adults peer out from doorways, exchanging solemn nods with Brother Olin and looking at the party with veiled interest.
The wall beyond the houses dwarfs the small settlement, over thirty feet high and running well over a hundred feet in length between vertical rocky faces of the ridge. An iron portcullis gate in the wall is lowered, blocking a tunnel that appears to be the only way through the pass. A hooded woman stands atop the wall, turning and disappearing from view when she catches sight of the party approaching.
With a muffled rattle of chains, the gate begins to rise as the party nears. The human nun from the wall stands behind it with a heavy-set orcish monk at her side, both wearing the same gray robes that Olin wears, and a goblin nun joins them from a door set in the tunnel wall after the gate clanks into place. Olin points them out as the party approaches. "Our Prioress, highest in rank after the Abbot. Brother Lodd, our Roundsman, and Sister Pijjar, a novice like myself."
The Prioress steps forward. There are a few streaks of gray in her hair and her eyes are reddened with fatigue and grief. She folds her hands and half-bows to the party. "Welcome to Highpass, thank you for answering our call. I am Prioress Barretti. Please, introduce yourselves. Olin, you may speak." Brother Olin returns her gesture and glances back at the party. "I am so sorry, Prioress. I think, perhaps, we should all speak in private."
Racial abilities: Darkvision (60') | You gain proficiency in the Intimidation skill.Menacing | When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.Relentless Endurance | When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks
Class abilities:Twice per Long rest and not wearing Heavy armour. Adv on Str checks and saves. +2 melee damage. Resistance Bludgeoning/Piercing/slashing dmg. Lasts 1 min (ends if unconscious or turn ends without attacking or taking damage). Can end as bonus actionRage (2/2) | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.Unarmored Defense
Background:Infantry. War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.Soldier
After Olin gives introductions for his fellow monks, Rhaegalt gives a small bow in return. "Rhaegalt, nice to meet you all." Quickly glancing at the other two greeters, the Half-Elf nods in agreement with Olin and Girgadan, "Yes, this delicate matter needs to be handled very carefully."And the game begins... which of these three can we trust?
Racial Abilities: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Darkvision | Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.Trance | You have proficiency in the Perception skill.Keen senses | You have advantage on saving throws against being charmed, and magic can’t put you to sleep.Fey Ancestry | An Aereni elf can choose one skill or tool proficiency (Perception). Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.Aereni Elf | You know one cantrip of your choice from the wizard spell list (Mind Sliver). Intelligence is your spellcasting ability for it.Cantrip | You can speak, read, and write one extra language of your choice (Gnomish).Extra language
Class Abilities: 3 Cantrips: Firebolt, Guidance, Mind Sliver
3 Spells: Cure Wounds, Detect Magic, Purify Food & DrinkSpell Casting | At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.Magical Tinkering
@All - Guidance is available, you can add 1d4 to your next ability check if no one else has claimed it.