They go to the smithy
and Durn sells them a really nice L. Sword for 15gp. Basket hilt
knerling on the back handle.
From there they go to the Hitching Post to sell some stuff.
2gp-2S. Swords, 4gp-2 Lt crossbows = 10gp credit. schimitar.
Rations 1gp per day. They buy 12 for the weapons.
They keep moving right out of the city at 5:00 and into the
forest. They are looking for a path in the forest that leads to
Tangle Trees but don't find it till its time to make camp. No Enc.
Morning Encounter-7
Blink Dogs They hover around the party as they pass through,
but see the numbers 7 to 5 of you doesn't favor them. They see and
hear them. They hear them blink away and do a short wait to see if
they come back.
They continue walking and plan to make camp again. They find an OK
camp with lots of fire wood and a clear spot under the shady
trees.
No Enc. that night.
The next morning enc 4 Otyugh! They demand a magic item as a toll
through their forest.
Eleasis-Gerd 23Day 263: ☀️ Warmer and drier air is moving in
slowly. High: 70°F Low: 58°F Wind: 7 mph
"You have magic give us some and pass or die"
They don't want to give anything up. "I don't think we will give
it to you?"
Lu tries to sneak away but is seen. They say "I see you little
one"
Val wakes up the rest. They put 2 healing potions out as ransom.
One moves forward to look at them. The potions are good so they
take them and say "Today, you live".
Loric gets their scent and after lots of swearing, they talk about
chasing them. They prepare for battle!
The Otyugh move off in different directions, but head for their
lair about 1 mile away. There will be a magical treasure in the
lair.
They follow the one that took the potions. Tracking is only DC 15
as they are large and their scent is distinctive.
They return to their lair in the side of a high hill.
Tracking over a mile 3 rolls necessary.
They stealth closer to the lair and wait for a minute to listen
for 2 minutes.
One of them rolls an 11 and is heard. The Otyugh are alerted to
movement outside with a roll of 27. They face the cave front and
are ready.
Otyugh
Init: Lu 20, Ro 19, Dan 18, Bears 12, Loric 11, Val 10, Oyutght
2
XClaw - 112d10+38=109
XWerewolf -
12d10+38=106
XBlob* - 12d10+38=88
X2 headed -
12d10+38=129
Lu -10, -24- Dan, -47-48 Ro -40-26-25
Bears, -10 Val - Lu 17
-43-12-37 Dan -28 Lor, -26 Lu -21 Lu,25
Bear -59 Ro -21 Bear
Round 1 - Lu does Blur, Val conjure woodland beings-2 black bears.
Dan Sanctuary,
Round 2 - Sneaking Movement
Round 3 - Lu move up and the rest follow.
Round 4 - Lu spots them and goes for claw, Ro rages, uses the
sodium bomb it goes off without hitting anything!
Round 5 - Val spirit totem bear
Round 7 - Val Cure Wounds
Round 8 - They kill the final one!
They search the lair.
They find some gems and recover their Healing potions and
STAFF OF BIRDCALLS
Staff, common
This wooden staff is decorated with bird carvings. It has 10
charges. While holding it, you can use a n action to expend 1
charge from the staff and cause it to create one of the following
sounds out to a range of 60 feet: a finch's chirp, a raven 's caw
, a duck's quack, a chicken's cluck, a goose's honk, a loon's call
, a turkey's gobble, a seagull 's cry, an owl's hoot, or an
eagle's shriek .The staff regains ld6 + 4 expended charges daily
at dawn. If you expend t he last charge, roll a d20. On a 1, the
staff explodes in a harm less cloud of bird feather and is lost
forever. 60' range of sound location.
Spell Scroll (Friends) (common, dmg 200)
Deadoris is the druid who made the
scroll and was a druid of the feathered folk.
Ring of Feather Falling
Ring, rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per
round and take no damage from falling
Qualls token of Swan
Swan Boat. You can use an action to touch
the token to a body of water at least 60 feet in diameter. The
token disappears, and a 50-foot-long, 20-foot-wide boat shaped
like a swan takes its place. The boat is self-propelled and moves
across water at a speed of 6 miles per hour. You can use an action
while on the boat to
Command
it to move or to turn up to 90 degrees. The boat can carry up to
thirty-two Medium or smaller creatures. A Large creature counts as
four Medium creatures, while a Huge creature counts as nine. The
boat remains for 24 hours and then disappears. You can dismiss the
boat as an action.
Diadoris is the name of the druid with the treasure that was
killed by the nasties.
THey spend the night just outside the cave and have no encounters
No ENc.
Otyugh
Large aberration, neutral
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
16 (+3) |
11 (+0) |
19 (+4) |
6 (−2) |
13 (+1) |
6 (−2) |
Saving Throws Con +7
Senses darkvision 120 ft., passive Perception 11
Languages Otyugh
Challenge 5 (1,800 XP)
Limited Telepathy. The otyugh can magically
transmit simple messages and images to any creature within 120
feet of it that can understand a language. This form of telepathy
doesn't allow the receiving creature to telepathically respond.
Multiattack. The otyugh makes three attacks: one
with its bite and two with its tentacles.
Bite. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target.
Hit: 12 (2d8 + 3) piercing
damage. If the target is a creature, it must succeed on a DC 15
Constitution saving throw against disease or become poisoned until
the disease is cured. Every 24 hours that elapse, the target must
repeat the saving throw, reducing its hit point maximum by 5
(1d10) on a failure. The disease is cured on a success. The target
dies if the disease reduces its hit point maximum to 0. This
reduction to the target's hit point maximum lasts until the
disease is cured.
Tentacle. Melee Weapon Attack: +6 to
hit, reach 10 ft., one target.
Hit: 7 (1d8 + 3)
bludgeoning damage plus 4 (1d8) piercing damage. If the target is
Medium or smaller, it is grappled (escape DC 13) and restrained
until the grapple ends. The otyugh has two tentacles, each of
which can grapple one target.
Tentacle Slam. The otyugh slams creatures
grappled by it into each other or a solid surface. Each creature
must succeed on a DC 14 Constitution saving throw or take 10 (2d6
+ 3) bludgeoning damage and be stunned until the end of the
otyugh's next turn. On a successful save, the target takes half
the bludgeoning damage and isn't stunned.
Blink Dog
Medium fey, lawful good
Armor Class 13
Hit Points 22 (4d8 + 4)
Speed 40 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
12 (+1) |
17 (+3) |
12 (+1) |
10 (+0) |
13 (+1) |
11 (+0) |
Skills Perception +3, Stealth +5
Senses passive Perception 13
Languages Blink Dog, understands Sylvan but
can't speak it
Challenge 1/4 (50 XP)
Keen Hearing and Smell. The dog has advantage
on Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing
damage.
Teleport (Recharge 4–6). The dog magically
teleports, along with any equipment it is wearing or carrying,
up to 40 feet to an unoccupied space it can see. Before or after
teleporting, the dog can make one bite attack.
A blink dog takes its name from its ability to blink in and out
of existence, a talent it uses to aid its attacks and to avoid
harm.
Blink dogs are yellowish brown canines which are
stockier and more muscular than other wild dogs. They are
intelligent and employ a limited form of teleportation when they
hunt.
A blink dog attack is well organized. They will blink to and
fro without any obvious pattern, using their powers to position
themselves for an attack. Fully 75% of the time they are able to
attack their targets from the rear. A dog will teleport on a
roll of 7 or better on a 12-sided die. To determine where the
dog appears, roll a 12-sided die: 1 = in front of opponent, 2 =
shielded (or left) front flank, 3 = unshielded (or right) front
flank, 4-12 = behind. When blinking, the dog will appear from 1
to 3 feet from its opponent and will immediately be able to
attack.
Blinking is an innate power and the animal will never appear
inside a space occupied by a solid object. If seriously
threatened, the entire pack will blink out and not return.
Blink dogs are intelligent, and communicate in a complex
language of barks, yaps, whines, and growls. They inhabit open
plains and avoid human haunts. A lair will contain 3-12 (3d4)
pups 50% of the time (1-2 hit dice, 1-2/1-3 hit points
damage/attack). These puppies can be trained and are worth
between 1,000 to 2,000 gold pieces.