Game Notes - Destination Tangle Trees - 07-05-2021
Eleasis-Gerd 20 Day 260: ☀️ High: 67°F Low: 49°F Wind: 0 mph
In Ashbenford they made a lot of purchases and had a very nice night at the local inn.
They are ready to go around 2:00. They take the foot path from ashbenford to Semmbra.
The trail follows the river for a days travel. The scale of the Dalelands Map.jpg is 1"=40 miles
They get an offer for fresh corn from a local farmer. 1sp for 6 ears. Toomash the hobbit. 2 kids. They buy 16 for 5sp. He goes back to the house to get more ears and he brings back a can of Blueberry preserves put up by his wife Betha that spring.
They head into the forest. No enc.
They are about 10 mi from Esembra and camp. They encounter a caravan camp of 2waggons and 10 folk. They "Hallow" the camp and keep going.
Danny finds a camp that is off of a deer trail that leads to a shady meadow near a spring with a fire ring.
They leave their canteens in the spring. Boil water for the corn in the husks. Meat for the bear, fish for them, pot of team jam for afters. And a brandy nightcap
Eleasis-Gerd 21Day 261: ☀️ High: 66°F Low: 49°F Wind: 0 mph
The next morning a deer comes to the small streamj off of the spring and Lucan hears it Rolling a 27!
They get to within 30' of a doe. A great shot kills it immediately. It's about 50lb with 20 - in good meat with the rest for the bear.
They want to take the hide from the deer. It takes 2 hours to do a good job so its worth something. They head off at 11:00.
After 3 hours they get to Esambre at 3:00.No enc.
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.
Eleasis-Gerd 22Day 262: ☀️ High: 67°F Low: 50°F Wind: 0 mph
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.





Eleasis-Gerd 24Day 264: 💨☀️ High: 73°F Low: 57°F Wind: 11 mph Windy
Eleasis-Gerd 25Day 265: ☀️ High:



Deer
Medium beast, unaligned
Armor Class 13
Hit Points 4 (1d8)
Speed 50 ft.
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 11 (+0) 2 (−4) 14 (+2) 5 (−3)
Senses passive Perception 12
Languages --
Challenge 0 (10 XP) Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.