Saturday, November 29, 2025

Caer Mortling #6

 

Caer Mortling #6

Nindur starts off pouring a Potion of Healing on Fenthick. Out of combat, Fenthick is healed 2d4+2 (10). Fenthick is healed for 10 points and becomes conscious. Alias spikes the door to the shrine to keep the party secure until a minute has passed and slowly Lucille and Cuthbert are able to wake up feeling groggy, picking themselves off of the floor and yawning.

“I think it will be safe to rest in here for a moment,” Alias said, “Albeit smell of burnt bushes.”

“Do we try to make our way back to one of the towers?” Nindur asked.
Alias watched Lucille stifle another yawn before she spoke, “I would not recommend it.”

---

The party takes a Short Rest which allows the grogginess effect to wear off. Fenthick spends one of his Hit Die and rolls a 7+1 equal 18, which should bring him to 18/27 at a cost of a Hit Die: ¾ remaining.

The shrine has no listed magical items of treasure, beyond the treasure of experience fighting killer plants in a packed room. However! Let’s see if the Oracle offers something.

Q: Is there any treasure in this room? A: Yes, no modifier.

Q: Is it magical? A: No, no modifier

We will say that there is a cupboard built into the shrine, perhaps a strong box of the shrine’s stored wealth in coins or gems. No magical items, but at least hard currency.

While the party is resting, Alias, one of the members not groggy, takes a moment to search the Shrine to see if she can spot the cupboard. She rolls a 20 vs. 13 - Success. She does spot the strongbox that rattles with coins.

---

“Hey! That’s the church’s funds,” Cuthbert yawned first, but then noted when Alias set the box in the middle of the floor. She might have been a rogue with quick fingers, but she did not want to hold back from the party. Instead, Alias raised a finger and said.

“This ‘was’ the shrine’s funds during the previous administration. We all contributed to the fight. I think it’s only fair that we all get a share, and of what you and Fenthick received, you can contribute back to the Church when we get back to Seaside.

Cuthbert sighed, but he accepted the logic.

Nindur said, “First you gotta open it, Ali.”

“Watch this,” Alias said with a confident smirk. ---

Alias uses Thieves’ Tools + Dex to Pick Locks: 19 - Success. The box opens easily and reveals its contents. The cut is split as evenly as possible.

The finishes out the short rest in the overgrown shrine. They are now confident they have mapped out every portion of the first floor of the castle. All that remained is whatever lurked behind the initial doors leading into the throne room. ---

⚖️ Treasure Division

The total haul was the equivalent of 1626 gp in mixed coinage and gems.

Divided five ways:

  • 1626 gp ÷ 5 = 325 gp each, with 1 gp remaining
Alias suggested the leftover coin be added to Fenthick’s share, given he nearly died in the bush-vine blender.

Each Party Member Receives:

  • 120 cp

  • 160 sp

  • 42 gp

  • 26 pp

  • 1 small gemstone (10 gp value)

Fenthick receives the extra 1 gp

---

While the treasure is sorted, Fenthick takes some time and binds his wounds, healing in a full amount and receiving 9 points, bumping him to maximum 27 HP.

The party move from Room #10 and heads west towards Room #11, the tower with the marble ward. A random encounter check is made with a 1-in-8 chance for an encounter. Result: 2 - No Encounter.

The party turns north back to the entry hall where the party first arrived and once again face the double doors entering the castle’s throne room with the words written across the front: ‘Beware Ye Who Embrace The Dark’

Despite such a warning against sinister things, the ebony doors that are set in front of the party appeared ominous. Alias performs a check, finding the doors safe and unlocked. She listens at the door to see if she can detect anything lurking in the next room.

Q: Are any of the shadows moving in the room?

A: Yes, but she makes a check at a Disadvantage - The shadows do shift through the room, stirred by activity beyond that they cannot investigate or drain as they are being held in the throne room by the marble ward. They are trapped and waiting for a chance to escape. Because they are only partly moving, Alias is at a Disadvantage.

Alias Perception: 9 - Failure, she does not hear anything out of the ordinary, or anything that set off any alarm for the rogue. She gives her nod that it is safe to enter. ---

Alias pulls on the door, she knows it is unlocked, yet the door remains stationary, as if barred. She checks the door again, ensuring that it is unlocked, but every time she tries to pull on the door, it will not budge.

“Something is odd about the door,” Alias says after a frustrated growl was followed up by her kicking the door. She read the inscription above the door, ‘Beware Ye WHo Embrace The Dark?’

Nindur casts Wand of Secrets to see if there is a hidden door nearby, or if there was some cache that might be revealed as to be hiding the mechanism that the group could use to get inside. (⅓ Charges Remaining) - He finds no secret doors. Nindur tries his Arcana to see if there is anything significant about the door.

Nindur Arcana: 18 - Nindur has a solid hunch there was something arcane, perhaps even magical about the door, but he does not have a precise idea. He does point out to the group that there is something magical at play about the door.

Ives  aids Nindur by performing Perception and making a few tests involving lighting and the surface of the door. Perception: 21 - Success. She notes that when she casts a shadow with her hand, the door begins to flicker, suggesting that light has something to do with it. ---

“I think we need to douse all lanterns,” Ives points out that she makes the double doors suddenly transparent, “What we have is no normal door, but something designed to keep visitors out. Beware those who embrace the dark? If we embrace the dark, we will be allowed access, but at what cost?” She looked at Fenthick and Cuthbert, both showing their disbelief, “I, of course, mean embracing in the metaphorical sense and operating in the dark, not that we need to convert religion or anything.”

Friday, November 28, 2025

Dire Turkey

 

Dire Turkey

Large Beast, Unaligned
CR 5 (1,800 XP)
Armor Class 15 (natural armor)
Hit Points 76 (8d10 + 32)
Speed 40 ft.

Attributes 
Str: 20 / +5
Dex: 14 / +2
Con: 18 / +4
Int: 3 / -4
Wis: 13 / +1
Cha: 8 / -1

Saving Throws: Dex +5, Con +7
Skills: Perception +5
Senses passive: Perception 15
Proficiency Bonus: +3
Languages —

Traits
Keen Sight and Smell

The dire turkey has advantage on Wisdom (Perception) checks that rely on sight or smell.

Territorial Frenzy

When the dire turkey is below half its hit points, it has advantage on attack rolls and deals an extra 3 (1d6) damage on all melee hits.

Relentless (Recharges after a Short or Long Rest)

If the dire turkey takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Trampling Charge

If the dire turkey moves at least 20 feet straight toward a creature and then hits it with a Talon attack on the same turn, the target takes an extra 7 (2d6) slashing damage.
The target must succeed on a DC 16 Strength save or be knocked prone.
If the target is prone, the turkey may make one Bonus Action: Talons attack against it.

Actions
Multiattack

The dire turkey makes two attacks: one with its Beak and one with its Talons.

Beak

Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 5) piercing damage.

Talons

Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 5) slashing damage.

Slam (Body Check)

Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 5) bludgeoning damage.

Used primarily for Trampling Charge.

Bonus Actions
Savage Peck (Recharge 5–6)

After hitting a creature with its Beak attack, the dire turkey may immediately make another Beak attack against the same target.

This boosts its burst potential while keeping recharge-controlled balance.

Notes 

  • Hunters stalking turkeys may be wary if they come across too large a flock, as such a large colony of birds may be under the protection of a Dire Turkey. This massive beast will eagerly charge at targets from beasts to men, their approach often heralded by their Thunder Gobble cry that has been known to seize men with fear!
  • Dire Turkeys are capable of such attacks as beak pecks, talon slashes, and just plain charging into adventurers, body checking and slamming them with the turkey's massive feathery body.
  • Ogre, Orc, and Barbarian clans who want to bring in big meals for the fall season will go out of their way to pursue and bring down a Dire Turkey.

Thursday, November 27, 2025

Caer Mortling #5

 

Caer Mortling #5 

The party is able to spend Hit Die as they cleanse themselves and naturally heal from the past encounters.

Alias spends no hit die, keeping her available hit die to 4/4. Her HP is: 23/27

Nindur spends 2 hit dice and returns health to 30/30. His hit die is at 2/4

Cuthbert spends 1 hit dice and raises health to 39/40. His hit die is at ¾

Lucille’s hit dice is at 4/4 and her HP is at 36/36.

Fenthick’s HP is at 27/27 and his hit dice is at ¾.

---

“I think we are doing well so far,” Alias notes while wearing a clean tunic and shorts. She needed to use some of the falling water to clean her armor. She could handle her male companions seeing her in her undergarments, but both male and female counterparts had agreed to give their respective colleagues privacy while washing unclad under the constant spray. She watched as Lucille fixed her braid.

“You got a lover back at Seaside?” Alias asked. Unlike Lucille, Alias was from Port Kyna, far to the north of Seaside. She was a stranger to the region.

Lucille nodded, “He’s up north with his own adventuring group exploring some of the ruins in the Great Salt Marsh.”

“You don’t adventure with your lover?” Alias asked with a click of her tongue, “Why did he go off and leave you?”

“He was part of his own adventuring company, and sometimes those bonds and contracts are hard to break. Would you believe he said that this was his last job with them?” Lucille asked as she finished her braid and touched both the hilt of her knife and the curved shaft of her bow for reassurance against whatever lingered in the darkness. They had already scouted the tower where the metal spiders lay broken, but they had yet to finish their full scouting of the castle.

“Has he said that line before?” Alias asked.

“He’s grumbled a little, but this was the first time he made a promise and backed it with a band,” Lucille showed her finger which contained a simple gold band. A sign of a bonding with this mysterious, and what Alias assumed as, a male halfling.

Lucille looked to Alias and asked, “What about you, gnome? Are there any that are attracted to soft blue skin and fiery hair?”

“Maybe attracted, but none to ever reach out and ask much of me,” Alias said, “Plus, I gave several of them false names. Donni Pell… Hester Pond… Gloria Chifferobe. That’s how I got the name… ‘Alias.’ People got annoyed trying to keep up with the names.”

“Are any of them your actual name?” Lucille asked.

All Alias did was look coy and said, “Maybe.”

It was not long before the party was gathered, clean, and relatively rested before picking up where they left off. ---

The party opts to actually perform a Long Rest in the relative protection of two spiked doors within tower #7 in order to take advantage of the rainfall that flows through the open roof of the tower, providing a constant cascade of fresh water while the storm lasts. The party stretches out their bedrolls in a portion of the tower furthest from the rain and builds a small hearth to provide warmth while the party takes shifts to keep watch. The good news was that with the doors spiked, it would be difficult for a physical threat to sneak into the room without alerting the party. The only way one could slip in was through the slick waterfall created by the flowing water out of the breach.

As the party conducts a reconnoiter and prepares to continue mapping out the castle, Nindur casts Mage Armor on himself. He also rolls two d20 dice for his portent pool. Results: 19 & 9 ---

The clouds were gray and the rain fell steadily, but not with the same intensity that the party experienced the prior evening. Nothing had moved through the halls since the night before and no one had tried the spiked doors leading into the tower. After breakfast, the party gathered their gear and unjammed both doors. They planned to return to Room #7 to rest if they needed another rest, but the rest of the castle now awaited them.

“We cleaned out the east wing and found the stairs going down. We also cleaned out the north wing. I say we return to the first tower we met the steel spiders and start from there,” Lucille suggested. ---

The party undoes the spikes and starts making their way to tower #4. Let’s roll a 1-in-8 chance for an encounter, especially as the party passes by Room #5

5 - No Encounter.

The party reaches Tower 4 and turns south, heading to the right and past the entryhall. They reach the door to Room #11 which means the southwest tower to the fortress. Alias performs a check of the doorway. Satisfied that there were no traps, Alias opens the door and peers in. She finds pieces of broken stained glass scattering a dimly lit and in the center a floating sphere hovers over a central pedestal. ---

Looking at the orb, the party looks to Nindur to see if he can learn anything. He does burn a charge of Detect Magic to automatically learn that the orb has a potent abjuration charm enchanted on its surface.

Nindur Arcana check: 17 & Tool Kit Proficiency + Int (2+5 = +7): 24

Nindur is able to explain to the party that the orb is used to suppress the undead.

“We should be safe as long as we are in here,” Nindur notes.

“Yeah, but we’ll have to contend with these shards of glass laying around the room,” Alias noted.

“Is there a way we can take this orb and word the room that is getting rain?” Cuthbert asked.

“It may be marble in construction, but I sense a glass-like quality to the orb, probably from the magic. If we touch it, it will shatter. What ill could be gotten if it shatters, I do not know, but this maybe why we have yet to run into any undead in the halls. The orb may be warding the outer regions.” ---

The party shifts east, heading up 30 feet to the door next to the fetid larder. Alias checks over the door and, satisfied that the door is safe, enters and finds a room overgrown with various plants. The rest of the party enters and Fenthick immediately notes in the corner alcove the symbol of ‘The Holy Light.’ The same power that he and Cuthbert worship.

Fenthick breaks from the party to approach the shrine in order to pray. Possibly unaware of the danger as an assassin vine hides within a Mithridatium bush.

Fenthick receives a Perception roll nearing the bush. Perception: 17. He spots the crimson colored plant that might give him pause.

His Perception is also to detect the Assassin Vine, which receives a Stealth roll: 18 - It beats Fenthick by 1, he is aware, but just a little too late. Before the vine moves, the Mithridatium Bush explodes with its payload of pollen.

Fenthick Save vs. Pollen: 10 vs. 13 - He falls unconscious as the vine slithers out towards.

Assassin Vine surprise attack vs. Fenthick. Attack: 24 - Hit. Damage: 10. Fenthick HP: 17/27. Unconscious, the vine wraps around his neck without resistance and can soon strangle the vulnerable cleric.

Initiative - Round #1 Party: 17 GM: 6

Alias stands still, takes aim, and fires a Sneak Attack at the Assassin Vine. Attack: 14 - Hit. Damage: 17 - Vine HP: 68/85

Nindur points his finger and conjures a gob of web that covers the area around the Mithridatium Bush, the Assassin Vine, and ultimately an unconscious Fenthick. The bush is automatically trapped, so is Fenthick.

Assassin Vine Save: 8 vs. 13 - It is restrained

Cuthbert notes that the area is covered in sticky web to try and move. He keeps his distance and his shield up. If the vine breaks free, he can act as an obvious target while the others fire at range.

Lucille fires an arrow at the Vine. Attack: 14 - Hit. Damage: 6. Vine HP: 62/85

Hordebreaker on the Bush. Attack: 12 - Hit. Regardless of damage, the bush is immune to piercing-based damage. As a Ranger, Lucille gets a free Nature roll: 19 - Success. She recalls that these sorts of bushes require to be snipped with slashing, or hit with energy.

Assassin Vine is restrained this round and cannot do much more than struggle in vain to try and break free to strangle Fenthick some more.

Round #2  Alias aims and fires her Sneak Attack again. Attack: 21 - Hit. Damage: 15. Vine HP: 47/85

Nindur casts Ray of Frost at Assassin Vine. Attack: 17 - Hit. Damage: 4. Vine HP: 43/85

Nindur drops shield and hammer and grabs a new surprise for the vine. A blunderbuss. Attack: 16 - Hit. Damage (2d6): 7. Vine HP: 36/85

Alias spends one of her Favored Foe (½ Remaining) on the Assassin Vine before attacking w/ Shortbow. Attack: 15 - Hit. Damage: 11. Vine HP: 25/85

Fenthick remains unconscious

Assassin Vine: Last round it was restrained. On its turn THIS round, the vine attempts to break free from the web. Dex Save: 18 - It does break free. The vine constricts automatically and deals 7. Fenthick HP: 10/27

Oracle (Given there are supposed to be two Mithridatium Bushes in the room)

Q: While Lucille and Nindur maneuver for shots, does either get near the second Mithridatium Bush?

A: Yes, no modifier

Who gets too close? D100 with a 1-50 = Lucille / 51-100 = Nindur. Result: 50 - As Lucille maneuvered for shots, she took a step too close to the second Mithridatium bush that she did not see. Her ears perk when she hears a soft hiss of pollen.

Lucille Save: 8 vs. 13 - Lucille suddenly drops unconscious.

Round #3  Alias takes Aim and fires at Assassin Vine. Attack: 19 - Hit. Damage: 12. Vine HP: 13/85

Nindur fires a Ray of Frost at Assassin Vine. Attack: 7 - Failure

Cuthbert spends his free action to reload his Blunderbuss. The web is not broken, the vine just managed to free itself for a moment. He cannot get close without possibly getting stuck. He fires another blast into the blasted plant. Attack: 18 - Hit. Damage: 8. Vine HP: 5/85

Lucille is unconscious

Fenthick is unconscious

Vine must begin the round making a Dex Save vs. Web. Save: 16 vs. 13 - Success.

The vine acts freely and constricts Fenthick. Damage: 15. Fenthick is at 0. As a GM, I note the vine lets go of his body and he begins dying rolls as Fenthick’s neck is potentially broken (depending on if he makes his rolls or not)

Fenthick’s first Death Save: 13 ≥ 10 - Success! 1 / 0

Round #4  Alias Aims and Attacks Vine: Natural 20! Crit. Damage: 14 +11 = 25. That’s a true OVERKILL!

Nindur dismisses Web with the wave of his hand. He fires a Ray of Frost at the Mithridatium bush. Attack: 12 - Hit. Damage: 1. Mith Bush #1 HP: 21/22

Cuthbert braves trying to get close and heal his comrade Fenthick. As he draws close, the Mithridatium Bush that the vine had been using expels more pollen. Fenthick makes a Save. This pollen is treated as a Poison, granting the Dwarf an Advantage. Result: 11 < 13 - Failure. Cuthbert’s eyes roll back and he is unconscious from the pollen.

Fenthick’s second Death Save: 13 ≥ 10 2 / 0

Lucille remains unconscious ---

Alias snapped at Nindur, seeing Cuthbert, one of the party’s secondary healers drop to the cloud of red mist with Cuthbert still in trouble. “Can’t you fire more of those?”

Nindur shot back, “I have to be careful what we throw as we now have TWO allies in the path. Unless you have some way to turn those bolts into some kind of energy, I guess we’re stuck with what we have.”

Round #5  Nindur fires a Ray of Frost at Bush #1. Attack: 12 - Hit. Damage: 1. Bush #1 HP: 20/22

Alias looks around the room for a possible flame, or at least a torch sconce.

Oracle Question: Is there a torch sconce in the room? Yes, but it is covered in foliage requiring a Perception check.

Alias Perception: 19 - Success. She is able to use her dagger to cut enough leaves and expose an empty sconce she can place a torch in. She has a plan to turn her crossbow shots into flaming bolts next round.

Fenthick Death Save: 10 ≥ 10 - 3 / 0!

Round #6 

Alias uses Fast Hand to light one of the bolts and takes aim from where she stands at Bush #2. Sneak Attack: Nat 20! Hit. Damage: 13 + 17 = 30x2 = 60 to Bush #2. It is certainly burned to a crisp.

Nindur fires another Ray of Frost. Attack: 17 - Hit. Damage: 8. Bush #1 HP: 12/22

Alias, Cuthbert, and Fenthick remain unconscious - Alias and Cuthbert will wake up 1 minute (10 rounds), albeit with Cuthbert exposed to more pollen if he happens to stir and Bush #1 is active. Fenthick will need healing.

Round #7 Alias lights another bolt using Fast Hands and moves towards the bush. She has used Cunning Action for Use Object and moved. Meaning it will be a straight shot. Attack: 11 - Hit. Damage: 9x2 = 18. Bush #1 HP: 0/22 - Destroyed!

Turkey Knight

 

Turkey Knight

Medium Humanoid (Any), Usually Lawful Neutral
CR 4 (1,100 XP)

A Turkey Knight is an elite cavalier belonging to an eccentric but deadly martial order.

Their trained War-Turkey mounts are fiercely loyal, territorial, and startlingly fast.

Turkey Knight — Stat Block

Armor Class 19 (Plate, Shield)
Hit Points 75 (10d8+30)
Speed 30 ft.

Attributes 
Str: 16 / +3
Dex: 11 / +0
Con: 16 / +3
Int: 10  / +0
Wis: 12 / +1
Cha: 14 / +2

Saving Throws: Con +5, Wis +3
Skills: Animal Handling +5, Athletics +5, Perception +3
Senses: passive Perception 13
Languages: Common, plus one additional
Proficiency Bonus: +2

Traits
Brave

The Turkey Knight has advantage on saving throws against being frightened.

Mounted Mastery

While mounted, the Turkey Knight gains the following benefits:

Advantage on melee attack rolls against creatures smaller than its mount.

Advantage on Strength saving throws and Strength (Athletics) checks to avoid being dismounted.

Opportunity attacks against the knight are made with disadvantage.

Coordinated Charge (Mounted Only)

If the Turkey Knight moves at least 20 feet straight toward a creature and hits it with a melee weapon attack, the attack deals an extra 7 (2d6) damage and the target must succeed on a DC 13 Strength save or be knocked prone.

Leadership (1/Rest)

For 1 minute, the Knight can utter commands to allies within 30 ft.
Affected creatures add 1d4 to attack rolls and saving throws.
Ends early if the Knight is incapacitated.

Actions
Multiattack

The Turkey Knight makes two melee attacks with its sword.

Longsword

Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d8+3) slashing damage, or 9 (1d10+3) if used with two hands.
If mounted and charging, deals an additional 7 (2d6) damage (see Coordinated Charge).

Heavy Crossbow

Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target.
Hit: 5 (1d10) piercing damage.

Reactions

Parry

The Knight adds +2 AC against one melee attack that would hit it.

----


War-Turkey Mount

A Turkey Knight's power depends equally on its fierce mount.
This War-Turkey is roughly Large size, fast, aggressive, and surprisingly durable.

War-Turkey

Large Beast, Unaligned

Armor Class 14 (natural armor)
Hit Points 45 (6d10+12)
Speed 40 ft.

Attributes 
Str: 16 / +3
Dex: 14 / +2
Con: 14 / +2
Int: 3 / -4
Wis: 12 / +1
Cha: 6 / -2

Skills Perception: +3
Senses: passive Perception 13
Languages: —
Challenge: 1 (200 XP)

Traits
Keen Smell

The turkey has advantage on Wisdom (Perception) checks relying on smell.

Sure-Footed

The turkey has advantage on Dexterity saves or checks against being knocked prone.

Mountable.

A trained War-Turkey does not require a saddle; it remains controlled even in chaotic combat.

Actions
Multiattack

The turkey makes two attacks: one with its beak and one with its talons.

Beak

Melee Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8+3) piercing damage.

Talons

Melee Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (2d4+3) slashing damage.

Gobbled Rush (Recharge 5–6)

The turkey moves up to its speed without provoking opportunity attacks.
Any creature whose space it enters must make a DC 12 Dex save or take 10 (3d6) bludgeoning damage and be pushed 5 feet.

Wednesday, November 26, 2025

Caer Mortling #4

 

Caer Mortling #4

Room #6 (Locked Storeroom)

Alias performs a check, but there are no traps, so as GM, there is no need for a roll when dealing with this matter. If I can perform a little aside, this is one of those minor things that showcase the difference between running with players and solo play. Right now, if Alias’ character had asked about the door, I could have picked up some dice to roll behind the screen just to roll and increase the tension. I could have asked her to roll and act like I was checking notes. In this case, I have no reason to have her roll or check anything as I have both the adventure in front of him and feel little need to make any exceptions or changes. Alias performs a search, she does note the door is locked and rolls out her thieves’ tools to try and pick the lock.

Lockpicking check: Natural 20 - She picks the lock and finds a storage room with three casks of oil used to pour down murder holes and sealed by jars that are stained with tar. She also finds a tabard hanging on a wall is a purple stained tabard with the crest of two blue butterflies. Below the tabard was a small silver ring that maintains its lustre despite the years of abandonment.

---


Alias held the small silver ring up to the dim torchlight, frowning at how it caught the orange perfectly: clean, flawless, as if freshly polished in a jeweler’s shop over on Oleander Avenue back on Seaside.


“Odd,” she murmured as she rolled the finger between her fingers.

NIndur leaned closer, his brow knitting. “Not even a touch of dust to it. I sense something subtle about it.”


“We can test it later, or maybe you can conduct an examination back in camp,” Alias said. She held it up, seeing if anyone wanted to take responsibility. Given she possessed a myriad of pockets and pouches, Alias slipped the ring and the party continued on their way.

---


While I am aware of the adventure, I want to add a little bit of randomness to determine a certain character’s action. Unlike Alias’ looking for traps, that costs nothing but a die roll. This oracle check represents an expenditure of a resource, in this case, Nindur’s Wand of Detect Secret doors. This will be accomplished with a random die roll, typically d6. I will say on standard rooms, it will generally be a 5+. In rooms where treasure has been discovered, or other doors, I will drop that to 3-or-4. I might also use varying dice, depending on the situation. Upon finding this treasure, let’s see if Nindur uses his Wand of Detect Secret Doors in the room. There is no secret door, but this may burn a charge.


Q: Does Nindur use a charge?
A: 6 > 4 - Yes, and he uses a second charge in the main room where the slimes are located. He burns two charges (⅓ Remaining). No luck for the wizard! But it was better safe than sorry.

---


The party reaches the next door ahead of them (Room #7 - Breached Tower) - Alias performs a check and finds that the door is not trapped or locked. She listens at the door.


Random Encounter Chance (1-in-8): 3 - No Encounter


Alias hears nothing (no dice roll needed, there is no encounter planned for the room). She slips in and finds that the north east tower has been breached, with a portion of the tower’s base exposed, possibly caused by the sea waves driven by a storm pounding into the tower’s side. The room is otherwise safe. In the distance, the party can make out a distant flare of whites and blue lightning flashes followed by distant thunder. One of the sea conjured storms was rolling onto the coast.


Lucille looked out and then opened at the top of the tower, “Maybe we want to set a few pans out and collect some rainwater.” As the party tours the room, Lucille steps towards the break in the tower and notices an old piton sticking from the rock face. Someone had tried to climb into the tower from the rocks below.

---


“It’s got some age to it,” Lucille noted as she knelt by the opening. Nindur created a temporary light at the costume gem at the end of his staff and held it out, just for this sort of occasion, giving Lucille enough light so that she can make out details. She spotted another one down the way, “Someone had been going in and out of this castle awhile ago.”

Cuthbert grumbled, he stood back a ways from the gathering. “Probably no reason to look that far out, Miss Lucille.”


Lucille stood up and stepped back into the gloom of the tower, “A touch nervous of heights, Cuthbert? I thought dwarves were as surefooted as rams.”


“All dwarves are, Miss, but it’s only mountain kin that truly enjoy the heights. I’m a hill dwarf. I prefer sticking to the ground as much as possible.”


Lucille nodded and smiled, “I’m touched by your concern, Ser Cuthbert. I can say with confidence that we are probably safe from some rogue sneaking up on us if we camp in here.”

---


The party turns south, moving about 40 feet before finding a door on the right. Alias performs a check of the door, finding no traps or the door being locked. She steps into the room and finds that the room is a stairwell leading to a lower level of the castle.


As the GM, I make a secret roll to see if she spots the Hidden Door that is set into a false wall across from where she enters into the stairwell. Perception check: 4 - No luck. She steps back and notes there are stairs going down, at the same time, there are still the other towers to explore.


Does Nindur use his Wand of Secrets in this room? Result: 1 < 5 - No, he takes a perfunctory look. Perception check: 9 and does not see the secret door. None of the others are willing to venture below, they take Alias’ word for it and they continue towards Room #8, which is set to be another corner tower.

---


Alias moves on to Room #8, which is another tower room. She listens at the door.


Encounter Check (1-in-6 Chance): 1 - Encounter! - 6: Loose Mithridatium seed. Obviously, this would not make a sound. So, as far as Alias is concerned, the room appears to be clear. The door is unlocked and she moves into the room. The sudden sweep of the air causes the seed to drift up and towards the party. It possibly bursts near a party member (d6 with a 6 = equal to the seed bursting in a corner and not endangering a party member).


Seed Burst: 6 - The seed strikes a nearby low burning torch that has been left in its sconces. It briefly creates a puff of cinnamon colored smoke before being consumed by the flame. The party passes by without noticing it.

---


The party turns west (going down) exiting the other side of Room #8 and finding two smaller doors before reaching the tower. Alias is in the lead again as the group moves down the hall before stopping at the first door they come across. Alias checks the door, finds it unlocked, safe to open, and only a faint buzzing. The first sign of trouble is when she opened the door and the sudden offal hit her nose. She breaks out her lantern and combines it with her darkvision to find crates over foodstuffs that have long turned foul.


“Is there anything worth searching in there?” Nindur asks.


“If there is then you be my guest,” Alias held up the lantern as she thought she saw something shift in the darkness.

---


One of two swarms immediately sense the door open and a warm body standing near the entrance. The swarms have no true Stealth skill, but they do have a Dex of +1. For our purposes, we will give the swarm a ‘Passive Stealth’ for Alias to beat with her Perception, which is Stealth (Dex) Bonus + 10 for a total of 11.


Alias Perception: 21 - Her eyes adjust and she realizes a mass of fetid flies are swarming towards her. She alerts the party.


Initiative - Round #1 

Party: 14

GM: 9


Alias dodges to the side and yells at Nindur to do something!


Nindur steps in front and sticks his hand at the first swarm. He calls on a Burning Hand to cone the room. He actually torches both swarms. Both Swarms must make Dex Save vs. 13 for ½ damage. Nindur burns a 1st level slot (2/4 Remaining)


Swarm #1 - Save: Natural 1 - Failure and has caught on fire for 1 round (d6 damage)


Swarm #2 - Save: 4 - Failure


Nindur damage (3d6): 7.


Swarm #1 HP: 15/22


Swarm #2 HP: 15/22


Nindur backs up so that Fenthick can step up and use Word of Radiance that effects Swarm #1.

Fenthick Damage: 5 - Radiance


Swarm #1 Save: 15 - Success


Fenthick backs out and now the party waits for the swarm to pour into the hallway before the others go.


As the first swarm emerges, Cuthbert attacks Swarm #1 with Warhammer. Attack: 15 - Hit. Damage: 10 - Hit w/ Resistance = 5 damage. Swarm #1 HP: 10/22


Lucille fires an arrow at Swarm #2. Attack: 25 - Hit. Damage: 9/2 (Resistance) = 4. Swarm #2 HP: 11/22


Alias operated the door and used Cunning Action to dash out of the way to let the others go in. She takes a standard shot at Swarm #1. Attack: 10 - Miss


Swarm #1 takes 1d6 (6). Swarm #1 HP: 4/22 - The two swarms are currently separating Nindur and Alias on one side and Cuthbert, Fenthick, and Lucille in the narrow hallway outside of the fetid larder. Swarm #1 attacks Nindur. Attack: 21 - Hit. Damage: 7 to Nindur. Nindur HP: 23/30. Nindur Save vs. DC: 10 - 20 - Save. Magic Weapon continues to function.


Swarm #2 swarms out at Cuthbert. Attack: 16 - Miss, the swarm is kept back by Cuthbert’s shield.

---


Round #2

Alias takes aim and shouts for Nindur to get back. She gains Sneak Attack and fires her crossbow. Attack: 10 - Miss


Nindur Disengages and moves behind Alias.


Cuthbert attacks Swarm #2 w/ Warhammer. Attack: 15 - Hit. Damage: 5/2 = 2. Swarm #2 HP: 9/22


Lucille fires her arrow at Swarm #2. Attack: 23 - Hit. Damage: 9/2 = 4. Swarm #2 HP: 5/22. She uses Hordebreaker on Swarm #1. Attack: 18 - Hit. Damage: 8/2 = 4. Swarm #1 HP: 0/22 - Destroyed


Fenthick casts Word of Radiance up close to Swarm #2. Damage potential: 6


Swarm #2 Save: 11 - Failure. Damage: 6. Swarm #2 HP: 0/22 - Slain!

---


If there is anything in the larder, none of the party are eager to explore and investigate. Instead, the party retreat back to Room #7 where the incoming storm promises to bring fresh rain and a natural shower to help cleanse the party. The party pick their way through the ruins, moving through Room #7 (The Breached Tower) with rain already beginning to fall through the open ceiling and pooling in a small crevice in the middle of the floor before flowing out breach and onto the rocks below. The party actually move to Room #4 to gather their gear and head back to Room #7.


(Encounter Check 1-in-8 in Room #4): 5 - No Encounter.


The party leaves the Steel Spider remains (specifically the parts that could make a net trap) behind as they grab bedrolls and packs and move to the breached tower for its natural water source. After spiking the tower’s door that leads into the hall where the stairwell is located to act as an obstacle for anyone trying to enter the breach tower. From there, the party takes turns. Fenthick, Cuthbert, and Nindur stand outside the other door to the breach tower while Alias and Lucille use the falling rain as a natural shower. 


Cleansing themselves of insect guts and residual red slime. Once they are cleansed, they leave their armor to the side, and while armed with crossbow and shortbow, they take a turn to stand sentry so that the males could get their turns in getting clean. Fenthick praises small mercies, such as the ability to harness a storm in order to cut down the natural musk that adventuring parties develop when traveling through dungeons.

Talnash, Stormcoast Sorcerer

 

Name: Talnash
Ancestry: Stormcoast Goliath / Class: Sorcerer / Level: 12

Attributes 
Str: 15 / +2
Dex: 12 / +1
Con: 15 / +2
Int: 16 / +3
Wis: 16 / +3
Cha: 17 / +3

Saves 
Str: +2
Dex: +1
Con: +5
Int: +3
Wis: +3
Cha: +6

Info 
AC: 11 (Robes)
Ini: +1
PB: +4
Perception: +3 / Perception: 13
HP: 74

Staff of Lightning Bolts: Attk: +7 / D: 1d6+3 / R: Melee / Special: Reach; Lightning Bolt (1/Long Rest - Save Dex: 13 for 1/2): Fires a lightning bolt that deals 4d6 damage at a range of 120 feet.

Dagger: Attk: +6 / D: 1d4+2 / R: Thrown

Longsword: Attk: +6 / D: 1d8+2 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Journal, Inkpen, Arcane Focus (Ring), Pearl of Power, Brooch of Shielding, Headband of Teleportation

Traits 
Stormcoast Goliath: Stormborn: Resistance to Lightning damage; Able to hold breath equal to twice as long as normal. Tempest's Endurance (3/Long Rest): Three times per Long Rest, resist a number of points of incoming damage equal to 1d12 + Con (+2). Storm Built: Gain Athletics Proficiency and Counts as Large for lifting and carrying capacity. Thunderstep (1/Long Rest - Save: 13): Targets in a 10 ft. radius must Save or take Thunder damage equal to current Proficiency Bonus.

Stormcoast Spells: Thaumaturgy (Cantrip), Thunderwave (3rd Level), Gust of Wind (5th Level)

Skills: Arcana: +6, Athletics: +5, History: +6, Intimidate: +6, Persuade: +6 / Tool Kits (+3): Calligraphy Set, Chess Set

Feats: Adept of the Red Robes, Initiate of High Sorcery, Weapon Master (Greatsword, Longbow, Longsword, Battleaxe)

Sorcery Points: 5 / Font of Magic + Careful Spell, Twinned Spell

Tempest Magic: Immediately before or after casting a spell that is 1st level or higher, the Sorcerer can fly up to 10 ft. without provoking an attack of opportunity.

Heart of the Storm: Resistance to Lightning and Thunder damage. When casting damaging spells that deal either Lightning or Thunder Damage, a Sorcerer can lash out with energy at chosen targets up to 10 ft. from the caster. Targets at range take a choice of Lightning or Thunder damage equal to half the sorcerer's level.

Storm's Guide: Can make small adjustments to certain weather conditions. When it's raining, a Sorcerer can create a bubble of protection that stops rain. If its windy, the Sorcerer cannot alter speed, but can force the wind to change in a direction for 1 round.

Spellcasting 
Attk: +6 / Save: 14 / Spells Known: 12

Cantrips: Blade Ward, Light, Mage Hand, Minor Illusion, Shocking Grasp, Thunderclap + Thaumaturgy

1st - Slots: 4: Detect Magic, Fog Cloud, Mage Armor + Color Spray, Feather Fall, Thunderwave

2nd - Slots: 3: Elemental Spike, Invisibility, Levitate + Enhance Attribute, Gust of Wind

3rd - Slots: 3: Fly, Haste

4th - Slots: 3: Ice Storm, Stoneskin

5th - Slots: 2: Teleportation Circle

6th - Slots: 1: Chain Lightning

Notes 

  • Talnash is the Sorcerer Baron from the iron realm of Soralov, far past the Grand Duchy and MoonRae. It is a land of cold plains and volcanic mountains, often lorded over by giant warlords and the homeland of the grey orcs. Talnash himself is a Goliath, a descendant of the first experiments that the first dragons conducted in fusing men with giant-kin, much like how they did fusing men with dragons to make dragonborn.
  • Talnash is marked as one of the Stormcoast Goliath. The union specifically between men and storm giant essence. Energies such as crackling thunder and lightning at times bounce off his hardened flesh with nary a scratch.
  • Is married to Kathea Orelsdotter, one of the Goliaths from the Frostbrand stock, whose essence is a mixture or human and frost giant. The two govern a region in and around the town of Fiskarheim.

Tuesday, November 25, 2025

Caer Mortling #3

 

Caer Mortling #3


“I think we should continue clearing the outer walls,” Alias noted after the party had a moment to rest their eyes and bandage their wounds. The main point that the party had agreed on was using the specific tower on hand as their camp while clearing out the castle. One of the rooms had been used as a stirge nest, which would undoubtedly be covered in the offal of housing the hated vermin. Who knew what awaited them in other rooms.

“You’re not excited about clearing out whatever is lingering behind those doors?” Fenthick asked.

“Even though we had a hell of a time with these spiders, the appeal of that message has not grown on me,” Alias said, “Does anyone have a counter to why we should go in there and deal with the matter?”

“What I am worried about are the ogre raids,” Lucille said, sitting up from her bedroll, “We are under little obligation to clear the castle, but those ogres have been raiding farms, killing livestock.”

“Have we found any tracks besides the first set leading into the castle?” Alias asked.

Ives found that a good point and decided to perform a Survival check to spot any signs of ogre tracks.

Q: Are there any ogre tracks?
A: No, no modifier - Either the ogres were lucky, or they realized this corner tower was protected by the steel spiders and they decided to avoid it.

Ives’ still performs a perfunctory search and finds nothing of interest. The party decides to continue their search and clear the castle before checking out the main hall. The party removes the spike from the door leading ‘up’

(East - Map to the right is in a ‘corrected view. Party currently is in tower 4)

The party moves up 30 feet and finds a door on their right (leading into door #5) with Alias taking the lead to keep an eye out for traps. Reaching the doorway, she gives the door a look over. There are no traps to check against. She tries the door and finds it unlocked, leading into an armory filled with crates of ballista bolts, arrows, and crossbolt bolts. Nindur uses Mage Hand to float a lit torch across the room to an empty sconce. He reaches in, and grabs a second spent torch, replacing it with a fresh torch. The room was now lit in dim orange light. Alias moves into the room, keeping her senses sharp.


Alias Perception: Natural 1 - As she gets near the crates, despite her senses sharp, she does not immediately spot the oily substance that appears to slowly slither from under one of the crates.

---


Alias’ eyes lit up at the movement in front of her. At first she was inclined to pass the puddle off as some left over oil, but to watch the substance below writhe and shift, Alias cursed that she was too late in realizing the danger that was in front of her.

---


Surprise Round
Slime attacks Alias with a pseudopod. Attack: 14 - Hit. Slam Damage: 4 - Damage: 23/27. Alias is allowed an Acrobatics-based ‘Escape Artist’ check vs. DC: 13. Escape Artist Result: 25 - She is stung, but not engulfed by the gathering slime.

Initiative - Round #1
Party: 13
GM: 2

Alias performs a full retreat to get back towards the doorway and let the tanks go after this one.

Nindur performs an Arcana check to recall Monster Lore: 21 - He easily recall that Red Slime is vulnerable to fire and acid and that almost any physical attack will only do so much damage before a magical/chemical solution such as fire/acid spells or the use of mundane fire or acid will be needed.

Cuthbert moves half-way into the room to guard Nindur and the others.

Lucille moves a step behind Cuthbert and readies an arrow.

Fenthick moves up to Cuthbert’s level and casts Bless (2/4 Spells Remaining. Concentration. Duration: 1 minute (10 Rounds)) Fenthick blesses himself, Cuthbert, and Lucille with the wisdom of the divine.

The first slime begins to slither out, followed by another, and another until four writhing pools drag out from under the crates. As they move, the party can hear the sound of objects tumbling, it is clear that the slimes have eaten the bottom of the crates and probably various pieces of ammunition at the bottom, as they slither away, drawn by the prospect of consuming flesh and blood, the crates begin to collapse.


Red Slime #1 reaches Cuthbert and tries to attack with a pseudopod. Attack: 19 vs. 22 - Miss

Round #2

Alias moves for a clear shot. She performs a Cunning Action (Stealth) to gain Sneak Attack #1 that is threatening Cuthbert. Stealth: 21 - Success. Sneak Attack w/ Magic Hand Crossbow: 14 - Hit. Damage: 13. Slime #1 HP: 19/32

Nindur casts Magic Weapon (2nd Level Slot; ⅔ Slots Remaining. Duration: 1 Hour (Concentration) - He uses his Mage Hand to deliver the spell to Fenthick’s generally non-magical mace, turning it into a Mace +1

Cuthbert attacks Slime #1 w/ Warhammer. Attack: 20 - Hit w/ Magical Warhammer. Damage: 8. Slime #1 HP: 11/32

Lucille fires an arrow at Slime #1. Attack: 15 - Hit. Damage: 8. Slime #1 HP: 3/23. She uses Horde Breaker on Slime #2. Attack: Natural 1 - Automatic Miss.

Fenthick moves a step so that his Word of Radiance affects Red Slime #1 & #2. Both make Con Save vs. 13 - Slime #1 Save: 8 / Slime #2 Save: 14 - Failure / Save. Damage: 6. Radiant Fire will count as ‘Fire’ or ‘Acid’ and burns Slime #1 totally to 0 HP. Slime #2 unaffected.

Slime #2 turns and slaps at Fenthick. Attack: 16 - Miss

Slime #3 slithers towards Cuthbert and attacks the Dwarf with a pseudopod. Attack: 18 - Miss

Slime #4 slithers at Fenthick and attacks him. Attack: 20 - Hit. Damage: 9. Fenthick HP: 18/27. Concentration: 15 vs. 10 - Success. Athletics Check vs. 13 = 13 - Success.
---

Round #3

Alias aims and attacks with Sneak Attack: 24 - Hit. Damage: 11. Slime #2 HP: 21/32

Nindur draws one of his alchemist fires and hurls at Slime #2. Attack: 23 - Hit. Damage: 1x2 (Fire) = 2. Slime #2 is now On Fire and will take 1d6 (Fire) damage unless it can roll and put itself out with a DC: 10 Dex Save. Regeneration negated for this round. Slime #2 HP: 19/32

Cuthbert attacks Slime #3 w/ Warhammer. Attack: 17 - Hit. Damage: 11. Slime #3 HP: 21/32

Lucille fires an arrow at Slime #2. Attack: 19 - Hit. Damage: 5. Slime #2 HP: 14/32.
Horde Breaker on Slime #3. Attack: 18 - Hit. Damage: 6. Slime #3 HP: 25/32

Fenthick casts Word of Radiance affecting all three Slimes. They must make a Con Save vs. 13 or take 1d6 = 5 (Radiance)

Slime #2 Save: 17 - Success

Slime #3 Save: 11 - Failure. HP: 20/32 - Note: Slime #3 can still regenerate from Radiant damage unless reduced to 0 HP.

Slime #4 Save: 21 - Success

Slime #2 continues to lash at Fenthick. Attack: 18 - Miss

Slime #3 lashes at Cuthbert. Attack: 10 - Miss

Slime #4 lashes at Fenthick. Attack: 15 - Miss
---

Notes: Slime #2 was exposed to flame. Regenerated negated for 1 round.

Slime #3 and #4 were struck by magical weapons and Radiant damage, but not fire or acid, they may regain 1 HP from any damage taken.

Round #4

Alias targets Slime #2 and does not move to aim and gain Sneak Attack. Attack: 13 - Hit. Damage: 11. Slime #2 HP: 0/32 - Slain!

Nindur spends an Alchemist Fire (3 Remaining) and hurls it at Slime #3. Attack: 19 - Hit. Damage: 2x2 = 4. Slime #3 HP: 12/32. Fire negates Regeneration for 1 round.

Cuthbert attacks Slime #3. Attack: 21 - Hit. Damage: 6. Slime #3 HP: 6/32

Lucille fires an arrow at Slime #3. Attack: 18 - Hit. Damage: 5. Slime #3 HP: 1/32. Hordebreaker on Slime #4. Attack: 22 - Hit. Damage: 9. Slime #4 HP: 23/32

Fenthick casts Word of Radiance. Slimes must save or take (1d6): 5 damage.

Slime #3 Save: 21 - Save

Slime #4 Save: 23 - Save

Slime #3 attacks Cuthbert. Attack: Natural 20! Crit. Damage: 15. Cuthbert HP: 25/40. He makes a Save vs. Engulf at Disadvantage: 18 - Success.

Slime #4 attacks Fenthick. Attack: 18 vs. AC: 19 - Miss.
---

Round #5

Alias targets Slime #4 w/ aiming for Sneak Attack. Attack: 24 - Hit. Damage: 17. Slime #4 HP: 6/32

Nindur attacks Slime #4 w/ Ray of Frost. Attack: Natural 1 - Miss

Cuthbert raises his hand for Lay on Hands, targeting himself. He heals himself 5 HP and brings his HP to 30/40 while lowering his Lay on Hands pool to 15/20

Lucille attacks Slime #4 w/ Bow. Attack: 26 - Hit. Damage: 5. Slime #4 HP: 0/32 - Could possibly regenerate.

Fenthick casts Word of Radiance and forces the Slime to save or take: 6 Damage

Slime #4 Save: 10 vs. 13 - Failure. Slime #4 is destroyed.
---

The party is certainly in a slightly disgruntled mood after that last encounter. Although there is a relief that no one had been drawn in and consumed by the slimes, there were still a few stings that lingered on the body. The party did not break out the healing tinctures or other objects. Cuthbert did call upon a portion of his willpower and connection to the light to mend a dark splotch that had formed after the pseudopod had managed to wrap around one of his arms.

“I’ll be alright,” He waves off Fenthick’s attempt to treat him, “We need to save what we’ve got when we come across a true foe.”

"Being consumed by primordial muck is not a true foe?” Fenthick asked, but he nodded in agreement, patting the dwarf’s shoulder, “Let me know if you change your mind.”

Cuthbert nodded. Although Dwarves and Elves had their disagreements with one another, actually, such prejudice should hardly apply to a Half-Elf like Fenthick, who usually received his own barbs from true elves. Either way, Cuthbert appreciated the cleric’s willingness to use up his health supplies on a comrade.

Alias carefully picked her way through the steaming remains of the slime and made her way towards the small door within the room.

Lepidus Scicluna - Harengon Swashbuckler

  Name: Lepidus Scicluna Ancestry: Harengon / Class: Swashbuckler / Level: 5 Attributes   Str: 12 / +1 Dex: 20 / +5 Mind: 13 / +1 Cha: 16 / ...