Readers, suddenly in this session a new character appears! This is the character of our visitor from a faraway state and the faraway past of ranger Helsa's player. After introductions and sharings of meals and conversations, we insisted, "You must play this game with us!" Possibly rude for hosts to insist so boldly, but the player of Helsa supported this extortion of entertaining our guest. The new character is "Luce Sapphro." Another tiefling! Also, another rogue! However, this time it's Arcane Tricksterism gained at level three instead of "Thief" as with Rouge Hornytail the Black.
Luce: Your character's name is "Hornytail?"
Rouge: It's true.
Pilchard: Always her characters are unusuals of extreme.
Plummet: But in ways so fun!
Grolka: I predict you will be entertained.
Helsa: Also ... your character has a name of "Sapphro." Is "Hornytail" worse in flagrancy?
Luce: Mine is a pun from my character's fiendishness.
Rouge: Mine is punnish as well. I have horns and a tail. Together they make "Hornytail." The second meaning becomes amusing coincidence.
Bingly: We actually like puns in this household.
Grolka: Some of us.
Luce: Chagrin. I missed the pun part. Only the second meaning came to me.
Helsa: Tch. So dirty, your mind.
Luce: I have not heard you complain this way before. Should I think with more chasteness around you from now on?
Helsa: No. I am chastised. Let us continue our play.
Dungeon Master: Yes. First, the Dungeon Master must disclaim something. My preparations did not include adding a new character! 100 experience points to the first person who explains why Luce is here!
Plummet: Ooh! I know! She was in our wagon. But because of her criming, she snuck there without paying! While hiding in a crate, she fell asleep, and then woke up and could hear she was alone in a wagon carried by a roc!
Grolka: She must have very good ears to hear so much.
Luce: Remember! I did put Expertise in my Perceiving skill, you know.
Dungeon Master: Excellent! 100 experience points for Plummet, and 30 experience points for Luce, as reward for quick rule-applying!
Luce: Where do I write that?
Helsa: Right here beneath "Alignment." Oh, but your Alignment spot is empty!
Luce: What is Alignment?
Dungeon Master: It is a word of values and philosophizing by your character. Very easy to understand! Are you Good, Evil, or in between?
Luce: Well, I'm crimish in background, so probably not good. Additionally, I'm fiendish in species, so also probably not good. I don't like to be evil, though, so ... in between?
Dungeon Master: The in-between word is "Neutral." Now, are you a Law-abider, or do you want everything upset into Chaos and unorderliness? Or, again, are you in between?
Luce: Crimish and fiendish, so ... obviously no Law-abider. But if all is Chaos and unordered, how will there be money and properties for me to do crimes at? In between again, I think.
Dungeon Master: Neutral there as well, then!
Plummet: All of our alignments are two words. Is she Neutral Neutral then, like Rouge is Chaotic Chaotic?
Pilchard: No, just Neutral. Or, if you demand two words, "True Neutral."
Plummet: But Rouge is Chaotic Chaotic. Should she be "True Chaotic" instead?
Bingly: Rouge is Chaotic Neutral. Her thought was, "Chaotic Chaotic is funnier to say."
Rouge: Also, how could I be True and Chaotic together? Those words are opposed. Chaotic Chaotic is much better.
Dungeon Master: More important is our new knowledge that Luce has Neutrality for Alignment and was asleep in a crate. Now, when -- yes, Plummet?
Plummet: What did she do when she needed a bathroom?
Luce: Probably I brought a jar, or several.
Pilchard: Realism on this point may be undesirable.
Dungeon Master: The Dungeon Master agrees! Now, more story of Luce! Learning her situation in a roc-carried wagon, she also used Feather Fall similar to the group doing so. But, her Feather Falling happened later, so it took her longer to arrive at this town of ruin. Who wishes to explain this Feather Falling technique to Luce?
Helsa: I am delighted to explain. Luce, your character is equipped with this spell, thus a drop from any height is undamaging (if less than 600 feet). Your character sheet shows two of these Spell Slots for spells of the first level, which Feather Fall is. So on discovery of being so high up due to a wagon-absconding roc, it's feasible for you to jump out and wait until 600 feet or less from the ground to cast the spell. Then, down like a feather you drift. Think about what you might do during such a fall! Obviously there is no going back up once you arrive groundward.
Luce: Hmm. Probably, I'm wondering, "Where am I?!" Would I recognize the land from so high up? Are there maps in Dungeons and Dragons, surely? But even if there are, how much knowledge of them does Luce have?
Dungeon Master: Two skills might be useful in knowing maps. One: History. The other, Survival. Examine your skill list! It will tell which is better. Then roll the die of twenty sides and add the number for that skill.
Luce: This die?
Dungeon Master: Yes.
Luce: I have nothing for Survival, and only 1 for History. Definitely these are not my forte. A total of 12 when I make my roll a Historical one.
Dungeon Master: Not much help from History. All you know is, the caravan you boarded sneakily was to travel past a great plateau, going to the south of it, and now you are falling above the middle of a great plateau. But also, roll for Perceiving this plateau. You may spot interesting details.
Grolka: Or goats.
Plummet: Giant ones!
Luce: My Perceiving is improved over History. But this roll! It's only a 1 and then a 5 when Perceiving is applied.
Dungeon Master: You observe a river, flowing in some direction. But which one? Nature or Surviving might help for understanding this.
Luce: Hmm. I am unNatural ... only a 1 there. But we already know I'm even worse with Surviving. It's another total of 5 when I roll.
Dungeon Master: It's very easy to know that shadows go one direction in the morning, another in the evening. So a 5 is sufficient. Looks like the river is a north-south one.
Luce: Which side of this plateau did our wagon expect to caravan near to?
Dungeon Master: The south one.
Luce: Then when I land, I will follow the river in such a direction.
Dungeon Master: Sensible! You may have 30 experience points for this travel strategy.
Luce: So, now I have 30 experience points besides the 30 I already wrote. What do I do with them?
Dungeon Master: Eventually, they result in increasing of level. But surprise -- you have more! To match the level of other characters, we made yours third in level, which requires 900 experience points. Now let's add a random amount more. Roll 1 die of 6 sides and these dice of percentaging.
Luce: Um ... 4 and 35.
Dungeon Master: Good! The 4 becomes 400, and the 35 becomes 35.
Pilchard: 1335 when you add those to the 900.
Plummet: Plus the 60 awarded this session so far!
Grolka: This exceeds my current total.
Pilchard: Likewise for me.
Plummet: And me!
Dungeon Master: It is an amount less than those who fought a bread golem, more than those who did not.
Luce: A bread golem?
Dungeon Master: Details will be discussed later. For now, Luce journeys south along the river. What does she encounter? The dice say, "Nothing!" However, after many hours, she does encounter hunger. Subtract rations from your supplies, unless you lack them or willingly subject your stomach to grumblery. Also, you thirst. A river is nearby, remember ...
Pilchard: Possibly Luce will want to be wary of it, though.
Plummet: Definitely possibly!
Grolka: We know she possesses multiple jars of fluid. The river may be avoidable as a result.
Luce: What's wrong with the river? Also, ew. I am neutral about most things, but not about drinking my own urine. Or anyone else's! I likely left those jars in the wagon. Definitely I would drink from the river, unless it has obvious perils.
Dungeon Master: Your character is unaware of any peril from the river. However, other players should be aware of peril from the Dungeon Master! Avoid these disclosures!
Pilchard: Sorry.
Plummet: Our bad.
Dungeon Master: After such long hours of marching with a break for ration-eating and river-water-drinking, ahead of you grows visible a town! It appears so:
Plummet: Ooh, that bridge is -- oops, shh, Plummet! Please don't glare so angrily, Dungeon Master.
Dungeon Master: It's an extra glare-some look because of not just one mistake but two! First is glaring about discussion of a bridge Luce does not know exists, and second is glaring because our new character landed on the other side of the river from our old ones. Thus, she has no bridge need for arrival in the town -- she's already on that side.
Luce: When am I arriving? Also, from how far away have I seen this town? And how extreme is its ruination? Did I see from far off, "Oh, it's ruined. No getting my hopes up," or did I see, "Oh! A town! I may be saved ..." only to lose many spirits when nearer perceivings revealed its brokenness?
Dungeon Master: Your questions -- very sensible! The answers fit together. The time is early evening and the town somewhat distant when first spotted. Very low buildings, except for one black tower of exceptional size at the town center. There is a wind of despondent sound, growing louder and sadder as you get closer -- or possibly as it grows later toward night. Maybe it's not related to a town at all. With darkening, it's a challenge to see. But also with darkening, you notice, hmm, no lanterns coming on in this town.
Luce: Not a good indicator of population.
Dungeon Master: Now, it's twilight. All the north side of town, you can see, is rubble-ized -- the buildings, so wreckaged. Same with the east side of town, it seems. Only the west, nearer the river, has buildings with lots of walls standing. No lights there either, however. Night presses down over these sad-winded ruins.
Luce: I suppose it's the west side of town for me, then. I walk there looking for a least-ruined building I can shelter in.
Dungeon Master: Roll for Perceiving!
Luce: 16.
Dungeon Master: You spot one! It's the building of diamond shape there at the top middle map area. A roof is observed.
Luce: I approach using caution.
Dungeon Master: This is your Stealth skill if you are sneaking, or your Investigate skill if you are looking for clues of danger.
Luce: Can I use both sorts of care?
Dungeon Master: Yes. Two rolls, then.
Luce: I am 13 Stealthy and 25 Investigative.
Bingly: Ooh, that's a natural twenty!
Luce: Does a 20 make it Nature when I am trying to Investigate?
Dungeon Master: No, when the die says 20, without any additions, it is called the "natural" kind and always a success.
Pilchard: Well, in old versions. In this version, it's always a hit when fighting, but no rules appear about when skilling. So it could still fail for a very difficult challenge of your skill.
Bingly: I somewhat like the old version.
Pilchard: But the other end uses the same approach: a natural 1 fails in fighting, but could succeed for rolls of skill if the plus is great enough.
Plummet: Maybe we can use old rules for skill natural twenties, new rules for skill natural ones!
Grolka: Up to the Dungeon Master, really.
Dungeon Master: Both Luce and the Dungeon Master are still learning this game! No rules from olden times, please. Now, is 13 Stealthy enough? You don't know yet. Possibly something hears you but does not do any revealing itself. But 25 is so Investigative! It's a roll of success. You see clues of unoccupancy, such as non-disturbed dirt on the step before the door. Also, the door is open several centimeters. A cobweb is in the open space. Windows have shutters, but those are open. What you can see of inside is empty-ish looking.
Luce: Can I see when night is pressing so heavy?
Rouge: Yes! We are tieflings, so we have excellent eyes for darkness.
Luce: Hm. This is the Darkvision 60' on my character sheet.
Dungeon Master: Correct. One other thing you see, above the door. It is a gargoyle, but small. Only the size of a doll.
Luce: A gargoyle of sculpture, or a monstrous one?
Dungeon Master: Impossible to tell, unless it moves or attacks you.
Luce: I will use this Mind Sliver spell on it. Bingly informed me it is like a brain poke, so if this gargoyle is monstrous with a brain, probably it will react, yes? Do I need to roll something for spelling at it?
Dungeon Master: No, the spell says it must Saving Throw with Intelligence. Did you write down a Save DC for your spells?
Helsa: It's right there, Luce.
Luce: Thank you. The number is 11.
Dungeon Master: I will roll, but notice that I always roll when characters don't know a roll is necessity. This way, you don't know it's just a sculpture by seeing me not roll, and don't know it's a monster by seeing me roll.
Luce: Devious!
Dungeon Master: Yes. Now you find that either it has made a saving throw correctly, or it is only a sculpture.
Pilchard: Or it is immune to Mind Slivering.
Rouge: Or it is tough and pretends there's no pain.
Luce: This spell says, "cantrip," I see. I was told I can cantrip as many times as I want each day, right? So I Mind Sliver it again.
Dungeon Master: I dice more poorly ... it screeches with anger! Roll your damage.
Luce: Only 2.
Dungeon Master: So slight! Now it's time for Initiating. Roll the die of 20 sides, adding your bonus of Dexterity.
Luce: 15 ... pretty good, yes?
Dungeon Master: Yes, but this gargoyle is quick with a natural 20 for Initiating. It swoops and attacks! A 9 probably misses you ... but an 18 probably hits, and damage is 3 points. Its flight is especially quick -- before you can attack, it flies out of reach.
Luce: If it is still inside 60 feet, I again use my cantrip. Also, it's Saving Throw is more difficult now, right?
Dungeon Master: Yes, but the penalty is unneeded -- I roll a 1.
Luce: Now my damage is worse. Only 1 point.
Dungeon Master: Gargoyle's turn! It misses with both claws and flies far again.
Luce: More Mind Slivering, then.
Dungeon Master: Failure again.
Luce: Better! 5 points now.
Dungeon Master: Another gargoyle claw scrapes your flesh! 3 more points.
Luce: I feel it is paining me more than I am paining it.
Pilchard: An option is to Ready an action. You say, "I wait until it is in reach and strike it with my sword." Your sword attack and damage are bonused by Strength.
Luce: And mine is good, right? Plus 3. I do that, then.
Dungeon Master: It flies at you, so you may strike!
Luce: Ah. This is the "natural one" we discussed.
Dungeon Master: Always a miss when fighting, sorry.
Pilchard: Better than old rules, though; back then it's a "fumble" and you'd drop your weaponry or even hit yourself.
Luce: The new rules are my preference this turn, then.
Dungeon Master: Again it succeeds at clawing! 4 points now.
Luce: I repeat last round's strategy.
Dungeon Master: Roll to sword it.
Luce: 18! Plus 3 of Strength is 21.
Dungeon Master: It's even more because attacks get "Proficiency" -- 2 more at your level. Roll to damage it.
Luce: 4.
Pilchard: Not great, but your shortsword also causes it Vexation. You'll hit it more easily next turn, if you attack.
Luce: If I am still living.
Dungeon Master: Trouble! It gouges you with a claw and another claw! 7 points in all.
Luce: I need more hit points, I think.
Helsa: Remember this False Life spell from your Fiendishness.
Luce: But if I cast it, I don't get to attack, right? Does its Vexation go away?
Pilchard: Yes.
Luce: I am going to move away and use the spell. Possibly it won't follow if it thinks I'm not trying to enter the building it guards. 11 points! I feel less pained.
Dungeon Master: The gargoyle returns to its doorway post.
Luce: I move to 60 feet away and Mind Sliver it. Possibly it can't fly that far in one turn.
Dungeon Master: It saves with success and grows rage-full! Also, your guess is incorrect -- it can fly 60 feet in one turn, and so it attacks you again. One hit, one miss, only 2 points of damage.
Luce: But it doesn't fly out of reach?
Dungeon Master: 60 feet is all it can go and still attack.
Luce: Slice! My shortsword cleaves at it. 18 total! Damage is 8!
Dungeon Master: It looks harmed, but still active. Two more claws at you, then it flies back. Scratch! Gouge! You endure 5 more damage points.
Luce: Can I reach it and attack this turn?
Dungeon Master: No -- it is 40 feet away now.
Luce: I move 20 feet back and Mind Sliver.
Dungeon Master: It Saves and flies back to its perch.
Luce: I cast my False Life spell again. 11 more points! If it remains on its perch, I return to 60 feet away and Mind Sliver again.
Dungeon Master: Failure.
Luce: 2 is the damage.
Dungeon Master: More screeching. It flies to attack you. Two clawings for 8 points of damage!
Luce: Again, it can't move away this turn, right? I slice with my shortsword. 15.
Dungeon Master: This hits.
Luce: Only 5 points.
Dungeon Master: The gargoyle shatters in pieces.
Luce: Whew! I think from now on I will only pick fights with allies near.
Dungeon Master: Experience points are 225 for killing this micro-gargoyle.
Luce: I return to the building. Any sign of more gargoyles?
Dungeon Master: Not at this time.
Luce: I open the door to peek inside.
Dungeon Master: A small store. It has strange racks ... you think maybe, they're for wine bottles? A few do still hold bottles, but they're broken. In one corner, there's a barrel.
Luce: I Investigate carefully for signs of danger. 14 is my total.
Dungeon Master: Seems pretty safe.
Luce: If I sleep here, will I heal?
Dungeon Master: Yes ... if nothing attacks.
Luce: I close the door and all window shutters. If there are locks, I lock them.
Dungeon Master: A lock on the door, latches on the shutters. They seem to fasten okay.
Luce: My False Life can be used up to 3 times each day, right? Does this mean I get all 3 back in the morning?
Dungeon Master: Yes ... but also only if nothing attacks.
Luce: I will cast my last False Life to have the most temporary hit points possible before going to sleep. Hmp. Not as good as before, only 8. But that's better than the 3 I had left after being gargoyled with claws.
Dungeon Master: I roll to see if something encounters you in the night. The answer is "no."
Luce: Good. I eat more rations for breakfasting.
Dungeon Master: For the sake of convenient, we must say, Luce slept to a tardy hour. This is because other characters were following a homunculus to learn what it wanted. Now, those characters have learned a goal.
Plummet: Black marbles!
Luce: Hmm. Similar to the one in Mothership? I read part of that gaming record. Very beautiful the story you created about the marble.
Plummet: Thank you! It merely blabbled out because of upset emotions, though. There was no plan.
Pilchard: This makes it superior, truly. Storytelling excellence is in hard work, but genius is in inspiration.
Plummet: (blush)
Dungeon Master: The answer, though, is, "not the same kind of marble." Sorry. Maybe somewhere, it stuck in the head of the Dungeon Master. But I wasn't thinking, "Oh, I remember a marble in Mothership" when saying "You find a black marble."
Pilchard: Since we know now we're on a marble quest, I suggest turning away from the creepy black tower and hurrying back to ruinous streets for searching. We know two other buildings have roofs -- probably checking those is good for a start.
Plummet: Wait! We must still look at the ground, right? We don't want to see the cause of winds so icy, air that is creaking, or cold shadows of this tower.
Rouge: When we turn, does this homunculus lead us again?
Dungeon Master: Yes. And as you follow, the way is much easier -- wind is at your back, the air becomes less heavy in each step instead of more, and you pass from the tower's creepy shadow into sunlight.
Pilchard: Which building with a roof do we search first? The map shows one much closer to the tower than another.
Plummet: I would like to get very far from the tower soon! I vote for a farther building.
Grolka: Same distance to go from tower to one building to another building and back to tower, right? Might as well humor our fearful Plume mage.
Luce: "Plume mage?" Is this a pun of feathers?
Pilchard: Yes! At last someone notices. Pilchard Plume is a scribe, so wields a feather quill at times, and Penny or "Plummet" Plume is expert in casting Feather Fall.
Helsa: How did I look past this punnery? We have all been saying it since Pilchard first did.
Bingly: Nice subtlety of punning!
Plummet: (frown) Um ... too subtle maybe? I am embarrassed I don't hear a pun. Bonus embarrassment because my character is a Plume Mage so the pun is about me.
Helsa: "Plumage" means the feathers of a bird.
Plummet: What! It's so humorous! Why did no one tell me?
Grolka: Apparently no one here has the brains of Luce. Only Pilchard knew.
Pilchard: And if a jokester must explain his joke, humor chances decline.
Plummet: Oh. Okay. Haha, "Plume Mages!"
Dungeon Master: Sounds like the group agrees to the farther roofed building. This is also the one with a tiefling inside! Thus Luce must roll Perceiving as they approach.
Luce: 10 plus 4 of Perception is 14.
Dungeon Master: Footsteps outside while you are breakfasting your rations!
Luce: I hide behind the barrel.
Dungeon Master: It's stealth for this roll.
Rouge: Should be pretty good, since Luce is Roguish.
Luce: Only my Strength is worthwhile, sadly. All others, +1 at most. Dexterity is one of those. So for Stealth, a die says 14 ... my skill inflates this only to 17.
Pilchard: Not terrible.
Grolka: I attempt opening the door when we arrive.
Plummet: It's locked!
Grolka: But I don't know this. Also, our Dungeon Master did not describe this door. Is it sturdy? Or crumblesome like the one where a sad skeleton died? A crumblesome door might break open even if locked.
Luce: I should have Investigated for that.
Dungeon Master: It is not crumblesome. Grolka discovers its lockedness.
Grolka: I indicate there's a purpose for our thieveling tiefling here.
Rouge: A door worth locking may conceal treasure! I use my Thieves' Tools. 19 with the addition of my skill.
Dungeon Master: The lock unlocks.
Rouge: I open the door and look inside for treasure!
Dungeon Master: Roll Perceiving.
Rouge: 11.
Dungeon Master: No treasure in sight, and this roll is too low to spot a Stealthing Luce.
Rouge: I enter and begin searching the many racks you described before.
Grolka: I enter as well, with alertness for foes. My Perception ... only 6.
Dungeon Master: Luce hears the light footsteps of one person and the heavy footsteps of another.
Plummet: "Are there black marbles?" I ask.
Grolka: Not so far.
Helsa: I venture inside also.
Bingly: Same.
Dungeon Master: Luce hears more entrancing.
Pilchard: I don't wish to remain alone in the street with no protectors, so I go in next.
Plummet: Me too. "Plume Mages are here!"
Dungeon Master: All remaining characters should make their Perceiving rolls.
Pilchard: 9.
Plummet: 14.
Helsa: 13.
Bingly: 4.
Plummet: Even with your bonus?
Bingly: My character is unwisdomly, remember. I have a minus, not a bonus.
Dungeon Master: So many footsteps, Luce hears. But still she is unviewed.
Pilchard: I suggest everyone should look for black marbles.
Plummet: I agree with the suggestion!
Grolka: Someone should guard the door. A barbarian orc seems appropriate.
Helsa: I look in shelves that Rouge is not yet searching.
Bingly: I will look at the barrel. Does it have a lid that comes off?
Dungeon Master: Possibly. However, when so close to the barrel, it becomes very hard to miss a hiding tiefling. Roll again to Perceive, using Advantage and, mmm ... +2.
Bingly: Even with such boosts, I achieve only 15.
Dungeon Master: Luce hears footsteps approach very close! Bingly sees that this barrel has a lid with a handle. Maybe it turns and lifts.
Bingly: I turn and lift it.
Helsa: Wait. Remember when I opened the ...
Dungeon Master: Everyone must roll for Initiating!
Pilchard: Uh-oh. Well, my roll is 10.
Plummet: 13 for me.
Grolka: Only a 7.
Helsa: Sigh. Natural 20. That is 21 total, but now I have used all my dicing luck, I'm sure.
Rouge: 16.
Bingly: 6.
Luce: 9.
Dungeon Master: Helsa's turn first! She sees a surge of frothing yellowy-brown liquid swirl up from the barrel!
Plummet: Ew! Is it a pee monster?
Grolka: More likely beer or ale.
Helsa: I will bonus action to cast my Hunter's Mark, then shoot this ale-emental with my shortbow. Hmm! I was incorrect -- my roll is 18 in all. Perhaps luck is better for me today. If this hits, my damage is 10.
Bingly: Haha, "ale-emental!" Excellent, Helsa.
Dungeon Master: Possibly it's bad to reward punstering, but I agree with the quality of this one. 10 experience points! Next is the creature! It sloshes frothily into Bingly's space and uses a "Whelm" ability! Make a Saving Throw of Strength.
Bingly: So poor, my strength. The total is 11.
Dungeon Master: You are Grappled! Also, Restrained. Also, suffocating in alcoholic beverage! Damage is 11 points.
Bingly: Ow! I mean, "Gurgle!" Someone please hand me the book so I can learn my fate from suffocation.
Dungeon Master: Here. Next, it is the turn of Rouge.
Rouge: I shortbow the ale-emental. Or possibly it is a booze golem? Either way, my roll is 23. Is an ally within 5 feet of this enemy without Incapacity?
Dungeon Master: Bingly has the book. Does Incapacity come from Grappling or Restraining?
Bingly: Looks like the answer is no. Also, because I am so Constitutional, I can hold a breath for 4 minutes. So unless the monster kills everyone else, I should be okay.
Rouge: In this case, an un-Incapacitated ally means I can Attack it Sneakily for 2 extra d6. Damage is 11.
Dungeon Master: Plummet is next.
Plummet: I think Magic Missile sounds good for this situation. My three missiles hit without even rolling! 10 points of damage.
Dungeon Master: Pilchard now has his turn.
Pilchard: I will spell it with Witch Bolt. My roll for Spell Attack is 16 + 6, so I assume I hit. Damage is 20!
Plummet: So much more effective than my Magic Missile!
Grolka: Yes, but he might have missed.
Dungeon Master: Luce may act next -- or may continue to hide.
Luce: My character has the same Sneaky Attacking ability of Rouge, yes? I will stand up from behind the barrel and shortsword this being. Only a 10 for hitting, though.
Dungeon Master: That is a miss. Grolka may go.
Grolka: I rush over and Savagely Attack it with my battleaxe. 18 is my attack, and damage is 10.
Helsa: So much damage we are doing in one round!
Rouge: It's unusual for us.
Dungeon Master: Bingly is Restrained, but may act now.
Bingly: Probably I'm too weakling to escape, so I will dagger at it. Not sure how I can miss from inside, but Restrained gives me Disadvantage, so I do. I burble at everyone to hurry and kill it.
Dungeon Master: It returns to Helsa's Initiative.
Helsa: More arrowing. Ah, now we see the normal rolls of Helsa. 5.
Dungeon Master: When the ale-emental's turn begins, its bubbly liquid squeezes Bingly for 3 additional damages.
Bingly: Gurgle!
Dungeon Master: Next there is Slamming. Grolka is close. Slam! 17. Slam! 25.
Grolka: 17 is a miss. 25 ... that's obvious.
Dungeon Master: 8 damage points. Rouge is next.
Rouge: Shortbow! Natural 20! So many dice I get to roll! 26 points total!
Dungeon Master: So damaging! Plummet is next.
Plummet: My brother embarrassed me with all his Witch Bolting. I will try this spell: Chromatic Orb! Oh. But my Spell Attack is 7. Now I have embarrassed myself even more.
Dungeon Master: Pilchard.
Pilchard: With a Bonus Action, I continue my Witch Bolting for 10 damage!
Plummet: What! I am still being embarrassed by this spell?!
Pilchard: Also, I will Ray of Sickness it. But this time I miss.
Plummet: Hah! Your show-offery fails.
Luce: My turn? Again, I will shortsword. Look! A Natural 20 like Rouge!
Rouge: Tiefling power!
Luce: I really get to roll all these dice?
Rouge: You got it, sister.
Luce: Not as good as Rouge -- only 16 points.
Dungeon Master: Still, it is enough to slay the ale-emental. 250 experience points each! Also, Bingly must make a Constitutional Saving Throw.
Bingly: Only 11.
Dungeon Master: Booze has oozed into your pores and mouth, causing inebriation! You have the Poisoned condition for one hour.
Bingly: I say, "Oh no, I'm drunk! I see two of our tiefling!"
Luce: I explain that I am a different tiefling and perform introduction. "Sorry to be hiding behind a barrel for so long," I say. "I was gargoyled last night, so I am cautious now."
Rouge: It's understandable. I ask if you have seen any treasure or black marbles behind that barrel while hiding.
Luce: No.
Plummet: Possibly inside the barrel?
Luce: I don't know. I wasn't in there.
Rouge: I will rush over and examine the barrel interior!
Dungeon Master: A black marble! At the very bottom, under some ale-emental remnants. The homunculus flies over to look and then points with excitement.
Pilchard: The homunculus is still here?
Luce: What is this homunculus? Is it worrying to me?
Dungeon Master: A small winged creature with a Dragonborn-ish shape. Roll Nature or Arcana to recognize it.
Luce: Both are the same bonus: just 1. With my roll, 12.
Dungeon Master: This is enough for you to recognize it's no micro-gargoyle like last night.
Luce: I am relieved. With no worries of more gargoyling, I ask why a black marble is sought.
Dungeon Master: Now that Luce has awareness of the mission, one marble remains unfound! However, I see a late hour on the clock and hear it tick-ticking. This is probably enough for one session.
Rouge: Does this mean the shelf-and-barrel-full building of gargoyle guardedness has no other treasure besides a marble? My character ... very disappointed! Probably I kick the barrel.
Dungeon Master: It makes a kicked-barrel sound. No treasure is produced.
Luce: Well, I had great fun Dungeons and Dragoning! Much happiness at learning this new hobby.
Plummet: Yay! We can play more when you come to stay.
Luce: I will anticipate it.
Dungeon Master: Session complete!
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