After a night of rest at the Stonehill Tavern (5 silver for each) the party gets up early in the morning and heads to the farm of Qeline Alderleaf, led by Egart who follows the description he got from Carp to continue into the woods to the East. There they find a hidden cave entrance. It is dark, but there is a light shining from the end of it. Sneaking as well as they can, they make their way inside.
🎲Stealth Checks: Egart, +7 (12), Harbek, -1 disadvantage (8), Drusa, -1, disadvantage (8), Haunui, +3 (12), Quillathe, +2 (17) (Group check successful)
The group follows the passage for about 100ft before it funnels into a wider cavern.
A cold breeze fills this large natural cavern, carrying with it the faint scent of decaying flesh. A crevasse divides the cavern and is flanked by two rough stone columns that support the twenty-foot-high ceiling. Two arched wooden bridges span the chasm.
Having - as a group - rolled just high enough to beat the inhabitants passive perception the group notices a small, strange creature sitting at the edge of the chasm, its back spiked and a single, softly glowing green eye staring into the mists that fill it.
🎲HP for the Nothic, 6d8+18: (39)
🎲Arcana-roll Quillathe to determine what they are seeing (DC12), +5: 8 (failure)
None of the party members knows - through their background - what this creatures is. Now one of the most interesting questions that will definitely impact the game is whether or not Egart knows about this creature and what it does here. To determine that, the most honest thing is to roll a luck check (1-10: bad luck, 11-20: good luck).
🎲Luck Check Egart: 20 (very good luck)
Egart turns to the rest of the party: "I know creatures like this, let me try something."
Quietly Egart moves forward to the ravine, inching up to the weird creature. "Hey, buddy.", he whispers and the green eye turns to him. A silent conversation is had. The party looks on as their rogue and the bizare creature stare at each other.
🎲Persuasion Egart, +3 (DC 10): 9 (failure) - The Nothic will not help them for food alone
After that Egart opens his pack and takes out strips of dried meat that he pushes towards the Nothic. The creature grabs it and the staring continues while it slowly chews on a bit of jerky. (-2 rations)
🎲Persuasion Egart, +3 (DC 12): 18 (success)
After about a minute Egart returns to the group and they see the small creature climb into the crevasse where it disappears in the faint mist. Egart whispers to the party: "We might need to deal with him later, but he'll let us continue for now. The bosses' quarters are at the end of this cavern."
"What went on there?", asks Harbek, concern in his voice. "And how do you know all of that?"
"Just a conversation, don't worry about it. He told me where to go.", says the halfling as he marches onward towards the far end of the cavern.
🎲Deception Check Egart +5: 16
🎲Insight Check Harbek +3: 16 (success for Egart, who rolls the active check)
For now Egart manages to convince Harbek of his story, though the dwarf has started to doubt his companion's motives and actions. Egart dealing with such a creature is useful, but he does not like at all that he is being kept in the dark about what transpired.
Leading the party to the end of the cave Egart heads into the hallway on the left that ends after about 30ft at a blank wall with doors on both sides. Egart listens closely at both of them.
🎲Perception Northern door, +0 (DC 15): 12 (failure)
🎲Perception Southern door, +0 (DC 10): 10 (success)
Hearing the sound of people playing a game of dice behind the Southern door and nothing behind the other, Egart opens the Northern door quietly and looks inside. He finds himself in a wizard's laboratory. The flavor text reads as follows:
This room appears to be a wizard’s workshop. A rat scurries across the floor and takes refuge under a large worktable set up with alembics, retorts, distillation coils, and other alchemical devices, all of it stewing and bubbling away. Bookshelves are crowded with sheaves of parchment and strange-looking tomes.
Since the room is empty, Egart waves his compatriots to follow him as the rat quickly scurries off to find a save hiding spot. As they enter one by one, the more perceptive of them hear the sound of grinding stone and quick footsteps coming from behind a door in the North-Eastern corner of the room. Rushing after the sound, the party opens the door and finds themselves in a bedroom draped with scarlet cloth.
Now, the book states clearly that characters entering have advantage to find the hidden exit, but searching the room does take time. I'll allow each character in turn to make a perception check with advantage, but each failed check gives the fleeing leader of the Redbrands another round to make his escape.
🎲Perception Drusa, +3, adv (DC 15): 9 (fail)
🎲Perception Harbek, +3, adv (DC 15): 23 (success)
Harbek, seeing a secret door in the Eastern wall slightly ajar points it out and shouts: "After him...her...whomever!"
The party takes up pursuit. Haunui is the first through the door and, rushing into a storeroom that opens into the main crevasse he sees no other exit and runs along the Eastern embankment. The others follow closely while Egart rushes past the bearded warrior, blade drawn. He sprints into a corridor on the far South side, opposite the entrance the group came through originally. A soft cackling echoes through the cavern as the others run after him, armor clanging, blindly following his lead for now.
Finally Egart comes through the corridor and sees himself face to face with a man in a red coat, wielding a staff that appears to be made of glass. The room they are in has a large cistern filling a big part of it and the man just got up and holds a dripping wet satchel in his hand that he apparently just retreived from the water.
"You!", the man says as Egart enters, rushes past him and cuts off the way, just as Haunui enters the room through the corridor.
Download full Battle and Chase Report, including all the rolls and maps
The wizard, that Egart has immediately recognized as Glasstaff, vanishes and reappears at the top of a banister on the East side of the room before turning his back and running into a hallway there. Egart rushes after him. Running up a set of stairs he finds himself in the open air, coming out of a dilapidated shed next to an even more dilapidated manor just as the wizard flees around the corner of the ruin.
In the damp cellar a door smashes open and three ruffians enter, stirred by the sudden noise. They are quickly dealt with, even though Drusa takes a few serious blows before the last of the Redbrands here is dispatched. Egart's companions than take up the chase.
Up top the red-robed wizard is in full flight, turning only once to send a few arcane missiles at Egart, that make the rogue stumble back and hide for a moment, giving Glasstaff a bit of a head start.
However, he is fleeing down a road and through open terrain, avoiding the town. This gives Egart and Haunui the chance to fire their arrows at him. But, wielding his glass staff and using it to conjure up an arcane shield the fleeing man manages to deflect most of the projectiles. Egart sheathes his bow and continues the chase on foot. The two men rush over the open terrain and disappear into the hills to the North. Haunui sends a few more arrows after them, but then joins up with the rest of the party in the pursuit of their halfling companion.
Egart follows the wizard over hills, jumps over a patch of razor-sharp brambles and draws his sword. "You're mine now, Glasstaff!", he shouts as he gains ground. But then his quarry stops and turns, red-faced and panting.
"You always were far to quick to act, Egart!", he says as three more arcane missiles form in his hand and shoot towards his pursuer. A terrible blow to the chest and a purple light are the last thing Egart sees, before the void takes him.
About half a minute later Quillathe arrives, followed closely by the others. She finds Egart lying face down in the grass that is still wet from the morning dew. They feel his breath, listen for a heartbeat. But it is useless. Egart is dead.