Exit Stage Fight

06/22/16: "I meant Ricter. I thought I meant Victor but I meant Ricter. Ha ha!"
Previously, on Exit Stage Fight ...

I forgot to do a Exit Stage Fight summary last time, but Lorvyl Winter and Marjie Tealeaf have got it! Thanks guys!


Okay, now time for this week’s!

  • Lorvyl Winter tied up Sister Garaele in an attempt to cajole some information out of her about the Black Spider. Maybe she was secretly into it?? Lorvyl failed on his insight check so we’ll never know.
  • Ava Fletcher intimidated Sister Garaele into giving up her entire life savings and by that we really mean Ava threatened to kill her if she didn’t so what we’re saying is Ava mugged Sister Garaele.
  • Offhand, Sister Garaele mentioned some guy named Victor, the local landlord. And of course the party decided they’d wanna go visit him, because why not go meet someone who literally slaughtered people because they had the same name as him?
  • Exit Stage Fight traversed an even jankier Tenderloin in the Docks of Neverwinter, which turned out to be a very bad neighborhood full of evil catcallers and one kinda cool guy who nodded at Ava all cool-like.
  • Sister Garaele led them to the coolest club in town, Victor’s, which admittedly looked like a pretty svelte place except for the fact that it “employed” a whole lot of slaves, including a terse elven server/bartender, two ukulele masters and a super-buff dwarf.
  • Ava had a nice conversation with the dwarf, whose name is Quentin. She knew this because he kept pointing at himself and yelling “QUENTIN!”. Meanwhile, Marjie wanted to audition for the ukulele players but that required slavery so the rest of the party vetoed this. Is Marjie into it too?? WE’LL NEVER KNOW.
  • After convincing the elven bartender that Firewing’s real name was Victor, the elf went to the back. Then she came out, Lorvyl asked her what was up in Elvish, and uh, it turned out that they should have run away, you guys.
  • So they ran away and Ava flew very dramatically but Lorvyl and Marjie fell on their face like three times which frankly was very bad for their health because who KNOWS what’s been there this is the DOCKS
  • They also left Sister Garaele behind because if there’s one thing Exit Stage Fight is really good at, it’s abandoning people. R.I.P. Thalia, Nezzna, the entire house of Nezznar, and possibly Sister Garaele and Emilia.
  • Lorvyl told the group about the nearby Temple of Dol Arrah, and off they went, meeting the very nice Brother Yoven, who sang songs and tucked the group in and cooked lovely breakfasts for them and basically raised a lot of death flags.
  • Then they went to the pet store that was run by Brother Yoven’s son, Dervish, who hit on Ava relentlessly and secured a date with her for a Wednesday youth group session except she was only in it for the moon elves.
  • Then we ended abruptly because the DM had homework.

What’s going to happen next? What’s Victor doing? Why does he control the docks and also some orcs?? IS SISTER GARAELE DEAD OR AT LEAST REALLY PISSED AT EXIT STAGE FIGHT? WILL DERVISH EVER GET A REAL DATE WITH AVA??? FIND OUTWHEN WE GET TOGETHER AGAIN.

05/12/16: "Well, he's not technically dead."
Previously, in Exit Stage Fight ...
  • Marjie quickly becomes the Spider’s favorite, as Marjie is one of the few people in this world, along with Glasstaff and the Spider, who willingly harm children. They’re pretty much the same person!
  • (To Ava and Lorvyl’s horror, Marjie doesn’t seem to mind that much either … )
  • The Spider gives the party a choice: side with the Spider and his mysterious patron, unlocking immeasurable power in the process … or just fight it out like a couple of chumps.
  • He even offers to resurrect somebody using nine of his accumulated souls. With his newly created backstory in hand, Lorvyl immediately asks to resurrect his mother. Ava feels remorse as a minor action and wonders aloud if they should bring back Halia.
  • After a brief huddle (“GO TEAM!!”) the party decides to tell the Spider to resurrect whatever’s on the altar. The Spider’s like, “wow, really? okay!!” and begins to make an oath to something called Eldanoth, the Bloodless Scion. Ava immediately shoots a Ray of Frost at him. No one should be surprised by this.
  • After a brief scuffle, Lorvyl Flurry of Blows the Spider into a, um, spider, which knocks over the thing on the altar. A body of a female drow child rolls on the floor. Lorvyl asks Ava and Marjie if they have feels. Ava confirms that, yes, she has feels.
  • The Black Spider gets knocked out by Marjie’s incredible war cry (“AYIYIYIYIYIYIYIYI”). Cue Final Fantasy victory music.
  • While the party is figuring out how to get out of the room, Eldanoth appears to claim the Black Spider’s soul. He offers lovely trinkets to the party, such as a book that lets them have anything they want (in exchange for weird favors), but the party’s not having it.
  • After Eldanoth goes toodle-ooh, and Marjie wonders “WHY ARE THE VILLAINS SO WEIRD??”, which is fair, the party climbs up the pillar with a soulless Black Spider, and finds themselves near a drow throne room.
  • Ava casts Invisibility and sneaks in. Lorvyl meditates and finds a cool magic item in his head. Marjie wears her new stunna shades.
  • Turns out the king is Nezznar, son of Nezzne, who just so happens to have gone missing a little while ago. Ava casts Friends on him, so this isn’t quite as awkward as it could otherwise be.
  • One thing leads to another and suddenly Exit Stage Fight is in front of Nezznar and Griza, his queen consort, performing like they’re at just another tavern or something. The performance is extra Inspirational, and Nezznar hires the group on the spot, sending them off to very plush quarters.
  • As for Nezzna, the Black Spider … he’s still in the closet. Soulless. And technically not dead. But still in a very, very bad place.


Leveling up to 5
We're on the road to Viridian City!

Hi all,

Leveling up always takes forever and takes up valuable campaign time, so I’d be much obliged if you’d make these changes on your sheets :) I’ve got my handy-dandy physical Player’s Handbook here (you guys should grab one when you’re HARDKOREZ) and here’s what I’ve got.

P.S. You should download this official player’s handbook. It’s an unbranded version that Wizards released for free because they open-sourced 5th edition. Pretty cool.


Ability scores

Hit points

Add another hit die. Roll the hit die and add your Constitution modifier. Add the total to your max hit points.

Proficiency bonus

At 5th level, your proficiency bonus becomes +3.


Unarmored Defense

I don’t remember if your DEX modifier changed at 4th level, but if it did, you should add to your AC. Your Unarmored Defense AC equals 10 + your DEX modifier + your WIS modifier.

Martial Arts

Your Martial Arts (unarmed damage) becomes 1d6, up from 1d4.

Ki Points

You gain additional Ki Points for a total of 5.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in another creature’s body. When you hit another creature with a melee weapon or unarmed attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.


Flurry of Blows

The Player’s Handbook actually specifies that you should make separate attack and damage rolls for each unarmed strike. This also means when you crit, you only crit on the individual blow you critted on. Loooooool-rvyl.

Way of the Open Hand

The Open Hand Technique has prereqs:

“Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted to you by your Flurry of Blows, you can impose one of the following effects on a target:

* It must succeed on a Dexterity saving throw or be knocked prone.

* It must make a Strength saving throw. If it fails, you can push it 15 feet away from you.

* It can’t take reactions until the end of your next turn."


Ability scores

Hit points

Add another hit die. Roll the hit die and add your Constitution modifier. Add the total to your max hit points.

Proficiency bonus

At 5th level, your proficiency bonus becomes +3.


You gain 2 3rd-level spell slots. However … I screwed up on spells. Read errata below :(


Bardic Inspiration

Your 1d6 becomes a 1d8. But in case you forgot what this did (you never use it! even though it’s the flagship bard skill!!!!) here’s what it is:

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6 (now d8).

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. (So it adds a short rest bonus too … to this flagship bard skill that you never use ha ha ha ).



You know how you currently have 3 Cantrips, 4 1st-level spells, and 3 2nd-level spells, not including the 2 3rd-level spell slots you just got? Well … you actually shouldn’t. At 5th level, you only know 8 spells … you just have those slots open.

So you have 3 cantrip slots, 4 1st-level slots, 3 2nd-level slots, and 2 3rd-level slots … but you only know 8 spells to fill them with.

So … to fix this … select 8 spells from this list of bard spells I typed up (and grab the descriptions at the official handbook PDF I uploaded). You can mix and match between levels as long as you only have 8 and as long as you have spell slots to fill them with.


Ability scores

Hit points

Add another hit die. Roll the hit die and add your Constitution modifier. Add the total to your max hit points.

Proficiency bonus

At 5th level, your proficiency bonus becomes +3.

Sorcery points

You gain a sorcery point for a max of 5 (you gained one at 4th level too, sorry).

Spellcasting ability

Since you gained a CHA modifier last level, your spellcasting ability actually improves. Your Spell save DC is 8 + your proficiency bonus (3) + your CHA modifier. Certain spells depend on that. And likewise, your spell attack modifier is your proficiency bonus (3) + your CHA modifier. Just note those down on your spellcasting sheet.


You gain 2 3rd-level spell slots. However … I screwed up on spells. Read errata below :(


Draconic Resilience

You should actually increase your hit point maximum by 1 every time you gain a level because of your dragon ancestors’ traits slowly emerging. So … you didn’t do that 4th level (since I forgot) so you should gain 2 hit points.

Font of Magic

We never really did explain this in detail, and I know you never use your sorcery points, so I’m going to just type it in here (appreciate me):

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

h4. Sorcery Points

You have 2 (now 5) sorcery points, and you gain more as you reach higher levels. You regain all spent sorcery points when you finish a long rest.

h4. Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating spell slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th. The costs are: 2 sorcery points for 1 1st-level spell slot, 3 sorcery points for 1 2nd-level spell slot, 5 sorcery points for 1 3rd-level spell slot, 6 sorcery points for 1 4th-level spell slot, and 7 sorcery points for 1 5th-level spell slot.

Converting spell slots to sorcery points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.


Same with this one— you’re kind of handicapping yourself as a sorceress if you don’t use sorcery points :P I know it’s a lot to learn, but you only need two of these!!

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

h4. Careful spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charima modifier (a minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

h4. Distant spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

h4. Empowered spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

h4. Extended spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

h4. Heightened spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

h4. Quickened spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

h4. Subtle spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

h4. Twinned spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).


This is the same problem as Marjie. I’m just going to copy and paste with your stats inserted:

You know how you currently have 5 Cantrips, 4 1st-level spells, and 3 2nd-level spells, not including the 2 3rd-level spell slots you just got? Well … you actually shouldn’t. At 5th level, you only know 6 spells … you just have those slots open.

So you have 5 cantrip slots, 4 1st-level slots, 3 2nd-level slots, and 2 3rd-level slots … but you only know 6 spells to fill them with.

So … to fix this … select 6 spells from the list of sorcerer spells in this handbook. You can mix and match between spell levels as long as you only have 6 and as long as you have spell slots to fill them with (though with you, you can make new slots with sorcery points, so if you wanna just learn a high-level spell and keep those spell slots open, you can do that too).

Remember to check if a spell does extra stuff if you put it in a higher-level slot instead of the normal slot (some spells do that, like Magic Missile).

Announcement: XP Bonuses (UPDATED)
(Role)play and win

Since we didn’t spend a whole lot of time on character development, and since we’re already beginning to see flashes of who Ava Fletcher, Marjie Tealeaf and Lorvyl Winters are becoming, I thought it’d be great to see just who these characters are. So, to incentivize character development, I’m offering XP rewards! And potentially, magic items!

Earning that sweet, sweet XP

First off, to keep things fair and non-competitive, any rewards earned by a single player will be given to each player equally. If you create fan art for 500 XP, the entire party gets 500 XP. If you create character poetry for 300 XP, the entire party gets 300 XP. However, that activity only generates XP once— if Sooyun creates fan art, and then someone else creates fan art, only Sooyun’s fan art nets 500 XP for the party.

Still, if you create anything at all, you receive an Inspiration Point, so it’s not like you won’t get stuff if someone’s already done an activity. For this activity only, I’m waiving the one Inspiration Point per character rule. So if you do 5 activities, you get 5 points of Inspiration. That’s 5 attempts to not fall into a spike trap!

If everybody does every activity, I will award the entire party a whopping 1,000 extra XP on top of everything they’ve already earned. So that should be a potential maximum of 2600 XP.

That’s a lot of XP.

Anyway, yeah. Great! So let’s get to it, and I’m looking forward to what everybody’s got in store.

UPDATE 04/18/2016

Whoever does the most activities also get a magic item. If everybody does all the activities, you all get unique magic items! I’ve already picked them out for you, actually. In 5e, magic items are incredibly rare and therefore we won’t find a lot in this campaign. So here’s your chance to get one right off the bat!

Character concept

When you write a 2-5 sentence character concept paragraph that explains in general terms who your character is, you get 100 XP or 1 Inspiration Point if someone’s already gotten the XP for your party.

Example: “Haurim the Godly is a dwarven cleric. He hates drow but he loves music. He also likes passing out flyers for his god, Moradin.”

Physical description

When you write a brief, 1-5 sentence physical description of your character, including things like physical appearance, clothes, mannerisms, body language, etc., you net 100 XP or 1 Inspiration Point if someone’s already gotten the XP for your party.

Example: “Haurim the Godly has a long, white beard with olive skin. His right eye twitches when he smells drow. His nose also gets itchy whenever he thinks about how heathens refuse to worship Moradin. He always carries around a small dwarf miniature in stone, to remind him of a long-lost friend.”

Character background

When you write an actual character background of two paragraphs (or more, whatever you think is good), you get 500 XP or 2 Inspiration Points if someone’s already gotten the XP for your party.

Example: Born as a member of the noble caste in Mirabar, Haurim Stonehammer grew up with a special kind of haughtiness. He’d often call over peasants when he tired of standing, using them as an armrest; on really tiring days, he’d have them lie down so he could sit on them without touching the ground. He even had a favorite armrest— Pock Snodgrass, a hapless leatherworker who was short even for a dwarf, the perfect size for an armrest. Perhaps the peasants found this kind of behavior revolting, or even immoral. But they never questioned it. Until, of course, the drow.

On Haurim’s thirtieth nameday, while he was carousing in the forum as usual with a few decidedly unpleasant fellow Stonehammers, a massive crackling sound sudden struck through the air, and as the floor beneath his feat seemed to give way to a rapidly growing sinkhole, and as drow started swarming into the forum with arrows filling the air, Haurim couldn’t think of any other thing he’d rather do than run.

So run he did. Pushing aside screaming peasants, sometimes straight into the waiting arms of drow, Haurim made his way to the gates of Mirabar. But he never made it. In front of Mirabar was none other than Pock, Haurim’s hitherto favorite armrest. And behind him were a battalion of drow. Far from Haurim’s initial inklings of Pock, Pock had shown himself to be a valuable asset to the drow and a fantastic leader himself. While chafing under Haurim’s arms, Pock had plotted and planned, eventually making contact with Mirabar’s drow neighbors and giving them all the secrets of Mirabar. After all, Mirabar had done nothing for him. Certainly, the drow couldn’t be worse masters.

But worse they were. Drow didn’t use peasants for armrests; they used them for slaves. And nobles, whose fat and lazy bodies made poor laborers, were used as target practice. Pock found himself in the mines, and indeed Haurim never saw him again, though he never forgot him. As he waited for his time in the shooting range, listening to the cackles of an especially vicious drow only known as the Black Spider, Haurim could only think of how things might have been different. Certainly, he liked having armrests. But perhaps he’d have liked to be a better dwarf, instead.

In the darkness, Haurim began to pray. He hadn’t prayed before, though he certainly laughed at those who did, and he didn’t know who to even pray to. But as the stone walls seemed to close in on him in the burgeoning black, and as the day grew closer when the Black Spider would use him as a pincushion, he prayed harder and harder, and harder, and harder, until suddenly, a single name seemed to hit him like a boulder— Moradin.

And Moradin, it turned out, was merciful.

When the day came, Haurim stepped in front of the Black Spider with utter confidence. The dwarven god of forging and smithing would not let his child down— not one who had recognized his own brittleness, not one who had hammered out his impurities like the Smith himself. And as the Spider sneered and notched his arrow, Haurim spoke his last prayer loud and clear. “Moradin, I accept my fate. Save me if you wish. Let me die if else. But I want to save my brothers. Help me live, and I will follow you for the rest of my life.

And as the arrow shot toward him, a stone wall erupted from the ground, enclosing Moradin in a stone chamber, that rose up and up and up until the cave opened and Haurim suddenly found himself in the blinding light of the surface. Moradin had saved him— but not his brothers. Instead, it looked like he had to do that himself.

Squinting his eyes at the hitherto mythical sun, he spotted a town in the distance, and started walking, the sneering face of the Black Spider seared into his memory. Surely there would be others who would help him save Pock and the rest of Mirabar. Surely the Smith would smile upon him. Whatever happened, he knew— he couldn’t be Haurim Stonehammer anymore, the hated and puerile noble. He had to be something else. He had to be Godly.

Character art

When you create fan art for your character, you get 500 XP, or 2 Inspiration Points if someone’s already gotten the XP for your party. This isn’t being judged on anything. If you draw a stick figure you’ll get 500 XP. Just, you know. At least give it hair.

Character media

When you create in-character stories, journal entries, memoirs, retrospectives, descriptions of events in-game, musings, prayers, poems, rituals, speeches or anything else written by and from the perspective of your character, you get 300 XP plus 100 additional XP for each additional type of media for your party, or 1 Inspiration Point plus an additional half point for each media.

Character tie-ins

When you create reasons for your character to be involved in the current storyline, you get 100 XP or 1 Inspiration Point.

Example: Haurim the Godly, being a cleric, is absolutely flabbergasted by Sister Garaele turning traitor, and will stop at nothing to take her in and give her a sound lecture on the virtues of being a loyal follower of a god.

Character relationships

When you write your relationships to other characters, you get 100 XP per relationship. i.e. if Ava writes her relationship with Lorvyl and Marjie, she gets 200 XP total.

Other stuff

If you can think of anything else not described here, we can wing it and give the party XP depending on what it is.

Let me know if you have any questions! :)

Dragon, dragon, burning bright
Previously in Phandalin ...
  • The party finds a letter to Sister Garaele all but confirming her turned traitor. As though there were any doubt.
  • After a nice, long shopping break, the characters leave Barthen’s-now-Myrna’s general store, only to find that Halia’s abandoned them. Sheesh. At least Marjie’s got a shield and a nifty chain shirt now, though!
  • Following Halia’s tracks, the party dodges a lone orc roasting some tasty rabbit, and unfortunately runs right into the furry arms of an owlbear, a bear with the face of an owl which promptly knocks Lorvyl unconscious. Fortunately, the party defeats the owlbear, and Lorvyl decides he should probably pray some more to get some better rolls.
  • Oh, and there’s a dead ranger and horse with a little girl who turns out to be a doppelganger. Monsters, right?
  • After much prayer, Lorvyl is blessed by Dol Arrah, who forgives his straying to Tymora and blesses him with a strength most true. Lorvyl, to his credit, wonders if he should start going to church more often.
  • Upon reaching Thundertree, the party rushes to the defense of Halia, who stands defiant among too many ranger corpses (and even some spider ones), against the towering might of Firewing, a young red dragon who can nevertheless hold his own against some pesky adventurers.
  • Unfortunately, though she can speak Draconic, and therefore quickly becomes Firewing’s favorite, Ava doesn’t bargain too well with Firewing and quickly gets Halia eaten. She promises the dragon the Black Spider, as well as the Druid, for dinner. Lorvyl is horrified by Halia’s death. Marjie shrugs.
  • The druid, Reinoth, proves to be most unhelpful. His twig blights are weak, and his talk is just plain racist. Ava secretly hopes for Reinoth’s death. Lorvyl continues to be horrified, especially when he discovers he is still Lawful Good.
  • The party reaches Cragmaw Castle, where Ava poses as Glasstaff and Lorvyl somehow convinces the goblins that they’re the boss around here, you jerks. They’re led through the cafeteria to the portal room, where Vyerith, a visibly disgruntled drow tells ‘em off and asks for sacrifices instead. The party knows, though, that she’s totally a doppelganger.
  • Getting Vyerith sacrifices is easy. Beating her up is also easy. Keeping the sacrifices alive and free? Not so easy. The party splits up, and Ava leads the sacrifices out, only into the waiting hands of Firewing, who promptly eats a quarter of the sacrifices, including a morbidly obese halfling, and brands Ava as one of his retainers. But at least three-quarters are still alive, right???
  • Meanwhile, Lorvyl accepts Vyerith’s help, because Dol Arrah tells him that while she is evil, she could take them to where he wants to go.
  • And of course, Marjie looks through the portal, sees some pretty cool marble pillars, and is seen by the Black Spider before she decides to go back inside.
  • As the party gathers in the portal room, they discuss quickly what they need to do, but they don’t have enough time, as the Black Spider steps through the portal …


You're doing WHAT to the kid?

Previously in Phandalin …

  • Sister Garaele hired Ava & the Others to find a legendary spellbook, famously used by a mage whose name is better off left to history. Unfortunately, the only lead Ava & the Others had— a banshee— no longer had it.
  • What was in the graveyard, however, was Amelia, a 5-almost-6-year-old who had followed the players hoping for a song and a signature. What she didn’t know was that by following them, Amelia had narrowly avoided the razing of Phandalin by the Redbrands.
  • After foiling a kidnapping, Margie karate chopped Amelia to knock her out, and left Amelia with the divine Sister Garaele. After a quick blessing from Tymora (leaving Lorvyl thoroughly confused, religiously speaking), the players rushed to the Redbrands’ redoubt.
  • After some close calls with a spike trap and with the Redbrands Rory and Rash’ta (and with plenty of other things), Ava & the Others saved several villagers from sacrifice, including Halia, Amelia’s mother. Unfortunately, they couldn’t save Sildar Hallwinter, Gundren’s erstwhile bodyguard, from dying the way he lived: totally drunk.
  • And when they ran into Glasstaff, Lorvyl made sure that Glasstaff couldn’t stop running into Lorvyl’s tough, tooth-filled knuckles. Turned out Glasstaff was an agent of a mysterious drow known as the Black Spider, intent on sacrificing as many people as possible for unknown gain.
  • Unfortunately, Glasstaff also revealed that Sister Garaele was, in fact, an agent of the Black Spider the whole time. And now, she has Amelia.
  • But hey, at least Ava Fletcher has Glasstaff’s staff now.
Gundren who?

Previously in Phandalin …

  • After being hired to deliver goods for a mining expedition, Ava, Lorvyl and Margie— a half-elf sorceress, an elven monk of Dol Arrah and a halfling bard of the ukulele— ran straight into a goblin ambush.
  • Fortunately for the goblins, the team wasn’t big on killing all of them. Unfortunately for the goblins, Ava discovered she could tear off their faces with a simple blade. And she liked that.
  • The team quickly discovered that Gundren, the dwarf who’d hired them, had gone MIA. But having only been hired to deliver his goods, they decided to explore the town of Phandalin first.
  • After meeting Barthen, the general store manager, and his two rather annoying children, the team played an impromptu song. Amazingly, it wasn’t the musical hermit Margie who played the most beautiful song, nor was it the trombone virtuoso Lorvyl— it was the harp-wielding Ava, whose musical prowess had hitherto remained secret. So began the greatest band Phandalin had ever seen: Ava & the Others.
  • Ava & the Others mania, or ATOmania for hipsters like Barthen who’d seen them since the beginning, quickly rushed over the town, winning them the hearts of everybody who saw them … except for Halia, the guildmaster of the Mining Guild. While the scarred warrior took a shine to Lorvyl’s less-than-prettiness, she didn’t like Ava and Margie too much. And she definitely didn’t like the Redbrands.
  • After shrugging off a Redbrand ambush (and peeling off some more faces), Ava & the Others discovered Sister Garaele, who offered three valuable potions of healing if they only reclaimed a spellbook from a banshee in the Phandalin cemetery. The crew prepares for a spooooooky confrontation.

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