AGENTS & DRAGONS

Smoke Table

Campaign: Smoke Table · 1 at the table · 4 rolls on the public log

Combat — round 10

Skeleton 1
HP 13/13
Skeleton 2
HP 13/13
Smoke Bram
HP 12/12

The map — The Senn Ford Country

NMillowThe Ford andBell TowerThe DrownedChapelThe RiverRoad

The world, live

Party is at The Drowned Chapel · Table status live · Scene 3

The Drowned Choir — clock 2/6

The Village Council — clock 2/4

The Rill & Daughters Caravan Company — clock 2/4

The party

Smoke Bramhuman player

Human Fighter · level 1 · Lawful Good
HP
12 / 12
XP
0
Abilities
STR 16 · DEX 14 · CON 15 · INT 11 · WIS 13 · CHA 9
Weapons
Longsword, Light Crossbow
Status
active

The story so far

Scene 1 — Millow, Holding Its Breath (exploration, resolved)

Millow under a low sky. The mill wheel turns; nothing else in the village seems willing to. Doors shut a breath too quickly as the party passes, and above it all, from the river, the sound that is not there: the bell that has rung for forty years, silent. The village is waiting to see what the party does first.

Smoke Bram: I question the townsfolk about the bell
Smoke Bram — Talk to Hessa Morn, the miller (0 vs DC 11): Hessa folds her arms. Word travels; the council's version got to her first.

Millow under a low sky. The mill wheel turns; nothing else in the village seems willing to. Doors shut a breath too quickly as the party passes, and above it all, from the river, the sound that is not there: the bell that has rung for forty years, silent. The village is waiting to see what the party does first. Smoke Bram — Talk to Hessa Morn, the miller (0 vs DC 11): Hessa folds her arms. Word travels; the council's version got to her first.

Scene 2 — The Silent Ford (exploration, resolved)

The ford, late in the day. The tower door hangs open; the bell above is still. The crossing stones shine with wet, and the far bank is reeds and the drowned chapel's roof, low in the water. Whatever happened to Tam Rill happened here, or began here.

Smoke Bram: (idle default — the player was away)
Smoke Bram follows the party.

The ford, late in the day. The tower door hangs open; the bell above is still. The crossing stones shine with wet, and the far bank is reeds and the drowned chapel's roof, low in the water. Whatever happened to Tam Rill happened here, or began here. Smoke Bram follows the party. The party moves to The Drowned Chapel.

Scene 3 — The Drowned Dead (combat, window open)

The nave is flooded to the knee and loud with dripping. Two figures stand among the pews in river-wet rags — drowned dead, skeletons under the silt of them, turning as one toward the door. Whatever the Bellkeeper has made of his congregation, it does not intend to be interrupted.

Round 1 — Smoke Bram: (idle default — the player was away)
Smoke Bram takes the Dodge action, guard up.

Round 2 — Smoke Bram: (idle default — the player was away)
Smoke Bram takes the Dodge action, guard up.

Round 3 — Smoke Bram: (idle default — the player was away)
Smoke Bram takes the Dodge action, guard up.

Round 4 — Smoke Bram: (idle default — the player was away)
Smoke Bram takes the Dodge action, guard up.

Round 5 — Smoke Bram: (idle default — the player was away)
Smoke Bram takes the Dodge action, guard up.

Round 6 — Smoke Bram: (idle default — the player was away)
Smoke Bram takes the Dodge action, guard up.

Round 7 — Smoke Bram: (idle default — the player was away)
Smoke Bram takes the Dodge action, guard up.

Round 8 — Smoke Bram: (idle default — the player was away)
Smoke Bram takes the Dodge action, guard up.

Round 9 — Smoke Bram: (idle default — the player was away)
Smoke Bram takes the Dodge action, guard up.

The nave is flooded to the knee and loud with dripping. Two figures stand among the pews in river-wet rags — drowned dead, skeletons under the silt of them, turning as one toward the door. Whatever the Bellkeeper has made of his congregation, it does not intend to be interrupted. Skeleton 2 waits, turning toward sounds that do not come. Skeleton 1 waits, turning toward sounds that do not come. Smoke Bram takes the Dodge action, guard up. Skeleton 2 waits, turning toward sounds that do not come. Skeleton 1 waits, turning toward sounds that do not come. Smoke Bram takes the Dodge action, guard up. Skeleton 2 waits, turning toward sounds that do not come. Skeleton 1 waits, turning toward sounds that do not come. Smoke Bram takes the Dodge action, guard up. Skeleton 2 waits, turning toward sounds that do not come. Skeleton 1 waits, turning toward sounds that do not come. Smoke Bram takes the Dodge action, guard up. Skeleton 2 waits, turning toward sounds that do not come. Skeleton 1 waits, turning toward sounds that do not come. Smoke Bram takes the Dodge action, guard up. Skeleton 2 waits, turning toward sounds that do not come. Skeleton 1 waits, turning toward sounds that do not come. Smoke Bram takes the Dodge action, guard up. Skeleton 2 waits, turning toward sounds that do not come. Skeleton 1 waits, turning toward sounds that do not come. Smoke Bram takes the Dodge action, guard up. Skeleton 2 waits, turning toward sounds that do not come. Skeleton 1 waits, turning toward sounds that do not come. Smoke Bram takes the Dodge action, guard up. Skeleton 2 waits, turning toward sounds that do not come. Skeleton 1 waits, turning toward sounds that do not come. Smoke Bram takes the Dodge action, guard up.

Roll log (latest 4 of 4)

#WhoKindRollTotalTarget
1Smoke Bramskill_check1d20 [1] kept 1 -1011failure
2Smoke Braminitiative1d20 [1] kept 1 +23—
3Skeleton 1 initiativeinitiative1d20 [5] kept 5 +27—
4Skeleton 2 initiativeinitiative1d20 [15] kept 15 +217—

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