Bard Harder - Lyric Grove

Taillis invites them inside the Lyric Grove to tell their tale to the Lyric Queen herself. 

The Grove 

The band agrees to enter the grove, Taillis touches the wall and the vines part, forming a tunnel five feet wide and eight high. The brambles part, forming an archway. 

From what the band can see the other side of the tunnel looks somewhat like where you’re coming from - dense forest, golden evening light - the main difference is the scale. The trees on the other side must be thousands of years old, their trunks at least ten feet, their tangled roots writhing up from the ground as thick as a man’s torso. 

The air smells of earth, but with a faint trace of some spicy musk like the cologne of a rich gentleman. 
Passing through the bramble wall the sounds of the forest are muffled.

When the band fully pass through they hear voices chanting in the distance, deftly woven harmonies of unearthly beauty echo in their ears, accompanied by the evening chorus of many different species of songbird. 
As the band picks their way through the knotted roots, a breeze shakes the boughs fifty feet above their heads and through the hiss of leaves you hear the thunk and tinkle of many wooden and metal wind chimes hanging within their heights. 
The band barely notice the creaking sound as the tunnel closes behind them. 

Taillis leads on, gesturing for the band to follow. On their way into the grove Taillis explains the commandments that the band must follow or risk the wrath of Synleoth. If they break these at any point and Synleoth becomes aware, she will attack, seeking to remove them. 

Commandments of the Grove
  1. Kill no sentient creatures 
  2. Light no fires, put out any you see 
  3. Never stop a song in progress 
  4. Never destroy an instrument of music making 
They climb over the roots of the ancient trees, hiking for an hour while the sound of singing gets louder in their ears. 

At last they reach The Round, where the followers of Queen Synleoth have gathered before their evening meal. 

The band reach a hollow and down slope they see lights breaking the dust. No firelight, but many, many lanterns blaze in eerie shades of green, blue, and lavender. 

They illuminate a stone circle fifty feet across, with an outer ring of blue-grey stones standing twice the height of a human, and an inner ring around the height of a halfling. 

The Round 

At the centre of the grove lies its only visible structure, a double ring of standing stones called simply The Round. Here the bards of the grove gather to sing, meditate, and eat evening meals together. In the centre of the round is a low stage with a stone seat in the middle, where the bards of the Lyric Grove sit to perform for their followers and guests. The larger, outer ring is around fifty feet across and consists of blue-black stones, fifteen feet high and hollow in the centre. When struck these each produce a different deep, resonant tone. The inner circle consists of light grey stones, about 3 feet high and polished by the behinds of many congregants. When not being used for benches or low tables these stones can be struck for percussive effect to accompany their larger siblings. 

Within the circle the band see around thirty figures standing and sitting. These people are the source of the singing. In the dim light the band see the joy on their faces as their song subsides. 

There’s silence for a moment, and then one figure takes the stage. She’s dressed in white robes and wears an ornately carved mask of gold over her face. She takes a seat in the centre of the circle, raises a small silver harp into her lap, and begins to play. 

Taillis instructs the band to wait silently while Synleoth plays her tune. 

The band are filled with a peaceful fulfilling feeling from the beautiful music being played.

Once she’s finished, the head scout steps forward and presents Synleoth with the whistle. She visibly shakes as she takes it from the elven scout’s hand. 

A halfling woman, Niraba, steps forward to interpret for the queen. She says that they can’t be sure that Oisha is dead and that they need the party’s aid to find her. 

They offer a reward for her safe return: a set of Pipes of Haunting, fashioned here in the grove, and a potion known as Milil’s Blessing for each party member. 

The band are invited to stay the night in the grove before they set out. They’re offered food, ale, shelter, and entertainment in the form of musical performances running late into the night.

Tree Dwellings 

When first entering the Lyric Grove you’d be forgiven for assuming that Synleoth and her followers camp out every night under the stars in The Round, since no other structures are visible. In actual fact there are many small dwellings hidden among the trees. Using magic and song and a lot of patience the dwellers of the grove have trained the growth of these trees to create hollows and ledges within their massive trunks, forming cave-like rooms and knotted stairways out of living wood, which are lit by strings of glowing bioluminescent fungus-lanterns. Bright woven tapestries in shades of green, brown, and grey hang across the entrance-ways to these chambers keeping out the cold and disguising their existence.  

Oisha’s Fate 

In the morining Taillis explains that Oisha was on an errand to procure some supplies from a village on the other side of a small mountain range to the west of the grove. 

There are two paths she might’ve taken to get there. Taillis proposes that their scouts should take one while the party takes the other. 

The band are given a choice between the north and south routes around the mountains. 

The north is rugged, rocky, exposed. A difficult climb but easy to find the way. 

The south is thick woodland, an easier journey but equally easy to get lost. On either route they’re warned there might be more goblins.

Trusting in Gribbles confidence in his tracking and survival ability not to get lost, Arcane Fire take the Southern forest route.

After a few hours of trekking the band finds themselves back at the grove’s barrier. 

Gribble has taken them the wrong way and the band find themselves back at the start!

With much humilation Gribble does bring them back to the right track and spots some footprints in a patch of muddy earth.

After careful examination Lemmog declares they are are from feet.

Yomi and Silme look closer and from the shape and thickness of the depression they feel they are elven feet, possibly Oisha's.

Following the path they were heading they find a stand of trees which has been struck by lightning. A trail of charred vegetation leads away. Something large has left a trail of broken branches as it passed through the forest. 

With a bit of investigation, it seems this was natural lightening strike, but the lightning strike seems to brought to life something big.

As the band starts making good time following the destruction, Yomi becomes aware of a presense following them.

As soon as he gets a chance Yomi causes the stalker to be incapacitated by a hallucination.

The band find a stunned goblin, in leather armour.

Lemmog orders the goblin to be tied up, and a rope tied around its legs, then on his command the Goblin is whipped suspended upside down from a tree.

At this the goblin lets out a shreik, and babbles at lot, even trying to tell the band his life story when asked how he is here.

He introduces himself as Oik.

The elf scout escaped us (goblin band) with ease, while racing through the depths of the forest she ran into a big plant monster. Taken by surprise she was engulfed and carried off.

Oik says he can so the way, and tries for a big friendly grin.

Lemmog (to Yomi frustration), lets the goblin down, but ties the rope around his neck so he cannot escape.

Oik leads them to a clearing where a large mound is in the centre, surrounded by shrubs. 50ft up in the mound is and elf clinging weakly to the tree.

The band can see she is heavily injured and barely conscious.

Oik refuses to go further, even when Yomi threatens to kill him, rationalising that Oik is dead if stay and Dead if go forward, either way Oik is dead.

The band come up with a plan, a cunning plan, a brilliant plan.

Polymorph a party memeber into a big flying thing to fly over and carry Oishia out of the tree to saftey.

Hmm, but what flying thing could carry someone.....

Ok same plan, but the polymorphed person, then casts dimension door touching the person so they both can escape.

Hmm, but cannot casts spells while polymorphed......

3rd edition of the plan

party member is polymorphed, fly over and land on tree, come out of polymorph then dimension door.

Yep that seemed all good to the party.

So
  1. Silme polymorphed Yomi into a great eagle
  2. Yomi flys upwards towards the tree
  3. The Shrubs around the tree, shoot needles at the eagle, taking it down so it returns to Yomi form infront of the Tree
Shit

Yomi does some funky teleport out of there and then sends some big 20ft radius spell out to the shambling mound (Plant Monster), that almost reached Oisha (oops), but does kill most of the needle blights (Shrubs)

Lemmog dashes into action right up to the tree, dragging Oik behind hum who does not have the strength to resist.

Silme fires magic missles killing the last of the blights and wounding further the Shambling mound

I think it was Gribble that summond some sort of construct that between Lemmog and it pinned it in place.

With Lemmog getting entrapped, Gribble performs the final killing blow on the Shambling mound, gaining grudging respect from Yomi and the others.

Lemmog then scrambles and climbs up the tree and touches Oisha healing her a massive amount, where she then acrobatically and safely returns to the ground.

She thanks them and on the journey back to the Grove she tells the party about the history and different things of interest in the Grove.

History 

When the gods were young the gregarious and charming patron of bards, Milil, fell hopelessly in love with Eldath - a river spirit and nature goddess. He set about wooing her, visiting her forest home every morning with flattering songs and verses upon his lips. 
Eldath was both flattered and alarmed by Milil’s attentions and in her shyness she threw up a great barrier of thorns around their favourite glens and glades to ward prying eyes away from their courtship. 
Although Milil’s way was never barred. Their affair was sweet but brief. It was not long before Milil’s curious nature called him to travel abroad, seeking out new audiences for his arts and charm. 
Ever craving solitude, Eldath returned to her peaceful meditations sore at heart but with a small sense of relief. Bearing her lover no ill will, within their secret hideaway Eldath brought trickling streams together to feed a healing pool as a parting gift to him. 
Touched by her gesture, Milil decreed that only those who loved them both should be fit to make a home within its walls. 
It isn’t known when Queen Synleoth took on guardianship of the Grove. Her high standing with its patron deities has led some to theorise about her origins and relationship with them. 
It’s even said by some that the queen is a child of their ancient union and that the Grove was created to be her cradle. 
All is myth and rumor with little proof, though. Those few who’ve stumbled across the Lyric Grove over the centuries have rarely left written accounts of their experience. 
It’s unclear whether the current queen is the first or only the latest in a long lineage, when she arrived, who her first followers were, and who built the great stone circle which stands as the only structure on her lands. The grove is a place of tantalising mystery, even to its inhabitants.

Lyric Grove is doubly blessed by Milil, the god of bards, and Eldath the river spirit. 

The life of the commune revolves around a huge stone circle on the banks of this pool, where the initiates frequently gather in song and eat their evening meals together every day. 

The Lyric Grove’s inhabitants are plucked from the downcast of society by Queen Synleoth. If they’re not yet bards when they come to her, their latent talents soon emerge. The queen’s judgement in this never errs. 

She’s a mother to abandoned children, a saviour of wounded rangers, and a figure of worship to pilgrims who come for the blessings of her patron gods. 

This is an environment of serenity and restoration, far from the bawdy taverns most bards would consider their element. Here the bards of the Grove meditate on the rhythmic ebb and flow of the seasons, the passage of ages, and the endless cycle of life and death. Listening to the song of creation, drawing upon it to create their own esoteric, reality-shaping magics 

Though , few have heard of it. Synleoth's followers rarely travel and their homeland is protected on all sides by a near-impassable wall of tangling vines and thorns as tall as the tallest tree in this ancient wood. Within the Lyric Grove’s enchanted borders grow the oldest and wisest of trees, their mingled canopies alive with the trilling of the colorful songbirds sacred to Milil. Water trickles and pours through many small streams, collecting in a crystal-clear pool imbued with healing powers by Eldath. 

The Bramble Wall 

The Lyric Grove is protected by a tangled barrier of magical vines and brambles thirty feet deep and two hundred feet tall. The wall writhes in the presence of uninvited visitors although it can be passed safely by dedicated followers of the Lyric Grove or by clerics and paladins of either patron god. 
Highly skilled bards may be respected enough by Milil to pass through, while Eldath may favour a forest ranger highly enough to admit them. 
For these lucky few a tunnel opens in the wall around eight feet high and five across, all the way through to the other side. If an unwelcome visitor attempts to cut or force their way through the wall they likely find themselves ensnared. 

Eldath’s Pool 

Eldath’s gift to Milil, this large pool is fed by several small springs and a couple of waterfalls. Its waters are tingling cold all year round, but those who can bear to remain submerged have their wounds healed and their exhaustion cured. 
Water from this pool can be bottled but loses its magic within the hour. 
The pool is strictly for healing, using it to bathe or as a source of drinking water is frowned upon as a great ingratitude to Eldath. 

The Glowing Cavern 

At night the largest of the waterfalls feeding Eldath’s Pool glows with a faint eerie light, noticeable only once one’s eyes adjust to the darkness of the wilderness. This is bioluminescence emitted by several species of algae and fungi which make their home in the dark, damp cavern behind the falls. 
This space is filled with elaborate and rare mushrooms and moulds which glow in shades of blue, green, and lilac. This bounty of glowing growths is harvested carefully by the residents of the grove and used to fashion the fireless lanterns and torches which light their paths and dwellings. It recedes deep underground. 
No resident of the grove has fully explored its depths, although someone has carved steps into the slippery stone floor. 

Tree Dwellings 

When first entering the Lyric Grove you’d be forgiven for assuming that Synleoth and her followers camp out every night under the stars in The Round, since no other structures are visible. In actual fact there are many small dwellings hidden among the trees. 
Using magic and song and a lot of patience the dwellers of the grove have trained the growth of these trees to create hollows and ledges within their massive trunks, forming cave-like rooms and knotted stairways out of living wood, which are lit by strings of glowing bioluminescent fungus-lanterns. 
Bright woven tapestries in shades of green, brown, and grey hang across the entrance-ways to these chambers keeping out the cold and disguising their existence. 

Nature’s Kitchen 

The grove sees merchant visitors perhaps once in a human lifetime. Its inhabitants don’t hunt and can’t sustain their numbers all year round with foraging. So gently, and with many apologies to Eldath, they’ve cultivated their land. They’ve encouraged salads to grow in one spot, berries in another. In one patch the ground is a mess of vines and swollen squashes. 
Next to that, willow cane structures support climbing beanstalks. Potato plants flower abundantly in one of the larger dells and the residents harvest their tubers all year round. They also grow apples and hops and brew their own ciders and ales. 
Between this carefully managed kitchen garden and what their scouts can bring back from villages at the borders of the forest, the commune eats a healthy, if not terribly indulgent, diet. 
More worldly travellers and those used to luxury may find the fare a little spartan. However, if visitors have spices and herbs to trade or share they find the resident cooks very enthusiastic. 

Queen Synleoth - Queen of the Lyric Grove (She/Her) 

Queen Synleoth is a beautiful and mysterious human woman with brown skin and a mass of curly dark brown hair the colour of good earth. She rarely speaks, though she sings often, and her face is half covered by a golden mask ornately detailed with flying birds, fruits, and vines. She appears to be in her thirties, although among her followers she’s believed to be very ancient indeed. 

In truth she is a powerful celestial tasked by Milil with the protection of The Lyric Grove and its inhabitants. 

Synleoth performs nightly for her followers in the stone circle. She has an arresting singing voice - surprisingly versatile and capable of evoking bliss, amusement, or even terror. She seems to play every instrument well, though she favors a harp of silver leaves fashioned after Milil’s own. 

When not performing the queen is very shy and nearly always lets her nominated Voice speak for her. Though she’s kind and generous to visitors, when her rules are broken she becomes inconsolable to the point of rage. Visitors who push too far invoke Synleoth’s wrath.

Niraba - Voice of the Queen (She/Her) 

The day-to-day running of the Lyric Grove falls to a chosen initiate with the ceremonial title “Voice of the Queen”. A young halfling woman named Niraba has held this role for ten years since the passing of her predecessor. She’s expert at interpreting the queen’s moods and wishes through her gestures and postures - the clench of her jaw, the tilt of her head, how she strums her harp - and she’s been granted the authority to make pronouncements on Synleoth’s behalf. 

Niraba was born in the grove and has never seen life beyond it. She’s very dedicated to Synleoth and her gods, but hopes one day to pass her title to another worthy bearer and go out into the world for a season or two. Like most halflings Niraba moves with surprising stealth. She’s a masterful flute player and carries a light instrument fashioned from the hollow bones of a large bird. 

Bimtree Bottletop - The Master Luthier (He/Him) 

Bimtree is a middle-aged gnome who acts far younger. He’s been with the camp for 50 years after coming here on a quest to present a lyre he’d crafted to Synleoth. 

When she saw the quality of his work the queen immediately invited him to stay. He accepted her offer and now spends his days maintaining the many instruments of the grove. It’s said that Bimtree was drawn here by dream visions sent by Milil, and despite his customary irreverent attitude he’s very devout. 


 When the band arrive back to the Lyric Grove the residents are overjoyed to see Oisha again and gladly hand over their reward, a meal and bed for the night, as well as offering a scout guide to help them navigate out of the forest faster.

Queen Synleoth, via Niraba tells the band that the Pistoleros came from the west and headed out east (towards Never Never), they had found an Alchamist who had peiced together the information from 10 powerful books that were across the lands.

Niraba informs you that she knows or at least knew of the resting place for a few of them.
  • 1-2 in caverns under the mountains off to the East
  • 2 in the desert plains past the mountains 
  • A few in the forest on the other side of the plains 
  • Last few in the volcanic hellscape somewhere in an active volcane
On your quest to find these you may find the locations of others.


Items

Pipes of Haunting

Wondrous Item, uncommon
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.

Milil's Blessing

Potion, rare
A vial of glowing water with a lavender hue 
 Dew from the Lyric Grove blessed by Milil, the patron god of bards. When imbibed gives a +2 bonus to Charisma based skill checks and advantage on Charisma (Performance) checks for 1 hour. 



We have a Plan

Off towards the mountains we go, as once the Lyric Grove scouts guided us out of the forest we could see those mountains in the distance, that even Gribble could not get us lost.

Then band head off and travel for several days, when the band are struck by the smell of a powerful perfume in the air. It’s a hyper-focused blast of lavender and wildflowers, and while the smell isn’t unpleasant, it is so strong that it overwhelms you and causes fits of sneezing. 

The band see the town start to form ahead with quaint little homes that are well maintained and most with a garden out front. There are approximately seventy homes in total scattered throughout Eden which is nestled deep in the forest. Mature trees tower high overhead between its streets and houses. 

On the northern edge of the town you can make out a large, peaceful lake. 

The band spot a woman tending to her garden and as they draw near she turns and gives them a wave. The lower half of her face is concealed by a white scarf and she wears a massive yellow sunhat despite the trees providing the area with ample shade.

She is wearing a stylish wide-brimmed hat that is covered in a pattern of bluebonnet flowers. She wears a flowing dress of the same shade with a set of elegant blue gloves that go all the way past her elbows. “Welcome to Theodora’s Alchemical Remedies! I am the owner of this store. How may I help you?” She gives a lovely smile and her grey eyes shine ever so slightly. 

She enquires if the party has come about the flyer?

Ekham responds about what, flyer and what job do you need doing, and almost in chorus the band ask how much.

The posting spoke of helping me (Theodora) gather some reagents I need to craft a potion. A potion that will help to save the people of this town, but could require the slaying of some exotic beasts! 

She is offering a reward of 250 gold pieces, total.

The band ask about the town and she informs them:

Eden

The town of Eden is one of tragedy. 

This area was struck by a terrible plague that became known simply as Fleshrot just over a century ago. It killed ninety percent of those infected with no one under the age of ten surviving once afflicted. 

Most of those that survived managed to recover and live ordinary lives, their bodies able to fight back quickly enough to keep healthy. Others though - roughly one in a thousand of those infected - had a different experience. 

These people were infected by the Fleshrot which began to eat away at their bodies. Pieces of them decayed as the flesh turned necrotic, sometimes eating down to the bone. 

It hit everyone differently - some losing eyes, some having their arms eaten away, others losing massive chunks of their legs or stomach. 

But then it stopped. 

They were not healed but they were also not killed - they were stuck somewhere in between. 

The way the disease afflicted them prevents them from aging and also prevents other illnesses from taking hold. They do not need to eat or drink. They feel no physical pain, but also no pleasure. 

Death can only come to them through decapitation which is why many have come to associate them with zombies. 

In the year following the plague, the people afflicted with this condition were forced to Eden, a small town whose entire population had been wiped out by Fleshrot. 

It was unclear if these in between survivors would spread the disease and so they were quarantined. 

Fortunately, they do not spread the disease, but these individuals chose to stay in Eden after their one-year quarantine as a community had formed. 

Those who were affected in this way suffer many long-term effects. Besides having massive chunks of their bodies rotted away that never recover, their minds have been changed. Their emotions are numbed, unable to attain the elation that life can provide. They crave the ability to taste a meal, to feel the warmth of another’s touch, but they are denied. This was enough to drive many to madness. 

Over the past century, over seventy-five percent of those that were left in this in-between state of alive and dead have decided to end their own lives. Those who remain try to make life seem as normal as possible. 

They use thick perfume to hide their sometimes rancid smell (their sense of smell is almost non-existent so it is quite pungent). Extravagant outfits hide their rotted flesh from others. They go on pretending that their town is just as the name suggests, but with each passing year, it grows more difficult to keep up the facade. 

The locals of the nearby cities know this tale and keep their distance, but the people of the Eden are harmless despite their unpleasant appearances as Fleshrot has been eradicated for decades.

She shows the band the decayed flesh of her own arms to demonstrate what everyone in the town experiences.

She feels certain that this time around she has found the right combination of ingredients. Her last attempt was so close and recently a set of travelers passed through and they had a book on new alchemical cures that has proved incredibly useful! 

Each potential cure gets them closer and closer, but finding that perfect combination is so challenging. 

She explains to the party what she needs: 

  • A Bone from Patient Zero - After everything happened, they eventually traced the disease back to a single individual - a caravan trader named Cole. They buried him out in a special mausoleum in the graveyard to make sure the infection was kept locked away. When next they went to bury a body, the dead were stirring and they sealed the place! They were said to be ravenous and filled with rage. Cole was buried with his amulet of Lathander around his neck - that is how they will know it is him. Adam Relnok, the town mayor, has the key to this mausoleum but will be unwilling to give it up easily as he is afraid of a full-blown zombie invasion! His house is on the far north side of town near the lake if the party wishes to try to change his mind. She also assures the party that Fleshrot cannot survive longer than a week without a living host so even though this is patient zero, they are at no risk of infection! 
  • A Sundew Tulip Bulb - A Sundew Tulip can be found about two hours east of town, in the deepest section of the forest. The flower is a vibrant yellow with blue near its base. They only grow in areas that are inhabited by fey creatures, but she is not sure if the creatures are drawn to the flowers or the other way around. She warns the party may be walking into the garden of a dryad or the territory of a band of sprites, so be careful as they approach! 
  • A Strand of Unicorn Hair - One of the villagers, Carter, left just over a week ago. He wandered off into the woods to the north, presumably to end his life. He said he was going to a clearing where he and his wife used to have picnics back when they could still taste food. His wife carried a locket with a strand of unicorn hair arranged into a heart. Carter kept it with him always so he should still have it even if he is no longer of this world. It is a sad ordeal, but people choosing to end their lives is just a part of life in the town of Eden. She imagines this will be much easier than trying to hunt a unicorn. 
  • A Mote of Elemental Water - The potion will not bind without a mote of pure elemental water. There is a spring that pours out of the mountain a few hours northwest of town that is frequented by elemental creatures. Usually, it’s steam mephits or small water elementals, but sometimes stronger elementals as well so approach cautiously. They simply need to capture some of the creature’s essence in an enchanted vial which Theo hands over to the party to use on their quest. They can capture its essence by passing this vial through the elemental’s form with the stopper off. It should be painless for the creature but they may not be willing to give this up without a fight! 
Once all of the ingredients are collected, Theodora should be able to have a sample ready to test within hours. 

She is not sure how long these ingredients will stay potent, so they will need to gather them all with as much swiftness as they can muster! 

A minor warning, well more awareness, the people here may be standoffish but not to hold it against them. People wear clothing to make themselves feel comfortable. Please don't give them a hard time if they are wearing an outfit that is less than fashionable. 

There are also some stores available in town: 
  • The General Store - Eden General Goods 
  • The Tailor - Angelica’s Designer Boutique 
  • The Blacksmith - The Cracking Hammer 
  • The Tavern - Paradise Inn 
  • The Alchemist - Theodora’s Alchemical Remedies (my shop)


Oik the Goblin Scout

Small humanoid (goblinoid), lawful evil
Armor Class 13
Hit Points 45hp
Speed 35ft Swim: 15ft Climb: 25ft
  • STR 8 -1
  • DEX 14 +2
  • CON 8 -1
  • INT 15 +2
  • WIS 15 +2
  • CHA 8 -1
Saving Throws Wis +5, Int +4, Dex +4
Skills Acrobatics +2, Insight +4, Perception +7, Medicine +2
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 14
Languages Goblin, Common

Spellcasting

Ability: Intelligence

At will: Message: Range: 120 ft., components: V S M, casting time: 1 action, the spell is blocked by: magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood.

Abilities

Tactical Retreat (Dash + Disengage): As an action, the goblin can move thrice it's normal movement speed without triggering any opportunity attacks for a turn, after which they become exhausted (1 level). 
Uncanny Dodge: Passively, whenever the goblin would take damage from an AOE attack, they take half on a failed save and none on a successful one.

Actions

Dagger: Melee Weapon Attack: reach 5 ft., Hit: 1d4+2 piercing/slashing, finesse, light, thrown 20/60 ft.

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