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TopicDungeons and Dragons A.I assisted CYOA -- A tiny Pint.
ShakeShakeShake
09/07/25 10:07:26 AM
#402:


You nod slowly, your mind working. First things first. You reach into your pack and pull out the heavy, dark green bottle you liberated from the top shelf of the Rusty Flagon. It feels cool and solid in your hands, the red wax seal old and cracked. Gideon and Vaela watch you, their expressions a mixture of curiosity and, in Gideon's case, mild disapproval.

"Been a long night," you mutter, more to the bottle than to them. With a practiced thumb, you break the ancient wax seal. It crumbles to dust. You pull the cork, and the sound is a satisfying pop that seems to break the morning's tension. You bring the bottle to your nose and take a cautious sniff.

The smell that hits you is not one of cheap ale or sour wine. It's the scent of a pine forest after a lightning strike, of honey, of peat smoke, and something else... a sharp, clean scent like winter air. It's a smell that promises both oblivion and clarity. Without another word, you tip the bottle back and take a healthy swig.

Fire. Absolute, unadulterated fire erupts in your mouth, travels down your throat, and detonates in your stomach. It's a shocking, breathtaking burn that feels like you've swallowed a torch, but a moment later, the fire transforms into a profound, spreading warmth that seeps into your very bones, chasing out the last of the night's chill and exhaustion. Your ears buzz, and the forest seems to snap into sharper focus.

This is an incredibly potent spirit. Please make a DC 11 Constitution saving throw to see if you can handle its shocking potency.

(1d20 + 2 Constitution = 14)

Any normal man, and probably most dwarves, would be doubled over, sputtering and sick from the sheer alcoholic force of that drink. But you are a gnome, and you know your spirits. The fiery warmth settles into a pleasant, invigorating hum in your belly. You feel clear-headed, fearless, and ready for anything. You've gained **3 Temporary Hit Points**, and for the next hour, you have advantage on saving throws against being Frightened.

You cork the bottle, giving it a respectful nod before stowing it away. Vaela raises a single, intrigued eyebrow. Gideon just shakes his head and goes back to his book.

You look around, your eyes scanning the branches of the ancient trees. You spot your target a moment later: a fat, grey squirrel with a twitching nose, perched on a branch and furiously chittering at a jay that has gotten too close to its hidden stash of nuts. You clear your throat and focus, shaping your thoughts into the simple, direct concepts that the small creatures of the world understand.

You project the ideas: **Hello. Friend. No harm. Need news. Big angry feather-bear? Where sleep?**

***You also project an image of the Warden and his black leather armor, and the vague idea of other quiet men in forest-colored clothes: **Scary quiet-men? See them?***

*The squirrel stops its tirade against the jay and turns its beady black eyes on you. Its nose twitches furiously as it processes your thoughts. Then, a torrent of simple, instinctual ideas floods your mind in return:*

***Danger-smell! Big! Loud! Angry feather-bear sleeps in the rock-hole!** *It projects an image of a small cave entrance, half-hidden by a waterfall not too far to the east of the game trail. **Screeched at the sun-up! Stay away! Always hungry!***

*You ask again about the men.*

***No quiet-men,** *the squirrel sends back, its thoughts now focused on a particularly plump acorn it has just spotted. Only you. And feather-bear. My nuts. Go away now.*

The conversation is over. But it was incredibly fruitful. You now know two critical things: the Owlbear's lair is in a cave near a waterfall to the east of the trail, and, more importantly, no agents of the Shadowed Hand have been spotted in the immediate vicinity.

You relay the information to your companions. Gideon turns a shade paler at the confirmation of the Owlbear's proximity. Vaela, however, processes the intelligence with tactical calm. "Good," she says. "An obstacle we can navigate is better than a hunter we can't see."

a) Follow the Game Trail South: Stick to the plan. You know the Owlbear is to the east of the trail. As long as you stay on the path and move quietly, you can likely pass its lair without incident.
b) Hunt the Owlbear: The creature is a known threat, and you know its location. A proactive strike would be dangerous, but could yield a great reward and remove a major obstacle from the region.
c) Go Around (West): Now that you know the lair is east of the trail, the safest path is to leave the trail entirely and chart a new course far to the west, giving the waterfall a wide berth. It will be slower, but it's the most cautious option.
d) Stake out the Lair: The Owlbear is a powerful creature. Observing its lair from a safe distance could give you valuable information about its habits, patrol routes, or potential weaknesses, without committing to a fight.
e) Anything else.
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