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Session 0, full gameplay text III

  I said:

  "No, we have to do this now," Greg inputs as a few complaints begin to fly between the two parties about how best to advance.

  "Night will almost be upon us, and I don't want to risk any more undead amassing here."

  "This will be as good a time as any," Greg impresses on his own teammates.

  And Greg goes over the plan one more time, this time so Cael's side knows what they intend. Sienna will loose a fire-tipped arrow into the tree. Hopefully this will kindle and set it aflame.

  Aren will then use his Entangle spell to ensnare as many of the zombies standing around in one cast. With any luck, this will help split the enemy number so we can advance forward with better odds.

  "You lot," here reminding Cael's party what to do, "will hang at our rear and call out if any other undead we don't see try to spring up on us."

  Greg says with any luck, they'll be able to lure some of the zombies away from the burning tree before, take them out, before engaging with the rest.

  Greg pauses to wait if any listening have any questions.

  ChatGPT said:

  Cael glances at his group, then back at Greg, nodding hesitantly. "Alright. We’ll keep an eye out." He motions for his men to take position, clearly understanding they are merely here as an audience.

  Trevor readies the longsword in his grip. "It’s risky, but I see the sense in it. That fire could shake things up."

  Aren grips his staff, mentally preparing to cast. "I’ll hit them as soon as the arrow lands. But we’ll need to move fast before the ones that don’t get caught start swarming us."

  Sienna pulls out an arrow and begins wrapping the tip in an oil-soaked cloth. She nods to Greg. "I’ll make it count."

  Greg takes a last look at everyone, ensuring they are in position. The plan is set.

  With a spark from flint and steel, Sienna ignites the arrow and takes careful aim at the massive, gnarled tree.

  (Do you want to roll for her attack, or should I handle it?)

  I said:

  (You can roll this one.)

  "Get ready guys," as Greg takes one last look at the clearing, looking for anything that could foil their plan.

  Seeing none he gives Sienna the go-ahead, "... and fire."

  ChatGPT said:

  Sienna takes a deep breath, narrows her eyes, and looses the flaming arrow.

  Attack Roll: 16 + mods → 22 (Hit!)

  The arrow sails through the air in a smooth arc and embeds itself deep into the dry, rotten bark of the dead tree. A few heartbeats pass before the oil-soaked cloth catches properly, and then—fwump—a small but hungry flame begins to spread up the gnarled wood.

  Almost immediately, the air around the clearing seems to shift. A low, unnatural groan rolls across the field as the standing zombies react, twitching violently as if jolted from some trance. Their heads jerk toward the fire, and their bodies soon lurch into motion.

  "Now!" Aren slams his staff down, casting Entangle. Thick vines explode from the ground, writhing like grasping fingers to ensnare as many zombies as possible.

  Saving Throws: (rolling...)

  Three of the zombies are immediately caught, their sluggish movements no match for the sudden entrapment. Two others, however, manage to stumble free, turning their decayed, empty gazes toward the source of the disruption.

  The ground trembles slightly beneath Greg’s feet. Something isn’t right. The fire is taking hold, but there’s a deeper, more ominous presence stirring within the heart of the tree.

  Cael’s voice hisses from behind, "Uh… I think we might’ve woken something up."

  Greg sees it now—deep within the blackened core of the dead tree, a sickly green glow begins to pulse. The sigil-marked earth at the base trembles, as if something beneath is reacting to the flames.

  The zombies that broke free are now shuffling toward the party, one of them letting out an awful, rattling screech.

  Greg has only seconds to decide—engage the loose zombies now, or turn focus to the shifting tree before whatever is inside fully wakes up?

  I said:

  "Hold here," Greg takes up a battle stance and Rages, clearly waiting for the zombies charging to reach their position away from the others.

  (once the battle starts, can you give a description where the party defense line is relative where the tree with the ensnared zombies? like in distance.)

  ChatGPT said:

  Greg braces himself, feeling the familiar burn of rage surge through his muscles. His vision sharpens, and the battle clarity sets in.

  Battlefield Layout:

  Greg, Trevor, and Aren form a defensive line about 25 feet from the burning tree. They stand at the ready, positioned between the advancing zombies and the rest of the group.

  Sienna and Cael's group are 15 feet behind Greg’s line, keeping their distance to provide ranged support and watch for surprises.

  The entangled zombies are right at the base of the burning tree (25 feet ahead of Greg), struggling against the vines.

  The glowing sigil and shifting ground are beneath the tree, right where the fire has begun to spread.

  Enemy Status:

  Two zombies (loose) are charging the front line (about 10 feet away from Greg now).

  Three zombies are entangled at the tree (still trapped but struggling).

  The tree itself is reacting to the fire—its core pulses sickly green, and the sigil-marked ground beneath it is trembling.

  The first zombie lunges forward, mindless and relentless, just as Greg anticipated—time to swing.

  I said:

  (quick question: Is this being treated as a surprise round for our side, before Initiative is rolled?)

  ChatGPT said:

  Yes, this counts as a surprise round for your side. The zombies were unaware of the attack until the fire arrow struck, giving your group the chance to act before initiative is officially rolled.

  Surprise Round Actions Already Taken:

  Sienna fired the arrow (tree is burning).

  Aren cast Entangle (3 zombies restrained).

  Greg used his bonus action to Rage.

  Now, Greg, Trevor, and Aren can take their actions before the zombies react and initiative is rolled. Greg gets to attack first since he was waiting for them to close in.

  I said:

  (noted)

  Greg rolls a 12, making his battleaxe with mods added an 18 to hit.

  ChatGPT said:

  That 18 hits the first zombie rushing in! Roll for damage.

  I said:

  that's a 7 on the die, +4 str, +2 rage = 13 total in slashing (if my math is correct)

  ChatGPT said:

  Yes, that's 13 slashing damage total!

  Greg's battleaxe cleaves into the oncoming zombie, cutting deep into its rotting flesh. The force of the blow staggers it, but the undead keeps moving, though barely holding together. It looks severely wounded but still standing.

  The rest of the zombies continue their charge—combat is now fully engaged! Initiative will be rolled for all participants.

  I said:

  Greg rolled a 12, making his Initiative a 14.

  ChatGPT said:

  Got it! Greg’s Initiative is 14.

  I’ll roll for the rest of the combatants and set up the turn order. One moment!

  Here’s the initiative order for the battle:

  Aren (20)

  Sienna (17)

  Cael's Crew (17)

  Greg (14)

  Zombies (11)

  Trevor (3)

  Aren is up first! His turn will consist in casting Entangle spell as planned, trying to restrain as many zombies as possible near the tree. ?

  Result was three of the five zombies fail their saves, becoming restrained in the grasping vines! But two manage to resist, remain mobile and are now charging the party.

  ?

  Next up: Sienna! She can take a shot at one of the free zombies or prepare for something else—what’s the plan? ?

  ?

  I said:

  If she has a clear shot, Sienna takes aim at the zombie Greg hit.

  If not, then she targets the other charging zombie.

  ChatGPT said:

  Sienna has a clear shot at the zombie Greg struck, so she looses an arrow!

  Attack Roll: 17 to hit! That connects.

  Damage Roll: 9 piercing.

  The arrow strikes deep into the zombie’s chest, but it remains standing, its grotesque body barely holding together.

  Next up: Trevor! What’s his action?

  I said:

  Trevor will use movement to block the other charging zombie, making sure he's standing in its way to prevent it from pushing further in. Then will attack as main action.

  ChatGPT said:

  Trevor moves to block the charging zombie, positioning himself directly in its path to prevent it from pushing forward.

  Now for his attack:

  Attack Roll: 15 to hit! That’s a solid hit.

  Damage Roll: 6 slashing.

  Trevor's blade slashes through the zombie's rotting flesh, but it remains standing, though visibly weakened.

  We go back to the top of the order! What’s Aren doing?

  I said:

  Aren will move to assist Trevor, flanking his zombie target, and making an attack.

  ChatGPT said:

  Aren moves to assist Trevor, finding a spot to outflank the zombie and get a good swing in.

  Let's see his attack!

  Attack Roll: 19 to hit! That's a solid hit, with advantage.

  Damage Roll: 8 bludgeoning damage.

  Aren's attack lands firmly in the zombie's side, causing it to stagger and grunt, but it's still holding on. The fight is heating up, but the undead don't give up that easily!

  It's now the zombies' turn. Would you like me to handle their attacks, or would you prefer to roll for them?

  I said:

  (you can make npc rolls)

  ChatGPT said:

  Great, let's handle the zombies' attacks!

  The zombie Greg attacked is going to strike back at him, with a mangled claw attack:

  Attack Roll: 14 to hit! (That will miss Greg.)

  It rakes at Greg with its claws, but they merely scrape against the chain shirt Greg is now wearing.

  Now for the second zombie, which was just attacked by Aren and Trevor. It will target Trevor in retaliation:

  Attack Roll: 18 to hit!

  Damage Roll: 6 slashing damage.

  This zombie takes a swipe at Trevor, getting through his defenses just a little, but it seems not quite as strong as the other.

  The third zombie, the one that Sienna had tried to shoot at earlier, is still rushing towards the group.

  It's the start of Greg's turn again!

  I said:

  Greg will attempt to finish off the one in front of him with a battleaxe strike.

  rolled an 18, +mods = 24 to hit

  if a hit, another 7 on the die for 13 more slashing damage.

  ChatGPT said:

  Greg's battleaxe hits with a 24!

  The 13 slashing damage cleaves through the zombie, and with the added force of his rage, he finishes it off with a mighty blow, sending its decayed body crashing to the ground.

  The undead before him is down, leaving only one other zombie still standing and engaged in combat with Trevor.

  It's now Sienna's turn—what would you like her to do?

  I said:

  She looses an arrow at one zombie that managed to break free and is charging in.

  ChatGPT said:

  Sienna takes aim and fires her arrow at the charging zombie.

  Sienna's attack roll is a 17 to hit. With modifiers, it’s a successful hit on the charging zombie. Let’s proceed with the damage:

  Sienna’s arrow deals 8 points of damage, which pierces the charging zombie's rotting flesh, slowing it down significantly but not quite taking it down yet.

  With that, the party has dealt some significant damage to the incoming zombies, and it looks like the battle is intensifying!

  Cael’s Crew's takes their turn now. Since their role is to act as lookouts and support, they’ll be keeping an eye out for additional threats while maintaining their position. They don’t engage in direct combat unless necessary.

  Now, moving on to Greg’s turn right after Cael’s Crew.

  Let me know what Greg would like to do!

  I said:

  Greg will use part of his movement to flank the zombie that is current engaged with Trevor and Aren. Action is to attack with his battleaxe.

  roll is a 13 +mods = 19 to hit.

  if a hit, deals roll of 2 +str +rage = 8 slashing damage.

  Greg's turn will continue with the rest of his movement to impede the third zombie, if target falls to this strike. If not, then Greg will hold this position.

  ChatGPT said:

  Greg swings his battleaxe and lands a solid blow on the zombie engaged with Trevor and Aren.

  The 19 to hit confirms a successful strike.

  The 8 slashing damage cleaves into the zombie, causing it to lurch back, its movements slow but still continuing.

  It’s still up, though not looking great.

  Greg stays put, keeping focus on the second zombie. This position held as he prepares for any further strikes, blocking the third zombie’s path as needed.

  We’re now back to the Zombies turn (11). The two remaining zombies will make their attacks against Trevor and Aren (and Greg if within range).

  Let’s resolve those actions now.

  The remaining zombies make their attacks:

  The zombie fighting Trevor and Aren (who's flanked by Greg) goes to strike at Trevor with a gruesome claw swipe. It rolls a 10 to hit. With Trevor's AC, that misses.

  The second zombie, rushes toward Greg, goes for a swipe as well. It rolls a 14 to hit, which Greg manages to deflect with his shield.

  That wraps up the Zombies' turn! Now we go back to Trevor’s turn.

  I said:

  Trevor will attempt to attack with advantage against the zombie he, Aren, and Greg have flanked.

  ChatGPT said:

  Trevor’s attack with advantage against the flanked zombie rolls as follows:

  First roll: 18 to hit.

  Second roll: 13 to hit.

  The first roll of 18 hits! Let’s calculate the damage.

  Trevor’s damage is:

  Roll: 6 (on the die) + 3 (modifier) = 9 slashing damage.

  With that hit, Trevor finishes off the zombie, and it collapses to the ground, no longer a threat.

  I said:

  (to clarify: we have the big dead tree slowly burning but it is making strange groaning noises and another 2 zombies still standing, but restrained in the entanglement?)

  (if so, are we still acting in turn order?)

  ChatGPT said:

  Here's a recap of the battle so far to ensure we're aligned before proceeding:

  Battle Recap - Dead Tree Clearing

  Initial Plan: The party attempted to burn the dead tree while using Entangle to restrain the zombies around it. The goal was to weaken or eliminate threats before engaging fully.

  Tree Status: The fire arrow hit its mark, and the tree has been slowly burning, producing strange groaning sounds.

  Entangle Spell: Successfully restrained two zombies near the tree, forcing them to struggle against the vines.

  Charging Zombies: One broke free from Entangle and rushed the party, getting hit by Sienna’s arrow.

  Combat Actions:

  Greg, Trevor, and Aren quickly focused down one zombie, flanking it and bringing it down.

  Sienna landed a solid hit on the charging zombie.

  Cael’s Crew remained at the rear guard, watching for other threats.

  The remaining zombies (the arrow-hit one and the two restrained ones) are still active.

  Current Status

  Party Members: Holding their ground near the burning tree, mostly unscathed.

  Zombies Remaining:

  The charging zombie (hit by Sienna’s arrow, still standing).

  Two zombies still restrained in Entangle (will re-roll STR saves on their turn).

  Turn Order:

  Aren (acted last turn)

  Sienna (next to act)

  Cael’s Crew (still on lookout)

  Greg

  Zombies

  Trevor

  Does this match your recollection? If so, we can resume with Sienna’s turn!

  I said:

  (Both are very good responses, but will choose #1. Please continue with combat.)

  ChatGPT said:

  Great! We'll continue from Sienna’s turn in the initiative order.

  Sienna’s Turn

  With one zombie still charging toward the group, its rotting form staggering but unrelenting despite the arrow wound, Sienna nocks another arrow and looses a shot at it.

  Attack Roll: 19 (1d20 +6) → Hit!

  Damage Roll: 7 (1d8 +4 piercing)!

  The arrow pierces through the zombie’s chest, slowing its momentum but it keeps coming, moaning in unnatural defiance.

  The undead lets out a guttural moan as it continues lurching forward!

  Cael’s Crew Turn

  Cael and his remaining men hold position, scanning the surrounding tree line for additional undead. One of them rolls Perception to spot any new undead threats.

  Perception Roll: 14 (1d20 +2)

  Result: No additional undead spotted yet, just the three zombies still active in combat.

  One of them calls out: "No movement yet—just those three!"

  They're still keeping watch but remain ready in case more undead emerge.

  Greg’s Turn

  Greg stands ready, shield raised and battleaxe in hand. The wounded charging zombie is still advancing, and the two restrained ones in Entangle are still held back (for now).

  Greg now has three visible enemies:

  One zombie (badly injured) is still charging.

  Two zombies remain entangled by Aren’s spell.

  What does Greg do?

  I said:

  Greg will use his movement to get in range of the charging zombie.

  He will then use a Reckless attack as his action.

  (asking if target is within 30 feet? before I make my roll)

  ChatGPT said:

  Yes, the charging zombie is within 30 feet, so Greg can reach it with his movement! Go ahead and roll your Reckless Attack.

  I said:

  oof, two 2s ... attack roll to hit is only an 8 total.

  ChatGPT said:

  Greg swings his battleaxe with ferocious strength, but the zombie lurches unpredictably at the last second, and the blade whiffs through empty air. The undead creature continues its mindless charge, undeterred by the near miss.

  Unless Greg has any bonus actions or further movement to take, it'll be the zombie's turn next!

  I said:

  nope that will be it for Greg's turn.

  (note: if the zombie does continue moving past Greg on its turn, it would trigger an opportunity attack. please keep that in mind for both the players and for your end as the DM.)

  ChatGPT said:

  Got it! If the zombie moves past Greg, he'll get an opportunity attack.

  Zombie's Turn

  The arrow-struck zombie, still lumbering forward despite its injuries, swipes its rotting claws at Greg, driven by whatever unnatural force animates it.

  Zombie's Attack (Advantage Roll):

  First roll: 14 (previous result)

  Second roll: 19 (hit!)

  Damage Roll: 4 bludgeoning (but halved to 2 due to Greg’s Rage resistance!)

  The zombie's rotting claws slam into Greg’s side, but thanks to his sheer resilience, the blow is barely more than a nuisance.

  Meanwhile, the two restrained zombies in the entanglement make their Strength saves to try and break free:

  Zombie 1: Rolls a 10 (fails, remains restrained!)

  Zombie 2: Rolls a 17 (succeeds, breaks free!)

  One zombie remains tangled in vines, while the other tears itself free with a grotesque lurch, its sunken eyes locking onto the battle ahead.

  With that, it's Trevor's turn next!

  I said:

  Trevor will use his movement to flank the zombie engaged with Greg, in attempt to get position advantage with his attacks.

  (again, this is all assuming he has enough movement to do so)

  ChatGPT said:

  Yes! Trevor has enough movement to flank the zombie, gaining advantage on his attack roll.

  Trevor’s Attack (Advantage Roll):

  First roll: 10

  Second roll: 18 (hit!)

  Damage Roll: 7 piercing damage

  Trevor drives his sword into the zombie’s exposed side, the blade sinking deep into its rotting flesh. The creature staggers, but its undead resilience keeps it standing.

  End of Round Recap:

  1 zombie still restrained in Entangle.

  1 zombie engaged in melee with Greg and Trevor (wounded but still up).

  1 zombie free and advancing toward the party (the one that broke free earlier).

  Aren is next in turn order. How would you like him to act?

  I said:

  Aren will run to try and intercept the zombie that broke free. If he doesn't have enough movement speed to reach, then his action will be to dodge.

  But if so, then he uses his action to attack in whatever manner you (DM) wants.

  However his movement will go atleast 10 feet around the already engaged zombie to avoid a potential counterstrike.

  ChatGPT said:

  Thanks for the clarification! Aren moves around the engaged zombie, positioning himself to intercept the one that broke free. Here’s what happens:

  Movement: He runs to intercept, covering about 10 feet to avoid the engaged zombie, then uses the remaining movement to close the gap on the free zombie (he has enough movement to reach it).

  Action: With his movement completed, Aren will make an attack.

  Let’s roll for that attack. I’ll take care of the roll for Aren.

  Roll: 14 (to hit) + 5 (Aren’s atk mod) = 19 to hit.

  Damage roll: 6 + 3 (str mod) = 9 damage bludgeoning.

  Aren successfully strikes the free zombie and deals a solid blow.

  Next up is Sienna, who can still make an attack on the restrained zombie.

  I said:

  No, Sienna will use her action to make a ranged attack on the zombie Aren just engaged.

  ChatGPT said:

  Got it! Sienna will focus on the free zombie that Aren engaged, taking a ranged shot with her bow.

  Let’s go ahead and roll for her attack:

  Roll to hit: 18 (natural roll) + 5 (her attack bonus) = 23 to hit.

  Damage roll: 7 (on the die) + 3 (dex mod) = 10 damage.

  Sienna’s arrow strikes true, landing a solid hit on the free zombie that Aren is currently facing. The zombie is looking weaker from the combined blows.

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  Now, we’re back to Greg! Your turn.

  I said:

  Greg uses shifts his position ever so slightly to gain flanking advantage (via Trevor) on the zombie he's with.

  attack roll with advantage is a 6 and 16, taking the 16 +atk mod is 22 to hit

  if that hits, damage roll is 6 +str +rage = 12 slashing

  ChatGPT said:

  The attack lands! Greg's battleaxe strikes the zombie with a solid blow.

  Damage: 12 slashing damage.

  The zombie reels from the hit, but it is still standing strong and is not yet defeated.

  Zombie Actions:

  Zombie 1 (engaged with Greg, Trevor, and Aren):

  This zombie attempts to strike Greg, who is still within its reach.

  Attack roll: 18 to hit.

  Damage: 6 slashing damage, but Greg's rage reduces that to 3 damage.

  Zombie 2: (moving toward the party):

  This zombie charges towards the party, inching closer.

  Zombie 3:

  This zombie is still restrained in the Entangle spell.

  It needs to make a Strength saving throw to break free.

  Roll: 8 (fails).

  Now that we've corrected the zombie actions, it's time for Trevor's turn! Would you like to continue with his action?

  I said:

  Trevor uses his flanking position to strike the zombie between he and Greg, in an attempt to finish it off.

  ChatGPT said:

  Trevor strikes at the zombie using the flanking advantage with Greg. Here's the roll:

  Attack Roll: Trevor rolls a 17, with his attack modifier (+5) making it a 22 to hit.

  Since this definitely hits, we move on to damage:

  Damage Roll: Trevor rolls a 5 on the die, with his modifier (+3 for Strength), making the total 8 slashing damage.

  This is enough to finish off the zombie in front of Greg, as it falls to the ground, lifeless.

  Trevor’s attack clears one of the zombies, and now there's only the one still restrained by Entangle and the other charging in!

  Next, it's Aren’s turn. Would you like to continue with his action?

  I said:

  Aren approaches the charging zombie and attacks with his quarterstaff.

  ChatGPT said:

  Got it! Aren moves to engage the charging zombie, and attacks.

  Attack Roll: Aren rolls a 14, with his attack modifier (+5) bringing the total to 19 to hit.

  That’s a hit! Now for the damage:

  Damage Roll: Aren rolls a 3 on the die, with his Strength modifier (+3), making the total damage 6 bludgeoning damage.

  This strike adds more damage to the zombie, but it’s still standing strong. Aren is making progress but will need to land another good blow to bring it down.

  Next up, Sienna's turn. Ready to take her action?

  I said:

  Sienna looses yet another arrow into that zombie.

  ChatGPT said:

  Sienna's attack roll is an 18! With her modifier, definitely hits the zombie. ?

  Sienna's arrow strikes true, dealing 11 piercing damage to the zombie she targeted.

  With that, the zombie is still standing, but it's clearly been hit hard.

  Cael's Crew is up next, what actions would you like them to take next?

  I said:

  They will continue acting as group lookouts, no need to roll each of their actions separate.

  Only if things go south, would you (DM) determine what other course they may take.

  ChatGPT said:

  Got it! Cael's Crew will continue in their lookout role, ensuring nothing else sneaks up on the party from the surrounding area.

  Now, with Greg's turn up next:

  What would Greg like to do?

  I said:

  Yes, Greg will use his movement to try and get in flanking position with the zombie Aren engaged.

  Then will use action to strike with his battleaxe.

  Let me know if his 30 feet of movement is to get into the correct position for an advantage swing?

  ChatGPT said:

  Greg's 30 feet of movement is more than enough to get into flanking position with Aren. By moving around the engaged zombie, he can position himself behind the charging zombie and be in a good spot to gain advantage on his attack.

  Now that you're ready, go ahead and roll for your attack!

  I said:

  Will do. rolls are a 7 and 15. 15 +atk mod = 21 to hit.

  If a hit, damage roll is a 5 +str +rage = 11 slashing total.

  ChatGPT said:

  That 21 hits! With your 11 slashing damage, you deal a strong blow to the zombie.

  The zombie is still standing, but looks severely wounded and nearly on its last legs.

  It’s now the zombie’s turn. Would you like to continue from here, or would you like to see what the zombie does next?

  I said:

  Yep, go ahead and continue the zombie's turn.

  ChatGPT said:

  The zombie, bloodied and staggering, turns to face Aren, who is right behind it. It attempts to retaliate against the one who hit it first, lashing out with its rotting claws.

  Attack roll:

  Rolls 7, with its modifier, this comes to a 12, which misses Aren.

  The zombie's movement is limited, as it's on its last legs, and it's unable to make any other significant advance.

  Zombie still entangled: The restrained zombie struggles against the magical vines holding it in place, but it is unable to break free.

  Strength saving throw: Rolls 9.

  This is insufficient to escape, so the zombie remains ensnared by the Entangle spell.

  End of Zombie's Turn.

  Let’s proceed with Trevor's turn:

  I said:

  Trevor will use his movement to gain a flanking advantage with the zombie Greg and Aren have pinned. Then attack if his movement speed is enough.

  ChatGPT said:

  Trevor should have enough movement to reach the zombie and flank it with Greg and Aren, assuming it's within 30 feet of movement. I'll proceed with the rest of the actions now.

  Trevor's Attack Roll:

  rolled a 13 and a 16, so with the higher of the two rolls, that's 16 will hit.

  Now, let's calculate the damage:

  For Trevor's weapon (longsword), assuming (1d8 slashing) as Trevor is also equipped with a shield.

  Trevor's STR modifier is likely +2, and with his strength modifier, this will add up.

  Trevor's Damage Roll:

  I rolled a 4 on the die, so +2 STR gives a total of 6 slashing damage.

  With that, Trevor's strike would land solidly on the zombie, taking it down. It was a well-timed attack while the zombie was flanked.

  The battle is nearing its end! There’s just the one zombie left to deal with now.

  Shall we proceed with Aren, Sienna, or Cael's Crew next?

  I said:

  As the last of the freed zombies fall, dead again, Greg heaves his new battleaxe back to face the big tree of deadwood and the last zombie still entangled.

  "Alright guys, prepare the Alchemist's Fire," he orders, seeing a most opportune time to use these vials.

  "Sienna, you keep feathering that last one."

  The battle plan here shifts into the party now focused on getting this tree good and well cooked. (pun intended there)

  ChatGPT said:

  Greg’s command shifts the team’s focus toward finishing this off with the big burning tree and the last zombie still stuck in the Entangle. The remaining zombie is the last threat in the area, but the team has a good setup for making sure the tree becomes a charred reminder of the battle.

  As Greg orders the Alchemist’s Fire preparation, here's the current status:

  The last zombie, still restrained by the Entangle spell, hasn’t moved yet and seems to be slowly withering away under the effect. It’ll be easy to deal with, especially as the group prepares to use the Alchemist’s Fire.

  Sienna, as per Greg’s orders, will keep targeting the zombie with her arrows, ensuring she’s finishes it off before moving on to the bigger threat.

  The plan is clear:

  Sienna keeps up attacking the last zombie.

  Aren and Trevor prepare to douse the tree with Alchemist’s Fire.

  Greg stays vigilant, ready to defend against anything unexpected.

  Does Greg want to help prepare the Alchemist's Fire, or should the others take care of it while he keeps an eye on the situation? And, does the party have a specific strategy for igniting the fire in the tree, or will Sienna fire an arrow to set it ablaze? Let me know how you'd like to proceed!

  I said:

  (this post is out-of-character to explain the particulars of what is to happen next in better detail)

  Remember, Sienna's attacks will have advantage since her zombie target is restrained. Well unless it breaks free of the Entangle restraint.

  Greg, Trevor, and Aren each have one vial of Alchemist's Fire. Sienna also has one, but her main priority right now is killing that last zombie.

  Cael's Crew is still just background characters, focused on lookout duty.

  As for the Alchemist's Fire in question, this item has a specific action interaction where they can be thrown up to 20 feet, and shatter on impact. It is like an improvised weapon and the damage they deal is 1d4 in Fire at the start of each turn for any creature or object that is hit by this object.

  Now narratively speaking, you as a DM can flavor this however way you want. But as the player, what I'm intending is that the already burning tree will serve as fuel for the dousing of Alchemist's Fire about to hit it. Think of it as pouring gasoline on fire here.

  ChatGPT said:

  Got it! Let's continue with the battle and the plan to deal with the last zombie and ignite the tree.

  Since the zombie is still restrained by the Entangle spell, Sienna can indeed make her attack with advantage. After her turn, the party can start throwing the Alchemist's Fire onto the tree to intensify the flames.

  I'll assume Sienna is up first to finish off the last zombie, and once that's taken care of, the rest of the party can begin using their Alchemist's Fire as planned. Shall we continue with Sienna's attack first?

  I said:

  Technically Aren is up first, if we are still using the previous turn order.

  His turn would be to rush in and throw his vial some 10-15 feet away. His target - the tree - is fairly big so it shouldn't require a roll. Or if you rule it does, it would be a low DC check as a ranged attack.

  Up to you how you want this plan of mine to play out in the 5e ruleset.

  ChatGPT said:

  Ah, you're absolutely right! Aren does indeed come first in the turn order.

  Since Aren is targeting the tree, and it's a large object, I would say the DC for a ranged attack isn't necessary; it's more about the general intent of the throw, so it’s reasonable to assume that he can hit the target without any issues. The Alchemist's Fire shatters on impact, spreading fire where it lands.

  I'll flavor this as Aren throwing his vial expertly at the tree, the glass shattering and the fire spreading rapidly. The already burning tree will flare up as the additional fuel from the Alchemist's Fire intensifies the blaze. The surrounding area will soon begin to feel the heat.

  This also sets the stage for Sienna to finish off the last zombie as her turn follows. Would you like me to roll for Sienna's attack to end the fight, or are we ready to move into the next phase with the tree and the flames spreading?

  I said:

  We can go ahead and stay in turn order if the last zombie is still (technically) in the fight.

  But you as DM can also make the determination that since it appears it will be killed easy enough, you can narrate Sienna's turn as finishing it off as to better focus on the battle's aftermath.

  Again, this is your choice as the DM, not mine to determine.

  ChatGPT said:

  Thank you for the clarification! Since the zombie is still restrained by the Entangle spell and Sienna has advantage on her attack, I’ll go ahead and narrate it as a quick resolution to avoid dragging things out.

  Sienna’s arrow, with unerring precision, strikes the last zombie in its weak spot. The monster staggers and collapses, finally dead again as its body is further shredded by the force of the attack. It is as if the air around the clearing is now at stand still, save for the crackling fire growing steadily.

  Now that the immediate danger is over, we can shift focus to the aftermath!

  The fire from the Alchemist's Fire has spread, and the once dead tree now burns with an intensity that rapidly consumes the deadwood, turning it into a roaring inferno. The area around it feels uncomfortably hot, and you can hear the crackling and occasional groaning of the large, twisted tree as it burns. The flames should make sure any further undead are quickly reduced to ash, especially given the sheer heat now emanating from the fire.

  Cael’s Crew, still acting as lookouts, keep their eyes peeled in case more undead or any surprises arrive. But for now, the immediate threat is gone.

  Do you want to proceed with any immediate actions, or would you like to focus on the aftermath and next steps for the group (loot, investigation, etc.)?

  I said:

  Seeing the last zombie fall and any immediate hostile threat gone, Greg quickly has Trevor rush forward to throw their two Alchemist's Fire into the now roaring flame.

  "Guys get clear," the barbarian shouts over the rising smoke.

  (The party will retreat roughly 20 feet away from the tree to gauge how the plan to burn this tree to deal with the undead problem goes.)

  ChatGPT said:

  As Greg and Trevor rush forward, the heat from the flaming tree intensifies. They hurl another two vials of Alchemist's Fire, them shatters upon impact, adding another burst of flame to the already growing inferno. The flames crackle and writhe as the fire spreads quickly along the dry bark and the twisted roots of the tree.

  The rest of the party moves quickly to follow Greg’s orders, retreating about 20 feet to put some distance between them and the now blazing tree. The crackling of the flames grows louder, and a thick smoke begins to rise into the air. The fire continues to consume the tree in its entirety, and you can see the once-gnarled branches now glowing as red hot embers.

  As the party moves to watch from a safe distance, the initial blaze and hissing of the flames slowly gives way as the heat of the intensity burns out.

  A few minutes pass, and while the tree still burns, it is at a far less rapid pace. The smell of charred wood begins to fill the air, clouding the once-still clearing in a haze of smoke. There’s a sense of finality as the flames begin to die out, leaving little of what was the twisted, undead-infested tree behind.

  The immediate threat seems to have been handled—both the zombies and the ominous presence of the dead tree are gone.

  What would Greg and the party do next? Would they investigate the aftermath, or prepare to move on?

  I said:

  "And that's how it is done," Greg huffs to Cael's crew as though dealing with an undead curse was just that simple.

  "We didn't even need all of it," even joking to the others, remarking about how they still have another vial of the Alchemist's Fire left.

  "But we need to make sure that is the end of it," and the half-orc will lead both parties back down to investigate the scene after the dead tree is in its last stages of burning.

  ChatGPT said:

  As the blaze dies out, Greg leads the group back toward the clearing with Cael’s Crew following behind. The air is thick with smoke, and the smell of burnt wood lingers everywhere. The crackling of those last flames continues to echo in the clearing, but the once-ominous, twisting dead tree is now little more than a charred remnant.

  The other Alchemist's Fire vials still remain in Sienna's hands, an unused reminder of the brutal destruction they've just caused. As they approach the base of the now-burnt tree, there’s a moment of silence as they all take in the aftermath.

  The ground around the tree is scorched, and the undead presence that once loomed here seems to have dissipated. A few stray pieces of bone and rotting flesh are left behind, but nothing more. As Greg and the others investigate further, they can see the telltale signs of an area thoroughly purged of its cursed energies.

  Just as the last light of the dying blaze sputter out, there’s a nagging feeling that the disturbance caused by the undead was not entirely natural. It was as if the tree of deadwood itself had been a conduit for something far worse—something that might still be lurking out there in the wider world.

  Cael’s Crew remains silent, their earlier nervousness replaced by the satisfaction of the fight's outcome. They stand at a distance, awaiting Greg's next orders.

  What will Greg do now, with the danger apparently extinguished? Continue to investigate, or will he call for the party to declare this mission a success?

  I said:

  (I would picture Sienna checking at that upturned earth spot she had noticed prior to the battle.)

  ChatGPT said:

  As the group surveys the now-quiet clearing, Sienna’s attention is drawn to the upturned earth she had noticed earlier. The marks in the soil, still fresh and eerily unnatural, seem even more suspicious in the aftermath of the battle. While the rest of the party stands back, taking in the scene or talking amongst themselves, Sienna steps carefully toward the spot, her senses alert.

  The earth is loose and disturbed, but there is something else beneath the surface—a strange, faint hum that seems to pulse through the ground, just at the edges of her perception. Kneeling down, Sienna brushes away the soil, revealing a hidden hollow beneath. The moment her fingers touch the dirt, she feels a subtle shift, as though something beneath is aware of her presence.

  Upon digging a little deeper, she uncovers a small, glowing symbol—an arcane mark, faint but still visible. It seems to have been carved into the earth itself, etched with unnatural precision. The symbol is one Sienna might recognize, or at least its power: a sigil that appears to be tied to necromantic magic, perhaps even a summoning mark.

  The mark seems to pulse faintly with dark energy, and as she looks closely, the once-empty patch of earth seems almost... hungry, as if it’s waiting for something—or someone—to complete the ritual.

  The rest of the party, still discussing the aftermath of the fight, might not notice Sienna’s discovery just yet, unless she chooses to call them over.

  What does Sienna do next with this unsettling find?

  I said:

  (she would call them over with a line like, "hey there was something here", but do narrate it better than that please)

  ChatGPT said:

  As Sienna crouches over the disturbed earth, her fingers brushing over the glowing sigil, a sense of unease settles over her. The arcane symbol seems almost to pulse with dark intent, and the air around it feels heavier than before. She stands up slowly, wiping the dirt from her hands, her eyes narrowed in thought.

  She looks toward the group, then calls out in a firm, but not overly urgent tone, "There's something here. It’s not just a burial site."

  Her voice carries the weight of discovery, and as the others begin to gather, they can see the faint, ominous glow in the ground where she’s pointing.

  "What is it?" Greg asks, stepping forward and giving the spot a wary glance, already reaching for his stance for another round of battle.

  Sienna’s hand hovers over the symbol, hesitant to disturb it any further. "It’s some sort of necromantic sigil, I think. Whoever—or whatever—set up this tree trap wasn’t just aiming for an undead horde. This looks like it could be part of something much worse."

  She looks back at the group, her gaze serious now. "We need to dig further or figure out what triggered this. If the rest of this ritual isn’t stopped, we might not be done with the undead just yet."

  The faint pulse of the symbol seems to echo in the silence, as if the land itself is waiting for something to occur. The group, aware of the grave implications, waits for a decision on whether to investigate further or retreat.

  I said:

  "Well there's one good way to deal with this," as Greg doffs his shield and drops the battleaxe, to unsheathe his greataxe with one long flourish.

  The others freeze in that moment, seeing the barbarian plant his feet heavy, the weapon arcing high in the air like a pickaxe.

  In the next, they couldn't back away fast enough as they run to take cover from Greg's heavy-handed blow onto the sigil-ed earth. And again, and again, and again his greataxe falls like a mallet with single minded purpose.

  ChatGPT said:

  Greg’s strikes are savage, each blow from his greataxe crashing down into the earth with the fury of a storm. The sigil, previously faint and subtle in its arcane glow, flares briefly with each strike, as if trying to resist the force that’s bearing down on it. Dirt and stone fly into the air with every swing, creating a cloud of debris that temporarily obscures the ground beneath them.

  The others, wide-eyed, scramble to get out of the way as the half-orc’s rage-filled blows continue. The sheer force of his attacks seems to reverberate through the ground itself, each strike like a hammer to the very fabric of the earth. The once-gleaming sigil begins to crack under the weight of the barbarian’s onslaught, the magic that had once pulsed so ominously beginning to wane with every shattered piece of dirt and stone.

  Finally, after several more devastating strikes, Greg’s greataxe lands with a final, resounding blow, breaking the sigil apart completely. The pulsing glow fades, leaving behind only broken earth and disturbed soil. The ground beneath him remains still, no longer thrumming with dark energy.

  Greg stands there for a moment, breathing heavily, his greataxe resting on his shoulder, eyes scanning the scene.

  "That should do it," he says with a satisfied grunt, wiping sweat from his brow. "Now we’ll just wait to see if anything else tries to gather 'round here."

  The others, now cautiously approaching, glance down at the spot where the sigil had once been. The air feels lighter, but there’s still a lingering unease.

  "Yes... let’s make sure that’s the last of it," Sienna suggests, both frightened and impressed at Greg’s handiwork. "We don’t know what kind of magic that was, but we’ve got to be certain it won’t come back."

  The group, a little more relaxed now but still wary, begins to examine the area around the destroyed sigil, making sure nothing else remains that could pose a threat.

  I said:

  "We may as well make use of your camp for the night," Greg looks sideways to Cael, leaving him no room to argue consent.

  "And while we wait, you can tell us all about this boss of yours," again the barbarian leaves no room for argument.

  (Let me know if any rolls are needed.)

  ChatGPT said: (alternate)

  As the last of the zombies crumbles and the fires from the dead tree continue to rage, the party stands in the clearing, watching the smoke rise. The strange, groaning sounds of the tree begin to subside as the flames eat away at its cursed bark. The sickly energy that had lingered in the air feels like it’s beginning to dissipate, but something still feels… unfinished.

  Sienna’s sharp eyes scan the remnants of the battlefield, and she notices something strange about the twisted roots of the tree. Perhaps it was more than just a simple undead horde causing the strife here. Something dark, more insidious, might have been at the heart of the curse itself. She recalls the odd unease in the air earlier and how the tree seemed to pulse with unnatural life—perhaps it had been the epicenter of the corruption that had spread across the region.

  Then, her gaze shifts to the ground, to the disturbed patch of dirt she had spotted earlier before the battle erupted. "Hey," she calls out, her voice steady but firm. "There was something here before."

  Greg steps forward, gripping his greataxe with both hands as he glances down at the unearthed soil. The party gathers around as the moonlight glints off something carved into the dirt—a sigil, old and crude but still pulsing faintly with residual necrotic energy.

  â€œWell, there’s one good way to deal with this,” Greg mutters, stepping forward. He doffs his shield and battleaxe, then unslings his greataxe with one long flourish.

  The others freeze in that moment, watching as the barbarian plants his feet and arcs the massive weapon overhead.

  THUD. The first strike lands like a hammer. Dirt and charred roots split open.

  THUD. The second impact shakes loose more soil, exposing deeper carvings and unnatural runes etched into stone beneath.

  THUD. And with the third, a sharp crack rings out as the sigil shatters under Greg’s relentless assault. A wave of stagnant, putrid air rushes out like the dying breath of something ancient.

  For the first time all night, the clearing falls truly silent. Whatever dark power had clung to this place, it has now been severed.

  Greg lets out a slow exhale and rolls his shoulders. "And that’s that."

  The group takes a few steps back, watching as the flames consume what’s left of the dead tree.

  Cael, who had been keeping his distance, finally steps forward, his expression unreadable. "You might be right," he says cautiously, watching the flames. "That tree might’ve been the focal point. But whatever planted that? That could be a whole other matter—something deeper."

  Greg glances sideways at Cael, his gaze sharp. “The Alliance doesn’t usually get involved in this kind of thing. What’s so special about this backwater?”

  Cael hesitates, but then exhales. "It was site to an ancient empire way back when… but maybe someone, or something, has taken an interest in it again. My orders were to investigate, but I wasn’t given details. Now, though?" He gestures at the burning remains of the tree. "I’d wager we just saw a taste of what’s coming."

  Greg watches him for a long moment, then nods. "Well, we may as well make use of your camp for the night," he says flatly, leaving no room for argument. "And while we wait, you can tell us all about this boss of yours."

  The fire crackles, the smoke rises, and as the party retreats to rest, the feeling lingers—this was just the beginning.

  ChatGPT said:

  Cael seems to stiffen at Greg’s command but eventually nods, clearly not in the mood to argue after the fierce display of force. He motions to the clearing they had used earlier as a staging area, where they had set up their temporary camp.

  â€œWe’ll make use of it as we planned,” Cael says reluctantly, though his voice carries a certain resignation, perhaps realizing the battle is over for now. His hand gestures toward the edge of the clearing where the campfire still smolders lightly, its warmth inviting after the chaotic battle.

  "I suppose now is as good a time as any," Cael adds, though the hint of discomfort in his voice isn’t lost on the group. “It’s not a simple story, but I can share what I know."

  As Cael begins to settle in by the fire, he starts recounting his tale.

  â€œWe had been hired for a series of tasks around the area, mostly reconnaissance work. But... it wasn’t just any ole contract. Their interest was only in the survey itself, and we weren’t told to follow any more than that. I didn’t realize until recently just how out-of-hand this problem had become."

  He shifts, looking around at the party, his gaze lingering on the now-destroyed sigil. "There’s talk of dark forces at work, ones tied to necromancy and more. And it is like our contractor knew it was going to happen. They may have wanted the undead unleashed here to disrupt something—or perhaps their running counter-interference and want us to keep tabs. But whatever it is, this little region is neck deep in it."

  The campfire crackles, and for a moment, Cael hesitates before continuing.

  â€œThis contract... well, I’m starting to believe something more at play here. Something hidden."

  Cael’s eyes flick back to the sigil on the ground, his face reflecting the unease of the situation.

  "If we’re lucky, the undead problem is done with for now. But what if there’s more going on, more of those sigils buried about."

  (Let me know if you’d like to probe further, or roll Insight/Perception, etc. for any hidden motives from Cael or his contract!)

  I said:

  (also remember, the npcs may have certain skillsets that may prove useful in social encounters, should Greg be at a loss to advance a particular angle. But again, this is at your (DM) discretion.)

  Greg listens to Cael's tale with a stony gaze as if judging he'd be stupid enough to make up a story as such. "Well sounds like you got set up or were saddled with a job to big for your britches. Either way, whoever your mysterious benefactor is seems privy to what went on. And that atleast quells some of my unease about you lot."

  Then the half-orc recommends Cael to forward news of the events here to his superiors first chance he gets, well should the rogues still value the job.

  ChatGPT said:

  Cael shifts his weight slightly, sensing the weight of Greg's gaze, and he nods, his expression serious. "Yes, we thought it was an easy enough task. Like taking a camping trip. But on our first night here, there was strange movement we could not perceive, whispers in the wind, and a cold chill. We didn't think too much of it at the time. Chaulking it up to the weird nature of the High Moor." He looks at Greg, perhaps gauging the half-orc’s curiosity.

  "Then we received further orders to stay put... we didn't really expect that right out of the blue." He gestures vaguely to the smoldering battlefield, his voice thick with frustration. "This region has always been something of a mystery, but it’s clear now that someone, or something, is working towards an act of significance here."

  Greg’s suggestion to forward the news reaches Cael, and he takes a deep breath before responding. "I'll be sure to send word," Cael says with a nod. "My superiors need to know the change in situation. Although I'm also worried they are intentionally keeping us in the dark."

  He then pauses, as if turning over something in his mind. "But there's something more troubling," Cael continues, his voice lowering a little. "We weren't just here for reconnaissance. There was something off about the orders—something that hinted at this larger, more unsettling picture. And I don’t think we're done yet. There’s more to this area than anyone's letting on."

  At this point, Sienna or any of the others might want to interject or probe further, depending on the direction of their suspicion.

  (If you’d like to use skills like Insight, Persuasion, or History to get more details, just let me know. I’d also be happy to adjust NPC dialogue to suit the direction of Greg’s investigation.)

  I said:

  (Greg will try to use Persuasion, as it is the only one of the three listed skills he has proficiency in.)

  (roll is 18, with mods equals to 21 total)

  Greg will attempt to keep Cael talking about the odd orders in question. Aiming him at guessing from his perspective why this Keep is important.

  ChatGPT said:

  With Greg's skillful use of persuasion, Cael’s defenses start to crumble slightly. He lets out a sigh, clearly not expecting the level of intensity Greg is applying, but there’s a shift in his body language—less guarded, more open.

  "You're good at this," Cael comments with a half-smile, but then his face hardens again. "You’re right, something doesn’t sit right with me, either. Those orders... they weren’t clear, and the secrecy surrounding them felt odd from the start. We were told to maintain a presence there and be alert, but never given a solid reason why. It’s like they were expecting something... but didn’t want to say what."

  He runs a hand through his hair, clearly still unsettled. "And as for the why though..." Cael pauses, his gaze momentarily lost as if searching for an explanation. "It’s hard to say. Historically, the High Moor has been a rather barren land since the Dark Disaster, and that was like ten thousand years ago. Nowadays, it is known more as a monster-ridden landscape. But within there are still many ruins to be found of the old elf empire. Abandoned as they are. Or perhaps this unknown power seeks to gain a wider influence in the region, like turning the old fallen networks into a foothold."

  Cael looks thoughtful before continuing, "But I cannot fathom anyone being able to achieve all this in a broader strategic sense, especially with the land still carrying scars from the Crown Wars. Yet if whoever's behind this can lay down roots here, or deeper in the Moor, they'd have a staging ground for something much larger. We’re just not sure what that ‘something’ is yet. And the undead curse here, maybe a distraction to keep us focused on the wrong thing, or a portent to come."

  Cael’s tone suggests he’s speaking as much to himself as to Greg, but his words seem to ring with a growing understanding that something darker is afoot.

  (With the newfound information, you and your party can start making decisions on what to do next: Do you want to continue asking Cael questions? Head to the Keep? Or focus on something else?)

  I said:

  The party will take a long rest at Cael's campsite for the night, remarking his crew has earned the right to continue as their lookouts. Yes a clear joke there.

  "In the morning, we'll begin our trek back to Ormstead to report to the captain about our success here. Also I need to start thinking about our rewards." Greg says the last bit as he dismisses the others for a good night's rest.

  ChatGPT said:

  As night falls over the forest, the firelight flickers gently, casting long shadows on the nearby trees. The party settles into Cael’s campsite, the tension from the day’s battle slowly dissolving as the sound of crackling wood fills the air. Cael's crew, while still vigilant, understands the need for rest and dutifully takes up their positions as lookouts, though Greg’s lighthearted jab about their performance earns a few chuckles from the group.

  As the party settles in for the night, Cael’s crew takes their shift to stand guard, though the atmosphere is far less tense than the previous hours. The sounds of the forest, the occasional call of distant birds, and the steady crackle of the fire are now the only things that break the silence. The party members, knowing a long journey awaits in the morning, enjoy a well-deserved rest.

  The night passes uneventfully, save for the rhythmic sounds of the forest surrounding them. By the time dawn breaks, casting a pale golden light across the clearing, everyone is well-rested and ready to set out on the next part of their journey.

  Morning arrives:

  Greg: You wake up feeling the familiar weight of your greataxe, but the comfort of a solid rest leaves you energized and ready for what comes next. The cool morning air carries the scent of damp earth and fresh pine, a welcome contrast to the heat of the battle the night before.

  Sienna: She awakens with a sense of purpose, the remnants of the group's efforts burned into memory, with the feeling the journey has just begun.

  Aren and Trevor: They’re up early, shaking off the remnants of sleep. The past night’s events were taxing, but the quiet morning gives them time to reflect that they are still alive, and should probably ask for extra pay after this entire ordeal is done.

  After some light breakfast preparations, Cael gathers his crew and prepares to move out.

  Cael speaks up: "We are also heading out. I'm taking my team back to Waterdeep to forward news of the ongoings here. That alone should be worth a few coins to the right ears. My orders were clear enough, but I just don't fancy our chances. Whatever’s brewing out here is more than I fear a small army can handle… but I wish you all the luck on your journey, all the same."

  He shares a nod with the rest of his crew, signaling them to pack up. They’ve been ready to move out.

  Greg bids Cael's Crew good fortune as well before getting his party’s plan to head out in motion. After another quick checkup on the clearing, the group comes to the conclusion it is safe enough to return to Ormstead. The air is still thick with odors of last night's giant bonfire, but the path is clear, and the journey ahead should be relatively uneventful unless something new comes up.

  Are there any last-minute preparations before leaving or anything else you’d like to do before heading to Ormstead?

  I said:

  (okay let's continue with the party waking up to start their journey back to Ormstead.)

  ChatGPT said: (alternate)

  As dawn breaks over the forest, the party stirs from their rest at Cael’s camp. The previous night had been relatively uneventful, aside from the lingering smell of charred wood and lingering embers where the dead tree once stood. The sense of unnatural dread that had plagued the area before was gone, replaced with a still, almost peaceful atmosphere. Even if the air still smelled of ash.

  Greg stretches, rolling his shoulders and gathering his gear. “Alright, pack it up. We’re heading back to Ormstead.” His voice is firm but satisfied—the job was done.

  Cael and his crew are already awake, tending to their own supplies. The rogue gives a nod. “We’ll head out soon ourselves. No point in us staying here.” He pauses, considering Greg’s earlier recommendation. “We’ll pass the word to our people about what happened here. Sounds like trouble that’s not going away anytime soon.”

  The group eats a quick meal before setting off, the journey back toward Ormstead beginning under the soft light of morning. There’s a quiet sense of accomplishment, though the implications of what they uncovered still weigh in the back of their minds.

  (If there’s anything you want to add or a specific encounter on the way back, let me know—otherwise, I can wrap up with their arrival and debriefing in Ormstead.)

  I said:

  (Do we have to roll some travel checks, or would we run into any more undead along the way, like the bear? or has the curse been temporarily broken so all the undead in the area were extinguished. If this happens during the travel back - again IF you as DM have planned it - you can include it as part of the journey. But it if will be a largely uneventful travel, then you can narrate it so.)

  ChatGPT said:

  The journey back to Ormstead is markedly different from the trek into the cursed forest. The air feels lighter, the oppressive chill that had clung to the land now faded. Birds cautiously return to the trees, their songs hesitant but present, and the forest seems to breathe again. If the undead curse still lingers, it is nowhere near as strong as before.

  Still, old habits die hard. Greg and the others keep a wary eye on the path ahead, expecting more trouble. But no undead stir from the shadows, and no signs of lingering corruption mar the land. It seems, for now, that the destruction of the dead tree and the sigil has at least broken the immediate influence over the area.

  The only disturbance along the way is finding the remains of the undead bear they had fled from before. This time it was lying completely still. Whatever magic had animated it was lifted, leaving only an empty carcass. Greg can't help but take a short break as he gives it a proper funeral rite. The others silent in vigil in watching an old tradition.

  Yet they continue on. By midday, the trees begin to thin, and the sight of Ormstead’s wooden palisade greets them in the distance.

  (If you want to roleplay the arrival or the report to the captain, we can play that out. Otherwise, I can summarize the party’s debriefing and conclusion of the one-shot.)

  I said:

  As the party makes their approach to town, Greg sees the two guards at the gate and raises his fist victory.

  "Send word to the captain," he says as soon as they get within earshot. "I think we managed to smash whatever got the zombies going in there," and gives them an early report about the passing of the undead bear. One of the few they didn't kill outright but fell all the same.

  Greg then waits to see how they will be received.

  ChatGPT said:

  The guards at the gate exchange glances before one quickly rushes into town to relay the message. The other steps forward, giving Greg and the rest of the party a skeptical look before scanning the tree line behind them.

  â€œYou’re saying the whole damn undead mess is handled?” he asks, lowering his spear slightly. “Just like that?”

  Trevor, brushing soot off his armor from the burning tree, smirks. “More or less. Got a big ol’ heap of cursed firewood still smoldering back there, and a few dozen corpses making their second trip to the grave.”

  Sienna, quiet as usual, just nods.

  The guard lets out a low whistle. “Hells, if that’s true, you’re gonna be the best news this town's had in weeks.”

  Moments later, the first guard returns, breathless. “Captain’s waiting at the barracks. Says to bring ‘em in right away.”

  Greg and his crew are led into Ormstead, the usual cautious stares from the townsfolk directed to strangers are now mixed with something else—relief. Whispers follow them, some calling them mercenaries, others heroes. By the time they reach the barracks, Captain Eldrick is already waiting by the entrance, arms crossed.

  â€œAbout damn time you lot came back,” he says, his tone gruff but his eyes betraying a hint of relief. “Come inside and give me the full story.”

  (If you want to go into detail for the debriefing scene, we can. Otherwise, I can summarize how it plays out.)

  I said:

  Greg is once again thrust into the limelight as he is sat down in the captain's office. There he goes over the full detail of their task: their tracking in the night, in fighting off a small horde of zombies, finding the rogues of dubious alliance, and then finally the climatic battle at the tree.

  Not a detail was missed. Maybe some gratuitous bluster was had. But those listening wouldn't call the barbarian out on it. Not on this day.

  (Will wait for the captain to respond.)

  Otherwise, Greg will look parched after his long winded tale and look sheepishly at the Captain to ask in a rather bemusing tone, " ... so now, about our payment."

  (We can end it here or you can continue if you want.)

  ChatGPT said:

  Captain Eldrick listens intently, arms still crossed, his expression unreadable. As Greg’s tale unfolds, a slow shift in his demeanor becomes apparent—first skepticism, then grim understanding, and finally something close to admiration. He exhales sharply through his nose when Greg finishes, shaking his head.

  â€œWell,” Eldrick mutters, rubbing a hand down his face. “You certainly didn’t do things halfway.”

  He turns to a desk drawer, pulling out a leather pouch filled with coins. With a practiced motion, he tosses it onto the table, the satisfying clink of coins echoing in the small room.

  â€œNot sure how much of a collection is there,” he says. “But, you all earned it.”

  Greg eyes the pouch, then meets the captain’s gaze. The orc-blooded warrior may have been boisterous in his tale, but Eldrick can tell he’s keen on what comes next.

  The captain leans forward, clasping his hands together. “There’s something else. You did more than just clean up a local mess—you likely saved the whole damn town from a disaster in the making.” He lets that sink in before continuing.

  â€œIf you want it, I can make arrangements for you and your team to stay on in our little garrison. We could always use more talented recruits, especially if something bigger was stirring in that forest. People who’ve proven they can handle themselves.”

  "Besides you already look the part," the captain remarks to Greg of his new gear, clearly nodding he may keep them.

  Eldrick lets the offer hang in the air for a moment longer, before adding, “No obligation. Just give it a think. Regardless, I'd think you’d be welcomed in Ormstead anytime, mercenary or not.”

  Greg, still eyeing the coin pouch, then glances at the captain with a lopsided grin. “Well, I’ll think about it… after I get something to drink.”

  The captain chuckles and waves him off. “Try not to drink through your whole reward in one night.”

  Greg and the party exit the barracks, coin in hand, with options ahead of them—their journey complete, at least for now.

  SESSION 0 END.

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