The wraiths move forward and attack the closest living creatures.
Wraith 1 vs Jon 1d20 + 6 ⇒ (16) + 6 = 22 touch attack, 1d6 ⇒ 2 dmg and 1d6 ⇒ 5 con drain
Wraith 2 vs Axelrod 1d20 + 6 ⇒ (20) + 6 = 26 touch attack, 1d6 ⇒ 2 dmg and 1d6 ⇒ 5 con drain, confirm crit 1d20 + 6 ⇒ (5) + 6 = 11, lucky missed on touch confirm
Both Jon and Axelrod roll a Fort check DC 17 or take the con damage
Jon 29
Wraith 24
Axelrod 11
Savannah
Flimflam
Jon:
A super strong light could, but the light from your weapon is not strong enough
The combination of attacks is just to much for the wraith in front of Jon and ashes float to the ground.
Nope it does not, he can choose damage or heal and he choose damage
Saves:
w1 against Savannah 1d20 + 8 ⇒ (15) + 8 = 23
w1 against Flim 1d20 + 4 ⇒ (18) + 4 = 22 Jon 29
Wraith 24
Axelrod 11
Savannah
Flimflam
Looking over Axel and Jon "The two of you are hurt pretty bad, we aren't going any further today.." After appraising relative health Savannah decides to cast restoration on Jon.
Jon your con dmg is healed but not the health from it
John does as he is instructed and looks for something else he can anchor the rope to just in case. 1d20 + 22 ⇒ (19) + 22 = 41perception check for something else to tie off to "Hold still Axel! We are fishing with Warlock bait!"
Flimflam spends quite a bit of time in the water, once he comes out he is holding a small drinking horn. He did not note any other items in the water, but believes he spied a way out up stream, down steam, and in a small hole in the bottom on the western side where the water is calmer.
Drinking Horn of Plenty: at a command the horn will provide any liquid you request (room temperature, so liquid gold/iron/silver doesnt work)
"Great went fishing and all I got was a drinking horn...anyone know a dwarf that would like unlimited ale???"
Unless we have strong swimmers not sure we can go taht way, likely will need to continue down the current path We also need to search the later room for treasure
Flimflam shrugs and dives back into the pool in the calm area to scout out the hole. Assuming I have enough room and it's safe on the other side will tie off rope on that side and take it back to the group
It is a relatively easy to get through the watery tunnel with the rope that Flimflam provies. You come out in a small circule room with two doors. The western door is ajar and leads to some stairs but the door to the east is locked.
The northeast door indicates that it opens to a small grove frive miles from Fairhill(far away) and is one way only.
The northwest door indicates leads to an oasis 400 miles to the south but it is two way.
The southeast portal indicates it leads to the Upper Temple of Orcus that is located on your current level and is one way.
The southwest portal leads to the lair of the Spider Queen and it is two way.
"Spider Queen huh.... gonna be a bad time... Temple of Orcus on the other hand... that's what we are here for... And if need be we can go back through"
Sounds like we are headed southeast. Jon motions his approval to Flim Flam "I have had enough of poison. I'll not waste my time on a spider queen unless it is necessary."
The collects itself and walks through the southeast portal and immediatly appear in an empy room full of bones and debris. There is a corridor leading to the east and one leading to the southwest.