Fergus McDammitson |
Dex Save w/advantage: 1d20 + 3 ⇒ (19) + 3 = 22 or 1d20 + 3 ⇒ (10) + 3 = 13
Dex Save w/advantage: 1d20 + 3 ⇒ (16) + 3 = 19 or 1d20 + 3 ⇒ (20) + 3 = 23
Attacking Mephit One:
First Attack: 1d20 + 8 ⇒ (19) + 8 = 27 for Damage: 1d8 + 7 ⇒ (4) + 7 = 11
Second Attack: 1d20 + 8 ⇒ (15) + 8 = 23 for Damage: 1d8 + 7 ⇒ (3) + 7 = 10
If this brings down Mephit One, Fergus will be charging the Queen.
DM RyckyRych |
Both Varis and Fergus avoid some of the flames! Fergus then brings down the mephit an charges the queen, striking her!
1. Fizz (-1), Fergus (-9) and Haldor
2. Queen Shephatiah (-22)
3. Varis (-7)
4. Fire Mephit
Haldor Dagsson |
Haldor steps out from cover, casts Sacred Flame on the remaining mephit, and then steps back behind the pillar.
Damage: 1d8 ⇒ 3 Dex save 15
DM RyckyRych |
Dex: 1d20 + 1 ⇒ (5) + 1 = 6
The mephit yelps in pain, though he doesn't look to be too badly injured. The Queen then casts another spell!
Haldor, Varis and Fergus needs to make a DC 14 Wisdom save or be paralyzed via the Hold Person spell.
1. Fizz (-1), Fergus (-9, save pending) and Haldor (save pending)
2. Queen Shephatiah (-22)
3. Varis (-7, save pending)
4. Fire Mephit (-3)
Varis Starflower |
Wis Save: 1d20 + 3 ⇒ (19) + 3 = 22
vs Two
sword: 1d20 + 8 ⇒ (9) + 8 = 17 dmg: 1d6 + 5 ⇒ (1) + 5 = 6
sword: 1d20 + 8 ⇒ (18) + 8 = 26 dmg: 1d6 + 5 ⇒ (4) + 5 = 9
as bonus
fist: 1d20 + 7 ⇒ (2) + 7 = 9 dmg: 1d6 + 4 ⇒ (3) + 4 = 7
Fergus McDammitson |
Wisdom Save: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
DM RyckyRych |
I just noticed part of a previous post vanished on me, when Fergus killed the first mephit. When the mephit died it burst into flames, doing Fire!: 2d6 ⇒ (5, 3) = 8 damage to Fergus. DC 11 Dexterity for half.
Varis strikes the mephit twice but his third blow fails to land! The mephit seems to take offense to the injuries and fights back!
1d6 ⇒ 1
Claw: 1d20 + 3 ⇒ (17) + 3 = 20 for Slashing: 1d4 + 1 ⇒ (3) + 1 = 4 and Fire: 1d4 ⇒ 1
1. Fizz (-1), Fergus (-9?, Dex save pending) and Haldor
2. Queen Shephatiah (-22)
3. Varis (-12)
4. Fire Mephit (-18)
Stop making saves.
Fergus McDammitson |
Dex Save: 1d20 + 2 ⇒ (13) + 2 = 15
Fergus McDammitson |
To the queen: I declare thee my mortal enemy.
Fergus invokes his Vow of Enmity against the queen, gaining advantage on all attacks against her.
First Attack: 1d20 + 8 ⇒ (1) + 8 = 9 or 1d20 + 8 ⇒ (6) + 8 = 14 for Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Second Attack: 1d20 + 8 ⇒ (19) + 8 = 27 or 1d20 + 8 ⇒ (19) + 8 = 27 for Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Plus Smite!: 2d8 ⇒ (6, 7) = 13
Fizzlebomb |
Fizz uses the wand of magic missiles. Steps out.
3 darts (1 or multiple targets)
Fire Mephit
damage: 1d4 + 1 ⇒ (2) + 1 = 3
Naga
damage: 1d4 + 1 ⇒ (4) + 1 = 5
damage: 1d4 + 1 ⇒ (2) + 1 = 3
thens steps back into the hall
DM RyckyRych |
Fergus strikes the Queen once while Fizz brings out the force missiles!
1. Fizz (-1), Fergus (-13) and Haldor
2. Queen Shephatiah (-53)
3. Varis (-12)
4. Fire Mephit (-21)
Haldor Dagsson |
Haldor invokes his Destructive Wrath ability to maximize thunder damage. Haldor then steps out and casts third-level Shatter behind the queen, to include the queen but not Fergus.
32 points of thunder damage. Con Save 15 for half damage
Haldor then steps back behind the pillar.
DM RyckyRych |
Con Save: 1d20 + 5 ⇒ (2) + 5 = 7
Man, that fight stunk.
The naga succumbs to her injuries as the cleric's spell finishes her. The gravely wounded fire mephit it has 1 HP can't take that fact and dies!
Combat over!
Set apart from the refuse and debris of Shephatiah’s lair, you find clues that explain how the naga reopened the mines. A set of scrolls holding parchment correspondence written in Deep Speech is found. With some time you can figure out that they detail how Shephatiah discovered the portal leading to the Karak Lode on a sojourn within the Elemental Chaos. They also make reference to the reopening of the mines being financed by a group that the scrolls do not name. These unknown masters have claimed the wealth of the Karak Lode for themselves and are having that wealth shipped to them by way of some elemental rift.
While the parchments indicate that this group intends to ramp up production in the mines in response to an increasing need for ore, the cryptic notes indicate that Shephatiah herself does not know the identity of those she works for.
When you return to Overlook and recount your findings to Bram Ironfell, he somberly tells you that he will leave the mine sealed. He then pays your reward for a job well done (250 gp each as I recall). However, you also realize that the forces responsible for shipping the mine’s wealth through the Elemental Chaos could have a long reach and dark plans.
That is the end of this module! No leveling up as yet, we'll stay where we are. I'll see about getting the next one started sometime later today!
DM RyckyRych |
Den of the Destroyer
"The armies that today march across the fields and mountains of the world will tomorrow be forgotten, as will we all. But do not fear the progress of history, nor give up in today’s fight, for our efforts are far from futile. Instead, prepare your sword and shield and stand against the tide that threatens to overwhelm our lands. For though you and I may be forgotten in the years to come, what we do today will echo through the ages and determine the fate of all those who follow in our footsteps."
The day in Overlook is dreary, the sky threatening rain. Suddenly a voice calls out behind you, and you turn to see a familiar face. Kalad, the dwarf paladin from Siege of Bordrin’s Watch, smiles as you exchange pleasantries. He then speaks to you in a more serious tone. Word on the street is that someone’s looking for you. A messenger from Brindol. She was in the market, asking everyone in earshot if they knew you. She said her name was Alys. Sounded desperate.
If you need to make any purchases or otherwise shore up your characters, do so now. When you are ready to start we'll begin here.
DM RyckyRych |
Oh yes, absolutely. You can even assume several days have passed if you need the time for anything.
Fergus McDammitson |
Fergus will take his share from Bram, pay 100 gold pieces to silver his longsword +1, buy 2 potions of healing, and donate the remaining gold to the Temple of Torm.
A damsel in distress needeth our assistance. Make haste, comrades.
DM RyckyRych |
I'll give the others a bit more time. See the Discussion Thread if you haven't already.
DM RyckyRych |
OK, so in trying to find the messenger girl, what is your plan? Tell me what you'd like to try and do and we'll go from there.
Fizzlebomb |
Fizz will talk with some of the shop keepers in the market. Looking for those that aren't extremely busy and might have noticed which way she went or came from. Also try and get a general appearance in features or clothes/ Colors?
investigation: 1d20 + 4 ⇒ (3) + 4 = 7
apparently I'm too short to see over the tables to speak with the shop-keepers
Fergus McDammitson |
Fergus had the same idea, to use his powers of Persuasion to ask around in the market to see if she mentioned where she would be -- or whether she mentioned any locations at all. Whether she had an accent? Unusual clothing? Did it look like she was being followed? What was her behavior like -- nervous, anxious, sly, etc.
Persuasion: 1d20 + 6 ⇒ (5) + 6 = 11
DM RyckyRych |
While Fizz isn't able to make any headway in the investigation, Fergus is able to coax some information out of a shopkeeper that didn't seem too keen on giving the information, perhaps out of fear. Alys you say? Heh, umm, that girl from Brindol, said she was looking for them that put down the orc raid? Hey, is that you? Anyway, she passed this way an hour ago, but I saw her go off with some of them Lost Ones. They seemed a little too happy to see her, if you know what I mean...
Fizzlebomb |
Fizz will use his history to remember where he has heard the Lost Ones are gathering or where their hangout is.
history: 1d20 + 4 ⇒ (7) + 4 = 11
DM RyckyRych |
Fizz realizes that the party has actually had a fight or two with members of the Lost Ones before. He also understands that they have a number of operatives on the streets at any given time.
Fergus McDammitson |
Sound idea. Fergus will use his Insight to try to ferret out a Lost Ones "operative on the street," by seeing whether anybody looks particularly shifty or overly inquisitive, or seems out of place, as compared with the average citizens.
Insight: 1d20 + 3 ⇒ (13) + 3 = 16
DM RyckyRych |
Fergus draws on his previous experiences fighting the Lost Ones to determine where in the city Lost Ones agents are most likely to be found and leads the party onward!
I'd like a Perception check from someone other than Fergus or Fizz now.
Haldor Dagsson |
Haldor keeps his eyes and ears open while Fergus leads the group toward the Lost Ones agents.
Perception: 20 + 7 = 27 Ugh, wasted a crit.
DM RyckyRych |
Haldor keenly spots evidence of the Lost Ones’ passage along a suspected route where Alys could have been taken—a scrap of parchment with the names of the party on it. Unfortunately no other hints of what the missive's message actually was.
I’ d be careful if I were you, calls a voice from above. Looking up, you see a heavily armed elf sitting casually among the slanted eaves above the door of a nearby building. The elf wears a patch across one eye, appraising you carefully with the other. The Lost Ones aren’t going to be gentlemen when you find them. They’ve got reason enough to kill you even if you didn’t have a bounty on your head.
DM RyckyRych |
The bounty on your heads is the hefty sum of 1,000 gold. Sadly, the identity of the person wanting you dead remains as yet unknown.
Fergus McDammitson |
Friend, we seek no particular trouble with the Lost Ones. We are merely in search of a young woman, Alys, who might be in distress, and who reportedly was looking for us. Have you any knowledge of her whereabouts?
DM RyckyRych |
Oh, but they want trouble from you. Its obvious that the Lost Ones are behind Alys’s disappearance, and I'm guessing that they seek revenge for their previous defeats at your hands. Since she was looking for you they merely assuming her to be an accomplice of yours and to get an idea of what you're up to.
Fergus McDammitson |
And what is your interest in these matters, friend? Here to help us, hinder us, or neither?
DM RyckyRych |
Neither. Just a concerned citizen that keeps his ear to the ground. Be careful out there and good luck finding your friend.
With that, the elf climbs over the roof of the building and leaves the area.
Fizzlebomb |
Well, that was most interesting. I think we ought to proceed along our path after Alys, but we might do so carefully. I would prefer not to walk into an ambush this part in a loud voice by a bunch of incompetent Lost Boys.
Fizz then with his eyes open, proceeds down the street / alley.
DM RyckyRych |
The party proceeds further on their path but seem to be of need of more clues or information. They seem to be heading toward a district of the city called the Nine Bells.
Stealth, Insight or Intimidate would be the best skills here. Perhaps Varis could contribute here or you could come up with a plan of your own.
DM RyckyRych |
Varis is able to quietly go around to the spots that the party suspects those from the Lost Ones might hang out. He is able to overhear a number of things that lead him to believe that the Lost Ones use an abandoned building of some sort in the Nine Bells, probably among the Divine Knot, the cluster of nine temples that give the Nine Bells district its name.
The party feels they are close now. Perhaps a Perception check and an Intimidate check might get you the answers you seek.
DM RyckyRych |
As you enter Nine Bells, the rain that has been threatening all day begins to fall. Once you reach the Divine Knot, Varis is able to notice that despite the temple of Pelor being long abandoned, several muddy bootprints possibly indicate the kidnappers could be using it for some of their schemes.
By the time you decide to approach the temple of Pelor, the streets are all but empty, the inhabitants of the district fled to shelter from the rain. From the outside, the temple entrance is set above a short flight of stone stairs. The flare of lightning shows where relief carvings once adorned the temple’s outer walls, but these are unrecognizable after years of neglect and abuse.
New map is up!
Fizzlebomb |
From the profile of the building,can we see the number of stories that we might be dealing with? Are there any windows on the front of the building that an agile elf monk might be able to look into? Can we see if there are any persons hiding in the doorway that might be a lookout or guard?
Fizz takes a closer look at the front of the building as he walks up and tries to remember what he know about Pelor and the temples associated with Him.
religion: 1d20 + 7 ⇒ (2) + 7 = 9
perception: 1d20 + 2 ⇒ (20) + 2 = 22
DM RyckyRych |
Nothing would give you any indication that the building has multiple stories. The temple does not seem to have any windows, either.
Fizz doesn't recall anything specific about Pelor (to be honest, neither do I so don't worry about it) but he does notice that the double doors at the front of the temple are swollen and warped and would require some strength to open.
Fergus McDammitson |
Yeah.
Fergus will try to open the doors (both of them), quietly if possible.
DM RyckyRych |
Fergus opens the doors but quietly isn't possible in their condition. Looking inside, the party sees that water covers the cracked marble floor where broken freestanding frescoes block four doors in the far wall. Rain pours down through a square opening in the ceiling, shards of stained glass clinging to its edges. Beneath it, a young woman in tattered traveling garb has been gagged, blindfolded, and bound to a wooden chair.
the reek of wet fur suggest the presence of dogs somewhere within the temple.
reveals faint movement behind the frescoes, with several figures lurking there.
Fergus McDammitson |
Perception: 1d20 + 3 ⇒ (2) + 3 = 5