DM RyckyRych |
Dex Save!: 1d20 + 2 ⇒ (9) + 2 = 11
Haldor's spell lands and does Damage!: 1d8 ⇒ 7 while Varis manages to land his first attack!
Roaring in anger, the hobgoblin tries to end the paladin, however his swings are too wild to find their mark!
Greatsword: 1d20 + 4 ⇒ (1) + 4 = 5 for Damage: 2d6 + 2 ⇒ (6, 1) + 2 = 9
Greatsword: 1d20 + 4 ⇒ (3) + 4 = 7 for Damage: 2d6 + 2 ⇒ (1, 2) + 2 = 5
Varis then gets assaulted by the cold of the menhir near him!
Con Save for half: 1d6 ⇒ 3
Party up!
Sinruth -34
Fergus -6
Fizz -2
Varis -3 or -2, need save
DM RyckyRych |
Fizzlebomb's spell brings the enemy down! Before he dies it looks as if he tries to speak but instead his eyes simply roll up into his head as he pitches face-first to the floor!
Out of Combat!
Searching the hobgoblin, you see that he is wearing guantlets that you suspect are one stolen from the town's Great Hall of Valor. He also has some papers folded up inside his armor.
Fizzlebomb |
arcana: 1d20 + 5 ⇒ (15) + 5 = 20
Checking the area (specifically gauntlets, but also anything else he may have on him), then proceeding to check the papers, carefully.
Fergus, can you peep around the corner and determine if we are about to be assaulted from the next room? Possibly from your vantage point you might be able to determine that already.
DM RyckyRych |
You had put the Light spell on one of the menhirs, I'll focus it back on you now.
Nothing of an arcane nature is found on the hobgoblin corpse, however you highly suspect the guantlets need to be returned to the town.
In his breast pocket, Sinruth kept a region map marked with several paths and good ambush spots, a map of Brindol with the Hall of Great Valor circled, and a letter which reads as the following:
Brave Sinruth, The Red Hand will rise again! The other remnants take great cheer in your recent attacks on commerce coming into The Blight That is Brindol.
We’re particularly pleased with your ability to inspire a fighting spirit in others, whether they have true goblin blood or merely wish they did. To be blunt, we think you should have many more soldiers under your command. Many, many more.
And recent events have rendered some remnants leaderless. With a bold stroke on your part, the remnants would rally to the Red Hand you so proudly display.
As your bold stroke, do this: Attack the The Blight That is Brindol by night. Focus your efforts on their Hall of Great Valor, for it mocks the many hard-won victories by the first Red Hand of Doom. Take from them the spoils of war they shamelessly hang on their walls and bring those antiques back to Rivenroar.
Do this before the moon is next full. And with regard to your previous question, turning over captives to your unliving allies at Rivenroar is perfectly acceptable. War sometimes makes strange bedfellows, and we appreciate how you’ve united such disparate forces under your banner. Whatever prisoners you take from Rivenroar you can give to the wight.
Fight with the valor of your ancestors, Sinruth. And keep your hands stained red with the blood of the weak!
I will visit you again next month, at a time of my choosing.
The letter is simply signed, "The Emissary".
Fergus can see that the hallway turns to the west and ends in another set of double doors.
Fizzlebomb |
I suggest we move forward to the doors, and continue our search for the rest of the captives and the items belonging to the townspeople, as soon as everyone is done here.
Fergus McDammitson |
Fergus moves up to the doors and goes into Defense. I can't remember the name of it but I want to use my action to go into the defensive posture that gives opponents disadvantage against me.
DM RyckyRych |
Fergus opens the doors and steps back, expecting the worst. However the room beyond the doorway us empty save for a rather large sarcophagus. A helm can be seen laying on top of the sarcophagus.
Fizzlebomb |
Stepping into the room about 5 feet, Fizz checks the helm for any magical emanations from the helm without picking it up.
arcana: 1d20 + 5 ⇒ (17) + 5 = 22
DM RyckyRych |
Fizzlebomb detects an aura coming from the area of the sarcophagus, however he does not believe it to be the helm.
Fizzlebomb |
There is something magical coming from the sarcophagus, guys. Fergus, is that one of the items from the townspeople that we are supposed to return? We should check out the sarcophagus, in case that stupid Hobgoblin put something special in there that he wanted to hide.
Fergus McDammitson |
Fergus steps forward to retrieve the helm but remains in defensive posture.
DM RyckyRych |
Fergus picks up the helm without any incident. You suspect this is another one of the missing artifacts that you have been charged with returning to the town.
Fergus McDammitson |
Fergus will use his ability that allows him to detect the location of any celestial, fiend, or undead, and any consecrated or desecrated place or object within 60 feet.
DM RyckyRych |
Fergus does not detect anything that would leave him to believe that anything is amiss in the area.
Anything else?
Fergus McDammitson |
Fergus sighs.
Darest we disturbeth the dead merely seeking treasure? Mayhaps yon sarcophagus might yieldeth information about the remaining captives.
Fergus tries to open the sarcophagus.
DM RyckyRych |
Fergus attempts to raise the lid, ignoring the potential for traps to prevent grave robbers. The lid doesn't come off easily but after some effort the lid gives way. Inside is the decomposed body of what you can only assume is a key member of the Von Adrez-Kauthin family. Also inside are a cloak and a shortsword, both seem to have resisted the ravages of time.
The shortsword is a +1 shortsword while the cloak is something for Fizz, which means it might not be a cloak. When I get home I'll try to find an appropriate common magic item that the arcane gnome could use. I'll even take a suggestion since this module doesn't specify exact objects anyway. In this way everyone should have something now.
The party determines there is nothing left to discover in this room or the previous one.
You can stay on this level and take the double doors in the north wall of the entrance room or you can go back upstairs and explore further there. Where do you go? Also, if you need to do any healing and such, do so now.
Fizzlebomb |
if we have to find that kid and any others, we need to search everywhere on out way back out. I say we start with the double doors in the entrance hall.
Fergus McDammitson |
Agreed. After retrieving the +1 shortsword (to be distributed later) Fergus follows Fizzlebomb.
DM RyckyRych |
The cloak is not a cloak but a wand, in fact a Wand of Magic Missiles that currently has Charges: 1d8 - 1 ⇒ (3) - 1 = 2 left.
My intention is that everyone should have something magical, Haldor has his weapon, Fergus the longsword, Varis the shortsword and Fizz the wand. Of course, you can do it however you like.
I'll get you guys started on the next bit later this evening I hope.
Fergus McDammitson |
Varis, interested in trading the longsword for the shortsword, then?
DM RyckyRych |
Sorry for the delay.
Fergus opens the doors to reveal another hallway that leads to a four-way intersection. The hallway that continues north leads to a set of stairs going down.
Fizzlebomb |
Fizz will stroll quietly up to the 4 way intersection and cautiously look down the intersecting hallways left and right, then hustle back to his position behind Varis.
Fergus McDammitson |
I have forgotten which way we have already been. Thoughts, wizard?
DM RyckyRych |
At the gnome's suggestion the party turns to the west. After determining that the doors are not trapped, the paladin opens the doors into a large room. The middle of this room has a sunburst mosaic inscribed on the floor. A passageway heads west then turns north while another set of double doors are in the north wall.
Fergus McDammitson |
Fergus is wary of the odd mosaic. He enters the room and carefully starts to make his way around the mosaic counter-clockwise.
DM RyckyRych |
As Fergus enters the room the sunburst design set into the floor turns black and the lights dim, however Fizz detects no other changes. He does detect an aura that could be somewhat necromantic but he's not sure of its purpose.
Fergus can now see that carved into the walls is the repeating message: “Honor the Heroic Guardians of Rivenroar.”
Varis or Haldor, any actions?
Fergus McDammitson |
I'll speak for Haldor as he is stuck in school.
Haldor will follow Fergus's lead by skirting around the mosaic, but to the south of it (i.e., clockwise) near Fizzlebomb.
Would you kindly move him for me, Mr. DM?
DM RyckyRych |
Done.
As the party moves into the room for examination the north doors burst open! Three undead creatures enter the room and accost the paladin and the cleric! Meanwhile, three more approach from behind the party to attack the monk and the gnome!
They had a "surprise" round but I merely used it to simply double move into position.
Fizzlebomb: 1d20 + 0 ⇒ (9) + 0 = 9
Haldor: 1d20 + 0 ⇒ (3) + 0 = 3
Varis: 1d20 + 3 ⇒ (1) + 3 = 4
Ghouls: 1d20 + 2 ⇒ (5) + 2 = 7
Zombies: 1d20 - 2 ⇒ (5) - 2 = 3
1. Fergus and Fizz
2. Ghouls!
3. Varis and Haldor
4. Zombies!
Fergus and Fizz may act!
Doesn't look like anyone decided to heal up so HP tracker is as follows:
Fergus -6
Fizz -2
Varis -3 or -2, need save Con: 1d20 + 1 ⇒ (4) + 1 = 5, Fail so -3
Fizzlebomb |
Using the Wand, I am attacking Yellow
3 darts (1 or multiple targets)
damage: 1d4 + 1 ⇒ (3) + 1 = 4
damage: 1d4 + 1 ⇒ (2) + 1 = 3
damage: 1d4 + 1 ⇒ (1) + 1 = 2
DM RyckyRych |
The zombie is hit by the missiles of magic!
Fergus!
Fergus -6
Fizz -2
Varis -3
Yellow -9
Fergus McDammitson |
Undead! Thou shalt die! Undie? Hmm...
Undaunted by this logical and/or semantic enigma, Fergus roars at the red zombie before him and swings his +1 longsword.
Longsword Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
If this is a hit, Fergus will use one of his spell slots to add 3d8 extra Smite damage (2d8 for the first-level spell slot and an extra d8 because the creature is undead). If it does not hit, then Fergus does not waste a spell slot.
Extra, Conditional Smite Damage: 3d8 ⇒ (7, 1, 7) = 15
DM RyckyRych |
Fergus obliterates the zombie, smiting him to un-undeath!
The ghouls move to attack the party! And will do so when I get home as I do not have the MM with me at the moment.
Fergus McDammitson |
With the red zombie dead, Fergus will consume his move action to move clockwise around the remaining zombie (brown? tan?) between that zombie and the purple guy (ghoul? zombie?)
DM RyckyRych |
The ghouls attack the party with their claws!
vs Fergus: 1d20 + 4 ⇒ (13) + 4 = 17 for Damage: 2d4 + 2 ⇒ (2, 4) + 2 = 8
vs Haldor: 1d20 + 4 ⇒ (3) + 4 = 7 for Damage: 2d4 + 2 ⇒ (4, 4) + 2 = 10
vs Varis: 1d20 + 4 ⇒ (4) + 4 = 8 for Damage: 2d4 + 2 ⇒ (2, 3) + 2 = 7
However none of the attacks score a hit on flesh!
Haldor and Varis!
Haldor Dagsson |
At brown zombie.
Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
DM RyckyRych |
Varis lands two strikes while color-blind Haldor connects on his opponent! The slow zombies then try their luck by trying to slam into Varis and Fizz!
vs Fizz: 1d20 + 3 ⇒ (3) + 3 = 6 for Damage: 1d6 + 1 ⇒ (3) + 1 = 4
vs Varis: 1d20 + 3 ⇒ (18) + 3 = 21 for Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Varis is struck in the arm!
Fergus and Fizz!
Fergus -6
Fizz -2
Varis -8
Yellow Zombie -9
Green Zombie -12
Brown Zombie Pink Ghoul -4
Fizzlebomb |
Attacking Yellow and Green Zombies
Acid Splash range 60ft
One or two creatures within 5 feet of each other
Save vs. dexterity or
acid damage: 1d6 ⇒ 5
acid damage: 1d6 ⇒ 4
DM RyckyRych |
Yellow: 1d20 - 2 ⇒ (3) - 2 = 1
Green: 1d20 - 2 ⇒ (7) - 2 = 5
I think it's one damage roll, at least that's how I'm used to doing spells with multiple targets, so both take 5.
Both zombies would scream in pain if they had the ability to speak!
Fergus!
Fergus -6
Fizz -2
Varis -8
Yellow Zombie -14
Green Zombie -17
Pink Ghoul -4
Fergus McDammitson |
Fergus swings at the purple undead thing in front of him.
Longsword Attack: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
I smiteth thee!
Extra Smite Damage: 3d8 ⇒ (1, 3, 6) = 10