| GM Natloz |
Wis save vs Tarandil: 1d20 + 1 ⇒ (12) + 1 = 13
The man shakes off Tarandil's magic. The ornate stock he is holding glows for a moment before he flicks it at Dasim. Three glowing orbs fly from the tip and strike Dasim as he readies his spear again.
damage: 3d4 + 1 ⇒ (2, 1, 1) + 1 = 5
lucky! Party is up again. Only dasim can reach him unless he moves out of the way.
| Dasim Dakat |
Spear Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Spear Damage: 1d6 + 3 ⇒ (6) + 3 = 9
"Well that wasn't nice at all." Dasim says before jabbing his spear into the man's side and then stepping back to let Rrath and the others have a shot at the Lord of Lance Rock.
4/9 HP
| Rrath |
Round 2, Rage 2/10 Rds, Damage Resistance
Rrath steps into the spot vacated by Dasim, and swings with an overhand chop.
My turn!
GA Att: 1d20 + 6 ⇒ (14) + 6 = 20
GA Dam: 1d12 + 4 + 2 ⇒ (12) + 4 + 2 = 18
| GM Natloz |
wis vs Tarandil: 1d20 + 1 ⇒ (10) + 1 = 11
As Dasim steps back, the man lashes out with a dagger but Dasim is to fast.
dagger attack vs dasim: 1d20 + 3 ⇒ (3) + 3 = 6
dagger damage: 1d4 + 1 ⇒ (2) + 1 = 3
The necromancer squeezes his eyes shut as blood starts dribbling from his ears. He did not even see Rrath step in and almost chop his arm off. He still stands but only just.
| Magmoira |
Mags stays back to let the others have a clear shot at the necromancer, but she stays alert for any other 'surprises' he might have shambling around the place.
| GM Natloz |
I forgot end of round save as he couldn't move.
dex vs bonfire: 1d20 + 1 ⇒ (4) + 1 = 5
bonfire damage: 1d8 ⇒ 7
dex vs ziyad: 1d20 + 1 ⇒ (3) + 1 = 4
Ziyad's fire finally catches all over the man's body. As the man expires, the flames turn from an orange color to a black flame floating in midair. There is a plaintive wail as the flames seem to fold in on themselves and vanish with a pop. The stick he was waving at Dasim drops to the ground at Rrath's feet.
| Ziyad |
Ziyad says nothing as the hedgewizard expires, but he can feel something reaching out to him from beyond the void...his crab familiar out of phase with reality but still bound by some remnant of emotion. The devilish force screeches with delight, unheard except by Ziyad.
He continues to carefully inspect the arcane installation...
Investigation: 1d20 + 6 ⇒ (8) + 6 = 14
| Dasim Dakat |
"So ends the Lord of Lance Rock." Dasim says suddenly feeling the pain in his side as the rush of battle begins to wear off. "Does anyone have any idea what that thing is?" He asks with a wary look at the still glowing globe.
| Ziyad |
Rolling it in his hands "Ah, this though...I think this must be a simple driftglobe." At the blank stares he rephrases "A floating torch, Rashemi."
Thanks, I actually totally missed it being used in battle, but see the post now.
"His other apparatus is much more interesting...able to eject such arcane forces. Surely a battle wand...I'd place its creation during the late Time of Troubles. They were heavily marketed by my more entrepreneurial brothers back then..."
"Both could serve us well, but again...time and study would be needed to truly unlock their secrets. Do we wish to rest here before going back? The supplies of this lab might make the identification task...smoother...though I admit, I have a hatred for this place and wish to leave quickly."
Any chance of finding a 100 gp pearl suitable for identify spell here?
| Tarandil Moonbrook |
"A quick search of the place might be in order, but I wouldn't wish to linger here any longer than necessary. This isn't the most pleasant of places to take a nap."
Tarandil pauses for a moment, considering. "What's our plan to take care of the mound of corpses we found near the entrance?"
| Magmoira |
"If we are going to search then let's get it done and over with...this place still feels unnatural to me and I want to put it behind me as soon as possible!
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
| Dasim Dakat |
"Well, not a bad find." Dasim says nodding at the sack, satchel, and other found items. "Even the wizard gets a few new doodads to tinker with." He adds with a grin before wincing and holding his side. "I think that last blow may have cracked a rib." He says trying to breath softly as they make their back way out of the cavern.
| GM Natloz |
By my count, 4 zombies, 5 skeletons, 5 crawling claws, and one crazy noble. 190xp each if my math is correct. That should be enough for lvl 2. It took about five hours to get to Lance rock. I wouldn't think it took more than 30 mins to clear the caves. Want to head back to town the same day?
| GM Natloz |
You get max at lvl 1. I like to let people choose how to do hp, roll and take what you get or get half+1+con. As far as the necromancer being a Red Wizard, there were mi outward signs but perhaps the writing in his spell book has some of the same notations that indicate early training in Thay.
The adventures trudge out of the cave glad to be away from the rotting corpses. Magmoira leads them out of the wilderness and back to the road. The sun is starting to set as they head to town. Lucky for them the road is uneventful and they make it back to town safely.
Feel free to do any post adventure town things. Most stores are closed due to the time.
| Ziyad |
Ziyad slinks into the basement of the inn that night, finding a dark corner to skulk in solitude. He places the required components into a blasphemous pattern and begins reciting the twisted ritual to bring his devilish crustacean abomination back to this plane existence...find familiar
Then, the next morning he will cast identify on everything.
| Magmoira |
Magmoria also slides out of the Inn late at night, but she returns to the wilds outside the confines of the town. There the Firbolg girl kneels down on the ground and begins to bring herself into connection with the moon. The air about her begins to sparkle as motes of dust are suddenly reflecting the light of the moon. In a flash, the druid is no longer there. In her place, a huge wolf has appeared. The creature looks about in a bit of surprise before it's lips pull back in what might have been a snarl or perhaps a smile. With a bound, the creature heads out into the wilderness to hunt...
As the sun slowly begins to rise on the sleepy town, Magmoria awakes in a small bramble just outside of town. Her memories of her transformation are clear in her head and she gives a quick prayer to the moon for choosing her as its representative. She gets up and dusts herself off as she heads into the Inn for breakfast.
| GM Natloz |
Transforming into a wolf already? Overnight communing with nature instead of regular resting?
The day passes by as you go about your business whether that be searching for more rumors or flogging your loot. Mid afternoon though is broken by a tremor. A second later, four small children and the old cart they are playing on slide down into a sink hole that suddenly opens. They disappear from sight, shrieking for help.
A distraught woman runs out of a nearby house and sprints to the edge of the hole, which crumbles away, spilling her in as well. More people run from other other homes. Calls of "A rope! Someone get a rope!" and "Get a ladder!" fill the air.
| Ziyad |
Ziyad glances at his empty palm, inspecting it delicately, when suddenly a huge glowing magical steel spike materializes. Moments later, he looks to his other hand and a big mallet springs forth into existence. Pulling 50 ft of rope from his pack, he drives the magic spike into the quite real ground with the magic mallet, and ties off the rope. minor conjuration ability
Also, what were identify results?
| Dasim Dakat |
Dasim wakes refreshed and with only a few slight aches and pains from the previous days exertions. Wandering down from his room to the main common room he grabs a warm mug of tea and a biscuit and then spends most of the rest of the day chatting with other travelers and listening for any possible leads on the man he is searching for. Not hearing anything of particular use he decides to take a stroll around the village and work the kinks out after sitting inside much of the day.
As he leaves the Inn, the rumble of the cave in echoes followed by the cries for help. Jumping into action he hurries to the site of the disaster in time to see Ziyad knotting the rope and dropping it into the hole.
With a nod to the Red Wizard he peers down into the rubble looking for any sign of survivors or additional loose stones and rubble before climbing down the rope himself.
Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Athletics: 1d20 + 1 ⇒ (18) + 1 = 19
| GM Natloz |
You heroically leap into the hole barely using the rope to slow you. At the bottom you find the people that had already fallen, bumped and bruised but otherwise ok.
This wide, irregularly shaped cavern has a floor of smooth bedrock. Damp dirt and stone, with tree roots protruding here and there make up the walls. A five foot wide tunnel leads off to the north, and a stone slab -- a door with a rusty pull ring -- stands to the east. By the stone door, a couple well-used cloaks and a waterskin are on the floor.
| Ziyad |
"Can you people climb? The magical supports tending this rope will not last but an hour." but Ziyad was not even looking at the fallen villagers...
...an underground entrance shattered by earth tremors could be a sign he was close to one of the fabled elemental nodes. Those sources of energy powering the evil Szass Tam's Doomvault, and the key to overthrowing his dark rule...
...he licked his lips as his bald head begain to glisten with sweat. He carefully examined the craftsmanship, trying to place it...
Would like to try history to place the culture that made the stone door
History: 1d20 + 6 ⇒ (4) + 6 = 10
| Magmoira |
Stopping at the edge of the pit, Magmoria's shape blurs and in her place stands a great mountain goat. It quickly hops down the ragged hole and lands beside Ziyad. She bleats and gestures for the villagers to climb upon her back. Once there she nimbly hops out of the hole.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
| Dasim Dakat |
Dasim works with the others to make sure all of the villagers make it out of the cave in safely. Once they are all clear he climbs back out to get a ladder and place it into the hole so there is a safer way out in case Ziyad's magic fails before they are finished exploring the mysterious door and tunnel. He then joins the others at the door.
| GM Natloz |
As you all rescue the people that fell in the sinkhole, other villagers gather to watch. Among them are some of the village elders. "Get them out quickly! Let us deal with what may be down there otherwise!" Once the children are brought out they start exclaiming, " Enough! You must not return down there! The delivers must not be angered! The stones must not be moved!"
I don't know about a goat being able to jump out of the hole but I also forgot to mention the cavern floor was 30 ft down... my bad. Ziyad, the door looks old but has no distinct markings to identify who made it.
| Magmoira |
Oops, sorry...well it is a giant goat if that helps...lol
Magmoria shifts back to her natural state as the last of the villagers are brought up. As the elders speak of the 'delivers' and 'stones', Mags looks around with curiosity to see what they are talking about.
| Dasim Dakat |
Turning from the door to listen to the old villager. Dasim laughs out loud. "Apologies, good sir." He says holding up his hand as he brings his amusement under control. "But over the last few days we've dealt with bandits, goblins, undead spirits and a rather shabby, but very busy necromancer." He says. "All things you lot were unable or unwilling to deal with on your own." His face turns stern and much more serious. "Now you wish us to believe you will handle some stone whatsits cult that has managed to collapse the center of town?!" The monk shakes his head. "No offense old one...but, no...no....I think we should take a look around. At the very least to make sure there aren't other tunnels in danger of collapsing." He then pauses giving the old man a clear, stern look. "Unless there is more you would like us to know?"