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Session 5

After finishing the long rest that you had started in the previous session, you awoke renewed and refreshed. Also some of you attuned to your new toys. You spoke to Sildar, collected the reward he owed you, and questioned the Evil Wizard Iarno Albrek, also known as Glasstaff. He was much less haughty and refined on this occasion. And he wasn't the only one. Harbin Wester, the arrogant but cowardly townmaster was sitting meekly in his own waiting area when you came in, while Sir Sildar Hallwinter, Captain of the now defunct Griffon Calvary of Waterdeep was at Harbin's desk. You did gain honest answers from Glasstaff and even a promise to help Bryndon create concoctions of alchemical nature.  After questioning the prisoner, Sir William spoke to Sildar about becoming a member of the Lord's alliance. Later the party went to visit Scarlet's aunt and found out about a hidden "cave" in the woods south of the manor that her little cousin had found. Sir William retreated to the Inn to impress the young tavern keeper's daughter with the size of his "Greataxe," unfotunately for him he rolled a natural one on his performance check and couldn't get it up. Soon the gossip will have spread to all corners of Phandalin, that the local girls can't count on the new Count for a good time. Reuniting the party went to the "Cave" entrance and found a newly dug tunnel into the cavern that they had used as a battleground only the day before. From there they made their way to the Cistern and into the hall. They had already been warned about the trap and deftly avoided it. When they entered into the crypts they were surrounded by an unatural darkness. Finally retreating from what might have been a TPK, they decided to fight in the light where they could see their opponents. Due to the luck of the dice and a few high Constitutions, no one was poisoned or paralyzed. After the battle of the Crypts an armory and a holding cell area were found. In the crypts the magical darkness was destroyed and the deeds to the Manor house, the town of Phandalin, and the surrounding lands were found. The remaining members of the Drendar family were being held in the cells. Thankful for being freed, MIrna offered an emerald necklace that had been lost in Thundertree to the party as repayment for your kindness. Glanbir gave the woman 20 gp, enough to survive for 2 months and escorted her to her dwelling. Sir William also made note of her circumstance. We are unsure if it was because of her plight or the supple yet firm bosom of her daughter.     The party then took a short rest and set out for Cragmaw Castle. A decent survival roll brought the party to the edge of the tree line. Upon awakening from another night's sleep, Glanbir led the party straight to the castle clearing.   You came upon the castle in the woods and through the use of Bryndon's familiar and Scarlet's stealth, you decided not to take the bait of the Southern door, nor did you try the obviously stupid frontal attack on a castle gambit. Instead everyone sneaked around to the Northeast and then stealthed by the Northern towers and again due to Bryndon and his familiar you found a concealed entrance in the Northern wall. Much like you did 2 weeks ago, you played smartly and rolled well and went straight to the Boss. After a little investigation you found a door to the Northeast tower and Sir William listed and heard a discussion in common between what turned out to be the King of the Cragmaw tribe and an emissary of the Black spider. The king was backpedaling on his deal with the Black Spider, trying to hold out for another 500 gp before he released Grunden's map and killed the Dwarf.  Fortunately for your patron, friend and cousin, Grunden, you interrupted the debate by sending a slime ball under the door only to be eaten by the king's pet wolf "Carl." This action put a certain amount of doubt in the King's mind about the Drow. The King never got to actually do anything about the Drow problem because Sir William used his action surge to finish off what Bryndon had started and killed the king in one round. While this combat raged, Scarlet went into the Southern chamber and found two Hobgoblins on duty there. She attacked, missed, and retreated. Good thing she did though, because they surely would have heard the fighting and might have gone for reinforcements. Rook went south to prevent them from escaping and with the help of Glanbir and Beulah, finished them off.  Meanwhile the battle in the King's quarters were nearly at an end. The Drow, seeing that he was not going to be able to complete his mission, turned tail and fled. He turned out to be more than just a drow, because in the sill of the arrow slit he polymorphed into a hawk and tried to fly away. By this time Rook had finished with the combat in the southern chamber and came back in time to release 3 unerring magic missiles that took down the drow, who turned out to be a doppelganger. Then Glanbir roused his cousin who was unconscious on the floor, finally learning what had happened to him since he was captured. After the battle was ended and we were down two players, the rest of the party decided to clean out the southern most tower, thus liberating the entire Eastern side of the Castle from control of the Goblin tribe. Unbeknownst to the party, an Owlbear with 59 hp was being held in the tower by King Grol. He had hoped to tame the beast. Thinking discretion to be the better part of valor, Beulah and Scarlet escaped through a western door and closed it behind them, but not before yelling out that the creature most likely wants to escape. After Bryndon followed suit, Glanbir was left by himself to face the creature. Instead of using an action to disengage and escape with his friends, he tried to retreat and was killed by a claw from the attack of opportunity.  After Glanbir was healed, the entire party retreated to the Kings quarters with the bodies of the two Hobgoblins and prepared to take a short rest. It will be about 10:30 am on the same day when we start next week. At that time I will roll to see if you are interrupted in your rest or if you can finish it.  Loot : One dozen dirty red cloaks.  twelve spears  twelve shortswords  twelve longswords  twelve shortbows twelve quivers holding twelve arrows each. deeds to the Manor house, the town of Phandalin, and the surrounding lands 3 Platinum rings with the family seal of Tresendar Manor. Each worth 50 gp. 220 sp, 160 ep, three potions of healing, and Gundren's map to Wave Echo Cave. 90 ep, 120 gp, a potion of healing, a scroll of silence, and a scroll of revivify. XP: 900 xp - 2 Ghasts 150 xp - 3 Skeletons 100 xp - Drendar family escorted back home 300 xp - King Grol 700 xp - Doppelganger   50 xp - "Carl" the Wolf 200 xp - 2 Hobgoblins 700 xp - Owlbear 100 xp - avoiding the sentries and not provoking an all out frontal assault on a fortified castle -100 xp - for embarrassing yourself and your noble reputation by not being able to free "Willy." Or "Lil' Willy" as she laughingly called it. (I'm not going to do that to you. Just joking.) 3200 xp - Total divided by 6 =  533 xp each Individual rewards: Scarlet gained a single use of Luck from the blessing of her aunt, a devout follower of Lady Luck herself, Tymora. But used her 3 daily uses of Luck. Glanbir now receives a -1 to his "Corruption Points," for his selfless act concerning the Drendar family. 
this was a good and fun session     except that  we caught the DM cheating as he has hacked the system so he rolls  24 to hit  LOL rook so loves seeing and hearing his maul crunching the skull of his enemies