Quick Recap. We played for over 8 hours today and I'm still in chat with some of you and writing this recap 2 hours after we finished, so I'll try to keep it short. Finishing the short rest you went north and used the soon to be undead flame skull to cause havoc with the bugbears. After they lost troops fighting it, Riveara went over the barricade in Worg form and convinced the Bugbears that he worked for the "Boss," before betraying them and ripping their throats out. A plan was quickly developed to ambush the reinforcements that were on their way. This time the plan functioned as designed and all the corpses were hidden in the bugbear barracks. Rook threw the temporarily dead flame skull to the north of the barracks hoping it would wreck further havoc every time it regenerated. (Too bad you can't keep it in the bag of holding and pull it out when you need a grenade.) The party then went back to their trusty store room to take a short rest and spend hit dice. Having cast a divination spell Glanbir suggested to the party that they go Northeast. There they tried to tip-toe through a room of bones and rotting corpses. They almost made it, but the last one through, Rook, rolled a 5 and woke the dead, literally. This battle found Glanbir surrounded and the other members fighting for a spot to attack from. The zombies were also hard to kill until the rogue started doing 20+ points of damage to each. The next cavern was expansive, glittering minerals in the ceiling catch the light and send it back to create the impression of a starry night sky. Dozens of skeletons-many crushed under fallen debris-are scattered across the floor. The cave is large enough that it contains two freestanding structures. Each of these stone buildings is proportioned for human use, as opposed to the dwarf-sized doorways and furnishings you've seen elsewhere in the mines. Both structures have battered and blackened masonry walls, their double doors cracked and scorched. The Northern cabin contained two aberrations, yet they were not hostile. They were completely insane, but not hostile while they believed you worked for the mine owners. They had lost all concept of time. Their 99 year term of service had expired about 400 years ago. The Southern cabin wasn't investigated because of the time limit the party had on concentration spells. But after speaking to the Spectators in the Northern cabin, the party returned and met Mormesk, the arch-mage of the Phandelver's Pact. Now little more than a wraith, Mormesk desired the power of the spell forge. He had broken his own staff over his knee 500 years before, thus defeating the wizards hired by the Orcs. Unfortunately for him, the destructive blast that killed his enemies also killed him. Now without a staff he is only a husk of his former self. Mormesk asked the party to defeat the Spectators that no longer recognized him and prevented him form accessing the Forge. He offered all of his treasure except his platinum pipe if the party would do him this favor. Having defeated, (too easily I believe), the Spectators, the party returned for their reward. Mormesk was true to his word and even asked for their help forging more weapons. After that last scene, some party members made their way North and back to the storeroom, while others went South through the Poisonous spore cavern. All arrived at about the same time and a flame skull found himself trapped between two forces. Unable to get maximum use of his fireball, he was quickly defeated. This did bring out 5 Ghouls who had been gnawing on bones in the last unsearched room on the Southern half of the map, but they were quickly defeated. With more than half the mine cleared of enemies, the party took a much deserved long rest in their beloved storeroom. And right now, 3 and a half hours after the 8 hour session ended, Stefanos and Alex are in Chat and I'm just now finishing the Recap. Stepis is mad 'cause he missed everything. XP: 1100 xp - 2 Flame Skulls 1200 xp - 6 Bugbears 1800 xp - 4 Bugmonks 300 xp - 6 Skeletons 300 xp - 6 Zombies 450 xp - 1 Ghast 1400 xp - 2 Spectators 1000 xp - 5 Ghouls 7550 Total XP divided by 6 = 1258 xp each. Loot: 1,100 cp 160 sp 50 ep three diamonds (100 gp each) Dragonguard. This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type. Lightbringer. This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. Dumathoin's Defense. This +1 Mithral Chain Mail requires attunement by a Dwarf or someone wearing a Belt of Dwarven Kind. The holy symbol of Dumathoin, an emerald buried under a mountain, is woven into this armor. Each hand forged ring of Mithral has been enameled green or brown to continue the motif of the holy symbol. This magic armor weighs half as much as normal chain mail, doesn't have a strength requirement and doesn't cause you to have disadvantage of Stealth rolls. Tunic of the Dawn Martyr. When worn and attuned to by a Monk of any non-evil alignment, certain dormant abilities of the tunic can be awakened. Certain actions or circumstances taken or encountered by the wearer can provoke the awakening of other dormant abilities. 3 Potions of Healing 2 Greater Healing 1 Superior Healing A handful of magically preserved tomes remain on the shelf. Most are just histories of the North, but one, The Legend of Keraptis, has a map sewn onto its cover. The map shows the location and entrance to White Plume Mountain. This tome is very small in size and only has a few pages. The first two pages contain the legend of a wizard who long ago took control of an ancient kingdom in the North, as well as where he finally settled after being deposed. Another ancient tome in the chest is apparently the Journal of Gerik Desatysso. Titled "Journal of the Tomb" and written by hand, the words "Beware of Acererak, it is a trap!" are written on the cover. The interior of the book contains collected lore about Liches (advantage on intelligence checks regarding Liches), as well as other journal entries from Gerik Desatysso. Wicked Wyrms of the World: Advantage on Skill checks (Inteligence) pertaining to Dragons if tome is consulted. Beasts of Faerun: Advantage on Skill checks (Wisdom) pertaining to Beasts, if the book is consulted