Good game. You guys need a name for your party. Something fun out of character and also in character. You are currently the "Heroes of Phandalin." Maybe soon you'll be the "Finders of Phandelver" and the "Dragon slayers." Until then though, I need to work on keeping the sessions a little closer to the target time of 4 hours. I was starting to feel wornout after todays game. We started at 10:00 AM my time. That is Central standard or GMT -6. Some people were late, but the start time for the game has been 10:00 am my time for the last few sessions. It used to be later, but we changed it remember. Just look in roll20 and everyone can see the start time. I just scheduled the next session to the same time next week. Point is that if we started at 10:00 am and now it is 5:30 pm my time, we played for 7 and a half hours. I really need everyone's help to try to speed up combat and find good stopping points and cliff hangers. I don't won't to get to the point that I dread having to play. We all play to have fun and I hope we can continue doing it for as long as possible. I know we are all still learning and that questions will arise and need to be answered, but lets try to know what our characters can do and how they do it and if there is a question, try to accept my quick ruling and we will go on with combat. If you feel like I was wrong or unfair we can talk about after the game when it doesn't steal play time from everyone else. About the end of the session. I feel like I was getting some hate about Nezzenar escaping. Stefis had questions after the game through PM's. No body seemed to like the way we ended. I guess I can understand that. Maybe you feel like you failed, but that's not the right way to look at this. This escape is just a temporary problem for the "Heroes of Phandalin." This will only help to create a more epic story when you do finally find him. He's burned spell slots. He's low on charges. He's low on Hp. You shouldn't waste time. You should go after him. It just wasn't possible to catch him in the temple. He escaped. No bid deal. It shouldn't be hard to deduce where he's going. Just go there and finish the battle. Sorry for all the ranting. I just wanted to get that out there about the length of the games, because today's left me with a pounding headache. And I felt the disappointment from some of you and I wanted to cheer you up so that next session you would go after him and finish what you started. It's not like there's nothing left to do in the mine. You still have to deal with Mormesk. So, a quick recap. Trix scouted ahead in a generally North-Westerly direction. She found the flame skull that Rook had tossed in that direction. A quick battle ensued and then ended with Rook playing T-ball with the flame skull. Riviera (or Riveara. Sorry, the red underline from chrome's spell check drives me crazy, I keep changing it to Riviera to get rid of the underline.) So, Riviera turned into a Croc after having lost the bear form when hit with the fireball from the flame skull. Then the croc investigated the depths of the lake and found a wand and a ring. After that the croc went through the watery tunnel and found the water fall and the workers digging in a collapsed section of cavern. After a bit of argument, and a bit of un-stealthly approaching the Drow/Doppelganger turned to face the party. This battle was over quickly, and Rook went down the passage to the West, while the rest of the party prepared to sneak down the other northern passage. Rook, like the gentleman he is, knocked on the door and ask for an audience. Nezzenar let him in and they had a nice conversation. Rook was even allowed to leave, but wasn't very sincere about helping the Black Spider against his party. Having had enough of sneaking, Glanbir walked down the corridor toward the webs. Noticed by Nezzenar's helpers, he was admited into the temple. He almost negotiated the release of his cousin. Good thing he didn't, because it wasn't cousin. It was another doppelganger assassin. At the very end he decided again to accompany Nezzenar to the Spell forge in exchange for his cousin's life. But Bryndon would have none of that. He cast a fireball in the midst of them all and burned many. A very long battle ensued that taxed my mental powers. My head hurt and the bad guy got away. I think everyone was disapointed in this. I hope everyone will just use this as motivation for next week. There is still much to do. After a spell battle and much poison and webbing being thrown around, Nezzenar, the Black Spider himself, escaped by casting invisibility on himself. Then using the power of his staff, spider climbed up on the ceiling and out the Eastern passage. Rook broke down a door and Glanbir rescued his Cousin Nundro. I hope I will be recharged for next week. This is the first time Nezzenar escaped. Same with Glasstaff. Only one of my groups let him get away, but they caught up with him at Cragmaw Castle. I'm sure your party will do the same with the Black Spider next session. His motivations are obvious and should lead you right to him. XP: 1000 xp - 5 Bugbears 600 xp - 6 Orcs 800 xp - 4 Giant Spiders 400 xp - 8 Giant Wolf Spiders 1400 xp - 2 Doppelgangers 1100 xp - 1 Flame Skull 700 xp - Nezzenar, The Black Spider Fled from you 6000 Total xp divided by 6 = 1000 xp each. Loot: 1 Wand of Magic Missile two identical platinum rings (75 gp each) Gauntlets of Ogre Power an iron key with a head shaped like an anvil. This key unlocks the door to the high priest's chamber where Nundro is being held prisoner. 190 ep 130 gp 15 pp nine small gemstones (10 gp each) a dwarven ale mug made of hammered electrum (100 gp). There is also a letter he was writing; "Unfinished Letter to Belkul Swordhand," as well as two letters to him; "Letter to the Black Spider" and "The Riddle of Keraptis." potion of healing 1 Pair of Goggles of Night (Drow made. BDSM black leather style) 2 - Heward's Handy Haversacks (Drow made, Dark with web designs, made of spider silk) 2 - Drow Utility Belts