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Session 22

We started our session in the midst of the battle with Sir Bluto and his evil knights. He was capable of dealing out some serious damage. In one round he did enough damage to kill Rook. It was his Goliath heritage (Stone's Endurance) that saved him. Bryndon's first fireball helped weaken the enemies. Jarvin's Hypnotic pattern also took two more out of the fight. Luckily for the party those two were off by themselves and the bad guys lost a couple of rounds before they realized their companions were charmed. Bryndon's second Fireball killed a few more. His Hold person on Sir Bluto also gave Rook and others a chance for some free crits on him. Later Bryndon attempted another spell on Sir Bluto, but he used his Indomitable feature to reroll it and passed.  In the end, the party survived by a very narrow margin. Your front liners, Rook and Jabril, were at only a few hp. Jabril had already been knocked out and later revived by Rook. Even Glanbir with his high hp and AC was looking pretty rough. If the Evil knights had managed to kill both Rook and Jabril or if Rook had rolled just a little lower on his Stones Endurance, this would have been a TPK. Bryndon and Jarvin helped considerabley, but if the tanks would have fallen, they couldn't have withstood the combined might of Sir Bluto and his band. After the battle, the party realized that Sir Bluto was wanted for the "River of Blood" mass-murder case. He had mysteriously disappeared from prison a week before the artifacts were stolen from the noble houses in that famous city. Even the Royal Magician-Detectives were baffled by his disappearance and offered a reward of 2,000 gp for his capture. Being that he is from Waterdeep, Atlas recognized his one-of-a-kind face. Bryndon found a pair of Boots of Striding and Springing that Sir Bluto wore. No one bothered to collect the 9 suits of Human sized plate mail he and his knights wore. Or the longswords. Bryndon did want to place his body in the bag of holding but wasn't sure if there was enough room or not. If the party survives the next encounter, you can always go back and retrieve him. Having found a key that Sir Bluto wore hanging around his neck, the party opened a secret door and found a passage that led back to north-south oriented passage that connected the kayak room to the upside down ziggurat.  XP: 5000 xp - Sir Bluto Sans Pite 5600 xp - 8 Evil Knights 10600 xp total divided by 6 = 1766 xp each. Loot: Boots of Striding and Springing Inspiration: For showing up, please take an inspiration; Mike, Stefis, Jabri, and Mickey. (Mickey, you can pass yours to Dan if you don't want to play anymore.) 
<a href="https://www.dndbeyond.com/" rel="nofollow">https://www.dndbeyond.com/</a> Andy check this out