
A Thank You For Playing today's Dungeons & Dragons
5 th Edition game of 03/13/2021 - From 10:00 am EDT, until 1:30
pm EDT, and our 60th Gaming Session, goes out to: Barbarian – Human - Marcuria Violezi - Connor D. Druid – Wood Elf – Baeshra - Elizabeth K. Monk – Elf – Farren Nidanas - Bahrrenn Drakke Rogue – High Elf - Roqar - Roxxifarius Wizard (Sage/Scribe) – Drow Elf - Daniel M. Whom Could Not Make It Today! War Priest – Human – Juan Denero – Buddy-D Game Summary for Saturday (03/13/2021): Opening Scene: Day 20 : June 28 th , 1:00 pm The adventurers are in Phandalin, resting up for a
return trip back to the Phandelver mine site, now known as Wave Echo Cave, due
to the constant crashing of waves in a cavern there. Sildar Hallwinter, Gundren
and Nundro Rockseeker are staying behind to gather more supplies in addition to
the original wagon load a group of hired hands brought to Phandalin when all
the trouble started for them. They are also looking to find more dwarf men
willing to go work the mine once the adventures give the ok that it has been
completely cleared out. Avery, looking for a spell
component was able to get chicken feathers from the Stonehill Inn. Dia visted
When the lizardman wizard, to update him on what happened a t Wave Echo Cave. Then it’s a two day trip back to
the mine and they make it there without encountering any trouble along the
way.. Once there, they contemplate what
was left to do. There is the Ochre Jelly to deal with, the floating flaming
skull thing, Mormesh the wraight and of course Nezznar, his pet spiders and his
henchmen, the Drow elf and bugbears, of which is also expected to return here.
Plus, there were about 3 unexplored parts in the mine. The Ochre Jelly is dealt
with first so the get to the corridor near where it was last seen and Dia casts
the minor illusion of a puppy to lure it out into the passage. The Ochre Jelly does take the
bait and comes into full view in the passage and Rolo fires off a fireball
spell dealing 28 full damage since the creature failed it’s dexterity saving
throw rolling a 9 needing ≥ 14 for the dice challenge level. The Ochre Jelly now looks like a
smoldering mass of goo, however, it turns out to still be alive! Initiative rolls are made and
Combat Round 1 begins: Marcuria stays back and then Rolo
is up. Rollo casts the fire bolt cantrip at the Ochre Jelly dealing 13 fire
damage! Dia then casts the ray of frost
spell, dealing 4 cold damage and defeating the creature! End of Combat! Dia decides to cast her mage
armor spell now, making her armor class = to 13 + her dexterity modifier,
lasting for 8 hours. Dia then cast the longstrider
spell upon Marcuria giving her a movement speed of 40 ft per round now. Nothing of any value is found in
the remains of the ochre jelly. The party back tracks 60 ft east,
20 ft north then 60 ft east, 20 ft north then 10 ft to a partially opened door. Old stone bunks
in orderly rows line the walls of this chamber, and a corroded iron brazier
full of old coals stands near the middle of the room. The bones of a half dozen
dwarves and orcs lie strewn about, clad in scraps of armor. Four gray, hunched
figures squat among the remains, pawing at the scraps and gnawing on the bones. Initiative rolls are made and
Combat Round #01 begins! Dia, readies a spell to cast once
Marcuria enters the room. Marcuria uses her rage ability: Rage: In
battle, you fight with primal ferocity. On your turn, you can enter a rage as a
bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy
armor:
-You have advantage on Strength checks and Strength saving throws.
-When you make a melee weapon attack using Strength, you gain a bonus to the
damage roll that increases as you gain levels as a barbarian, as shown in the
Rage Damage column of the Barbarian table.
-You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them
while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or
if your turn ends and you haven’t attacked a hostile creature since your last
turn or taken damage since then. You can also end your rage on your turn as a
bonus action.
Once you have raged the number of times shown for your barbarian level in the
Rages column of the Barbarian table, you must finish a long rest before you can
rage again. Then Marcuria uses the Carapace
ability: Your
skin hardens into tough hide or chitin. Your hit point maximum and current hit
points increase by your barbarian level plus your consitution modifier. In
addition, you have a +2 bonus to your Armor Class. Marcuria runs in and slams a ghoul for 12 bludgeoning + 2
rage damage to Ghoul #03! Dia then unleased her ray of frost cantrip dealing 6 cold damage
to Ghoul #03! Marcuria gets an extra attack, slams the Ghoulf for 15 bludgeoning
+ 2 rage damage to Ghoul #03, defeating him! Juan casts the shield of faith spell upon Marcuria, granting her
a +2 to her armor class, so 20 AC for her now! Rolo, casts the fire bolt cantrip, hitting Ghoul #04 for 15 fire
damage! Farren, moves closer to the melee. Ghoul #01, missed trying to slash Farren with it’s claws! Ghoul #02, missed trying to slash Marcuria with it’s claws! Avery, casts the vicious mockery spell upon Ghoul #02, causing 5
psychic damage! Roqar, stabs Ghoul #02 with the shortsword for 4 + 10 sneak
attack damage! Ghoul #04, just missed Juan with it’s claws! Combat Round #02: Dia, casts the ray of frost cantrip at Ghoul #04, dealing 10
cold damage and defeating him! Marcuria, missed with a fumbled attempt! A dexterity check
indicates she stays on her feet! Marcuria’s 2 nd attempt lands, dealing 11 bludgeoning
+ 2 rage damage to Ghoul #02! Marcuria’s 3 rd attempt also lands upon another Ghoul,
dealing 12 + 2 damage! Juan, casts the sacred flame spell upon Ghoul #01, who fails his
dexterity saving throw rolling 3 needing a DC of ≥ 12 and causing 24 radiant
damage! End of Combat! Nothing of value is found upon the ghouls or in the room where
they were foraging for food. Going out the south door of the room, they go 10 ft south, 40 ft east, 30 ft north then 10 ft into
another unexplored area: The eastern wall of this chamber has
collapsed into a mass of rubble. To the north, a solid door stands ajar,
leading to a good-sized storeroom. Dusty kegs are tucked neatly against the
walls, all of them cracked and split open from age. A few kegs are opened however their contents have long
evaporated out, leaving behind a smelly, moldy sticky residue. Roqar, believes the
original contents was likely wine, mead or ale. Next stop, is back at the building where Mormesk the wraith
resides. The bodies of the bugbears that Mormesk killed are still here lying on
the floor, infested with bugs and smelling the place up! Marcuria, who manages to keep from throwing up, calls out to
Mormesk, whose ghostly form rises from the floor. Mormesk says, "Yes? Oh, it is you. What do you
want?" Marcuria says, “ "Ah. Good,
still here. Just dropping by to make sure things hadn't gotten worse. Strangely
enough, i'm...actually glad you're still here. Thanks for the help with those
Bugbears. That could've gotten ugly. …You and that spellforge. What’s the
connection, if I might ask”? Mormesk says, "The spellforge was used to bind magics to
whatever item one placed inside of it."
Marcuria
says, "Not much other reason why you'd want that Spectator gone."