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Weekly Game Session Summary #51 (03/13/2021)

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."
Mormesk says, "Yes, I was in charge of doing the task of binding the asked for magic to an item that the dwarves would forge."   Roqar gets creeped out by the undead Mormesk, being friendly or not had enough. Marcuria says, Says: "...! The dwarves....of course.......I see. You know, the Dwarves are planning to come back in here and get back to work, once we finish clearing it out.", "We could probably talk to them on your behalf. Make sure they don't freak out or...start messing with your stuff."   Mormesk says, "I was not aware no. Good that they return but still my treasures here are mine alone."   Marcuria says, "Yes. Right. Well, you know how dwarves can be about treasure....that's what I mean. Just want you to be aware. We'll talk to them when we're done here, make sure they don't try to take any of your stuff, and all that."   Mormesk says, “Good, good, I am fine with that.”   Avery says, "A-awesome. We better get going then, if we're gonna finish clearing this place out."   Marcuria says, "Sure, Avery. In a moment. Just...want to add one last thing.", looks over to Mormesk with a nod, "I....hope you find solace, some day. That you find an inner peace after all these years. Farewell."   The party moves on to now deal with the flameskull guardian in the smelter cavern.   Marcuria and Roqar went into the smelter cavern then ran back down a corridor towards the party since they can now move at 40 ft movement rate. A silence spell has been ritually casted by Avery, in the passage that connects to the spell forge area.   Sure enough, the flameskull is back, but this time no more zombies animate, indicating there is nothing whole left that the flameskull can animate.   Initiative rolls are made and Combat Round #01 begins:   Farren, uses his flurry of blows ability to give him 3 attacks:   First two unarmed strike (fist) missed, then his last one with his short sword (n injatō), hits the Flameskull for 7 bludgeoning damage!   Because Farren, hit the Flameskull, he can now use stunning strike: Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a  15  Constitution saving throw or be stunned until the end of your next turn.      The flameskull rolls a constitution saving throw of 10 needing ≥15, failing the save! This makes him stunned until the end of Farren’s next turn!   Dia, stays put, watching.   Flameskull is stunned.   Avery, casts heroism upon Juan, imbuing him with bravery  and +4 temporary hit points for up to 1 minute!   Marcuria, does 3 attacks the first two gauntlet punches missed the Flameskull, the last one, using the clockwork amulet hits for 12 bludgeoning damage!   Rolo casts the Magic Missiles spell sending four of them at the Flameskull  for 12 force damage, shattering the skull and defeating him!   End of Combat!   Rogar, whom has the two vials of Tymora holy water, pours them upon the fragments after they are gathered up with the hope this will permanently destroy the creature. The fragments appear to burn as that is done.   The adventurers now go down and around in the caves and passages to get to the room that several bugbears came out of, once before.   Old stone bunks line the walls of this barracks, which is lit and heated by a glowing iron brazier in the middle of the room. Across the room is another door, this one blocked by a barricade made from the remains of a wooden table.   Marcuria does not seen anything out of the ordinary in here and enters and the room is searched but there is nothing of value laying around.   From the bunk room, it’s just 20 feet north, up a flight of stairs, another 20 ft then, west 50 feet and north 10 ft to the double doors to the temple area where Nezznar and his four pet spiders were first encountered.   Six cracked marble pillars line the walls of this hall, at the north end of which stands a nine-foot-tall statue of a dwarf seated on a throne, a mighty stone warhammer across his lap. Large emeralds gleam in the statue’s eyes. The dust and debris covering the floor has been swept to one side, and a campsite of sorts now spreads in front of the statue. Half a dozen bedrolls and packs are neatly arranged around a rough-built fire pit. A wooden table stands on the west side of the room between two pillars.   It is Rolo that goes inside to have a look and there is no sign of Nezzar, the spiders, the drow elf or bugbears here.   The party goes down the stairs just 20 ft north and 10 ft east of the stairs that came up to the current passage.   A wide rift fills the eastern half of this cavern. A stream pours out of the west wall, then tumbles down into the rift and flows out again to the north. Several ropes are secured to iron stakes along on the western edge of the rift, leading down to the chasm floor.   They climb down into the rift to have a look around, since it was first noted that the bugbears were down here looking for something themselves.   Eventually it is Marcuria, that spots something after turning up a rock. It is the skeleton of a dwarf. The helm and skull are severely crushed. The armor rusted and mangled, However the gauntlet the fellow was wearing are ok.   The identify spell is ritually cast, and it is noted that they are gauntlets of ogre power!   They are given to Roqar whose strength is now at 19! She’s just happy that now she can carry more treasure!   There is a ledge to the north with a visible cave opening, so the mage hand cantrip is used to hoist a rope tied to the magical unmovable rod and it is raised up high enough, about 25 ft, and the mage hand is made to press the button to activate the rod to hold it and the rope in place.   Everyone in the party is able to climb up without falling back down.   The passage here echoes the waves from the water cave here loudly.   This passageway is barely four feet high and is obstructed by rounded boulders and pebbles. It might have been a streambed, though no water flows here now.   They make their way to the opposite end and wind up in the water cave where the waves crash and the water level rises then sinks back down. A narrow ledge overlooks a large cavern that houses a surging, seething body of water. The rhythmic booming heard throughout the mines is louder here. At regular intervals, a fresh surge of water funnels into this chamber and slams against the wall just below the ledge. The party continues onwards back to the spell forge building now and there is no one inside the spell forge or the polishing room either. Marcuria says, "....Really gave up on the Spellforge just like that? I guess he wasn't feeling so brave when his minions ran off..." The adventurers decide it’s time to head back to Phandalin and they arrive two days later without encountering any sort of trouble along the way.   And this ends the gaming session for the day, until next time!   It is now June  28th at 1 pm.   The Adventurers’ Experience Points Earned This Session:   In passage: Ochre Jelly: Challenge Level 2: 450 XP    Area 6: South Barracks: Ghouls (4): Challenge level 1: 200 XP each = 800 XP   Area 12: Smelter Cavern Flame Skull: Challenge Level 4: 1,100 XP     Total: 2,350 XP 2,350 / 6 = 391.66 XP per Adventurer   ----------   Grand Total Experience Points:   Everyone is at 6,978.92 XP    Level 6 now reached at 14,000 XP   Loot Found: Area 18: Collasped Cavern Gauntlets of Ogre Power   Number of Sessions for current Adventure Module: 60th Session for “Lost Mines of Phandelver / Dragon of Icespire Peak” 03/13/2021   [1st Session start was 08/15/2019]