This post has potentially manipulated dice roll results.
Riris-Ac: Cast at Cantrip level Vicious Mockery on Mormesk. Wisdom Save(DC 13) or he takes 1 Psychic damage. Riris-Ba: Cast at 1st level Healing Word on Pip for 7 HP restored.
Mormesk's Wisdom Save Vs Riris(DC 13): 25.
Mixum-Ac: Repeater Crossbow Attack on Mormesk. Crossbow Shot vs Mormesk(AC 16) - Attack: 16 Damage: 8. Mixum-Ba: Prompt Charlotte to repair herself and regain 16 HP.
Following the End of Mixum's Turn: Mormesk Legendary Action: Enervating Grasp vs Pip(AC 16) - Attack: 22 Damage: 6 cold damage. (If hit, target speed is reduced by 10ft until the start of Mormesk's turn. If Vicious Mockery succeeded, ignoring second roll in sequence)
After throwing a quick thanks Anton's way for spearing the skeleton,Riris calls Pip back to the fight with a word of power. But such was not enough, as she'd soon after lay down the hurt on Mormesk roasting his choice wardrobes, and how she can still see the crap stains from when he shit himself in life!
Mixum is quick to take advantage of the flustered undead mage in a pointed shot for where a head might be while calling out the command word to spur Charlotte on in repairing herself. Just as tiny little mechanical arms sprouted from the defender to start bending, hammering, and sometimes even wielding bits and parts of itself back into place...
"Witless cretins... You... I could've given you everything, and this is how I'm repaid!" He rants as the cold hand of death is brought down upon Pip's still prone form. "Mired ones! Deal with that warrior!" He howls out afterwards, prompting the surviving undead to all focus their attentions upon the latest arrival.
And as per their new command, the original Undead Reinforcements(S) that yet stood gathered what wit and weapons were about them to continue their assault now fully upon Anton.
Ordin turns is now up! (Just in case there's any changes to previous actions desired. Otherwise within 24 hours, moving on.)
This post has potentially manipulated dice roll results.
Following the End of Ordrin's Turn: Mormesk Legendary Action: Incorporeal Jaunt - Mormesk turns partially incorporeal and distorted before moving across the battlefield. Attack of Opportunities may be made at disadvantage. (Only Ordrin and Charlotte are in range/in the path, so may make AoOs at disadvantage)
Lair Action: Rise & Be Counted A total of 2 Undead reinforcements are revived.
Allied Reinforcement:
Ac: Returning Spear(Melee) vs Undead Reinforcement(AC 12) - Attack: 20 Damage: 12. Ba: Polearm Strike vs Undead Reinforcements(AC 12) - Attack: 19 Damage: 8. Action Surge: Returning Spear(Melee) vs Undead Reinforcement(AC 12) - Attack: 21 Damage: 11. Ma: M-14 if Undead blocking the way are slain again.
Try as he might, and without a doubt, both Ordin and Firnat give it their best after having further embolden by the arrival Anton, yet... it's not enough. The edges of Mormesk's robes would continue to fray wherever the light of mace or hammer came dangerously close to connecting with the spirit. But by inches at times, the wraith found the strength to bodily throw himself away from harm.
"You... You. Can't. Stop. ME!! If I cannot have this wretched conjurer of cheap tricks-!!" He looks sharply over to Riris. "Then I'll have myself a jester." With that, his form once again grew distorted and hazy for a few moments while making his way to Riris.
Lair Action: As Riris began to brace herself for the inevitable, she is surprised instead as many are likely to be as Mormesk made an uplifting motion towards the scattered array of broken bones and rotted flesh of the fallen. "Rise... Rise and be counted once more... My prized collection.... Do not let that one or anyone else interfere!"He rasped while conjuring mini tornadoes that magically pull back together and revitalized the undead miners once more.
Antoncurses before again calling out some assurances to Riris as he launched into in a positively dazzling array of sweeps, jabs, and even a parry and counter attack maneuver to clear himself a path to get in close to Mormesk, and by extension his pint-sized friend. But even if he should manage as much, a mixture of fear for her and venom for the Mormesk play across his features within moments of each other.
This post has potentially manipulated dice roll results.
Pip lays dazed on the ground as Mormesk suddenly scuttles away. Pip tighens his grip on his staff and smacks at Mormesk as he moves away.
AoO - Attack: 10 Damage: 1
He then gets first to his knees and then to his feet. "Whooo!" he huffs as he does so. With a wave of his wand and a short word 4 darts of power flash towards Mormesk hitting him for 12 force damage - Magic Missile Lvl 2
As Mormesk in all his haunting glory loomed larger than life over Riris, a skeletal hand is drawn high above him, somehow emitting wisps of black smoke. Such was his determination to see a permanent end to at least one troublesome member of the party, that he'd prove blind and deaf to the breathily spoken final spell from behind.
The sounds of arcane energy popping and bones snapping fill the air alongside a deathly shriek as pieces of the wraith are blown apart within seconds. Forced to look back upon being spun about by an impacting dart, Pip feels the malevolent attention of the wraith directed keenly upon himself as it tried to recover and reach out towards him. "Could've... been... mmmooor--"Mormesk's last words trail off into a final defeated sigh as the rest of his form finally dissipated.
Soon after, the sounds of bones and dead flesh hitting the ground echoes about the chamber as the remain undead fall to pieces and turn to dust; Mormesk's hold over them and mines finally being lifted with his defeat. Just as the group collective begin to sigh in relief and begin getting back their bearings, Anton lets out a curse and immediately snapped into a defensive pose as little motes of white light began appearing all throughout the room and even just outside of it as well.
'It's time..' Ordrin hears whispered just before his armor began to faintly glow. The light quickly detaches and condenses into another mote of light that flies off just a little ways and merge with the spectral weapon wielding version of Firnat, revitalizing what had been largely just a reflection of her will and desire to help till then. Once that happens, the other motes of light expand into faint and translucent spirits of Dwarves, Gnomes, and even a few humans and orcs. All which look haggard and yet relieved at the same time. Two sides of an age old conflict once trapped and now freed to pass on.
And while say nothing, the feeling of gratefulness can be felt by the party... before the spirits began to fade one by one. Firnat is the last. She regards each of the party members in turn, nodding to some and smiling to others before her gaze rests upon Odrin. She like the others hadn't the strength for words left. It was already a miracle her spirit had remained as intact up until this point. Yet she would linger for a few moments longer for any final words before joining the others in whatever after life awaited them...
Is there anything anyone wishes to say or do before she's gone? Otherwise, things will begin to rapidly as promised move into the final epilogue moments.
Rollback Post to RevisionRollBack
Curerntly: Player In: Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In: Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In: Lost Mines of Phandelver (Formerly run by Ceekay77)
Ordrin watches in silence as the ghostly figures fade into the darkness. His eyes bear the echo of Firnat's image for a moment longer, then he is sure he can no longer see it. The quiet, stunned shuffling of his companions are the only sounds beyond a distant, rhythmic crash of the waves. Ordrin turns around and looks each of them in the face, tallying their presence, their condition. He first looks to Riris. The poor lass was savagely pursued by Mormesk. Pip standing but clearly struggling. Charlotte dented and gashed, and Mixum wearily tending to her. Anton exhausted but smiling. Ordrin is grateful for them but his thoughts remain with Firnat and he feels a sudden ache to see his home.
Some time later, once it's clear there is no more assault and all have been tended to, Ordrin gathers his things and walks out of the room silently. He slowly, sorely, explores the cavern. Studying the ground carefully, moving from place to place, not quite satisfied. Finally, he looks behind the natural stone pillar across from the room's doors and stops. He studies the space for minutes, no outward motion. Then with care he quietly unlatches and unbuckles the green plate mail he received from Firnat outside the cave. It is unnaturally cold to the touch as he removes it and stacks it against the wall but it doesn't freeze the hand. Purposefully scanning the cavern, he retrieves an old pick ax from a long-ago miner, and sets to work. The report of the pick ax striking the ground behind the pillar rings out with short, sharp bites. The sounds seems to be in rhythm with the crash of water from the north but with occasional pauses as Ordrin sets down the tool to haul out large chunks of stone and rock with both leathered hands. These he sets neatly and deliberately near the green plate mail.
For the job, he is not long at it. He is a dwarf, after all, and it is only the brief consideration he took before starting the work that he needed to gauge the job and the best approach. Eventually he has formed what looks to be a small grave. And such it is, as he solemnly gathers up the armor and assembles it neatly in the hole. Resting there, even in the near pitch dark, it seems to have a luminescent rime upon it which catches and scatters in a million directions the glow emanating from Lightbringer as Ordrin nestles the mace under the chest piece with the head in place where it should be. Next, he unties from his waste a pouch of dirt collected at the place where Firnat last stood, the earthly surrogate of her missing form. Finally, he retrieves her journal, unread except the first few words. He lays his open palm across the soft leather cover, then touches it to his lips, kneels, and tucks the journal underneath the breastplate.
With easy, quick skill Ordrin fills in the tomb with dirt and stones, and finally assembles the larger, broken pieces of rock on top to be nearly indistinguishable from before he started, except for the extensive spider-webbing of the broken surface. When it is done, almost as if he has finished too fast, he pauses. Then he kneels again, placing his hand upon the surface, eyes closed and breathing the smell of the rock and dust that is this place he shall never see again. The fingertips curl, the nails caught against the stone pulling away from the flesh, then Ordrin stands and leaves.
With a certainty felt more than assured of no further dangers were to be expected, the party opt to postpone departing the cavern in favor of enjoying the immediate fruits of their labor to lick their wounds, celebrate, or make their peace with the dead. A roughed up Anton joins Ordrin outside the room and offers his assistance in making the grave. But he'd just as well respect Ordrin's wishes to abstain, and instead stand nearby in companionable silence.
In time -- mere moments in fact after some have begun readying themselves to depart, a humming from the north and dim glow of a fire draws attention towards a singular undead yet remaining in the cavern. Tensions are high as Vargimmley made his appearance, as the party -- not even Anton, having faced a small horde of zombies alone -- were still not in any condition for a fight.
But fortunately, one was not in the cards! The Flame Skull in his own way congratulated the group after disparaging his former colleague, as well as assured them that no undead save himself remained in the cave system. As a reward for their deeds, the Flame Skull drifted into Mormesk's room, and revealed a hidden side lab obscured and protected by magic that had yet persisted even in death. Time had its way with much of the décor in the lab. Yet with some helpful guidance from Vargimmely, the party were yet able to find a chest. Within which had been contained 500 gold worth of various denominations of coins, a few minor magical trinkets, and most interesting to Pip at least, and a pair of spellbooks containing the wraith's collective research and spells. A cursory reading reveals not only some of the secrets of undeath exploited by Mormesk using the strange nature of the cave, but also something about a means to 'rekindle' the forge to bring it back to its fully glory.
What is done with this knowledge is something that would no doubt spark much debate, as everyone -- be it out of curiosity, a need, or for other reasons all together -- had a stake in the knowledge. In the end, it is all too much to hash out on the spot. So the group resolve to retreat back to the Rockseeker brothers and report on everything that happened. Even Vargimmley would tag along, introducing himself and offering his service as a guardian. To which the pair of dwarves were... skeptical at best.
Still, their reply is an ambiguous one, as there was yet so much more that needed be done with the mine... and the extra help would go a long way. For the time being however, it is decided that the group(excluding Vargimmley) were to return to town...
The return trip to town proved to be a slow but mercifully uneventful journey. And after stopping for a lengthy rest along the way, those most affected by Mormesk's deadly touch begin to breathe easier as the lingering effects finally leave their system, making the rest of the journey all the more pleasant.
There are many things that transpire even within the first few days upon the party's return to town. Which on the day of became a great celebration at the Stonehill Inn, as the eventual stories shared over drinks spreads like wildfire throughout the town attracting many to the Inn. Among those stories is shared personally by the Rockseeker Brothers, who after much discussion between themselves, the pair assure all that the mines would be re-opened once more! In addition, the party members are offered 10 percent of the mine's future profits as both thanks and a reward for a job well done. This is in addition to being allowed to make use of the Forge of Spells, which in Ordrin and his clan's case, proves to be more of a long sought miracle bearing fruit upon further experimentations in expanding its properties to enhance components for a powerful panacea.
The party is also given a chance to inform Sildar of whatever became of Iarno Glasstaff. While it quickly becomes clear that even changed the former wizard hadn't risked staying in town, the Lord's Alliance agent makes sure to reward the party, and even extend an invitation to all the opportunity to join the Alliance... should they ever have cause to return to Neverwinter. Overhearing this, many townsfolk are less than eager to potentially lose their new local heroes, and even suggest taking up residence in the big manor house up on the hill, Tressandor Manor and former hideouts of the Redbrands.
Although such a suggestion, if ever followed up on, would come with its own issues later on, as the party would come to find out! But such things is a tale for another time, as the first chapter of Anton, Ordrin, Pip, Riris, Mixum, and Charlotte's story concludes with promises of a future full of possibilities!
Rollback Post to RevisionRollBack
Curerntly: Player In: Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In: Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In: Lost Mines of Phandelver (Formerly run by Ceekay77)
Pip could only let his shoulders sag as the enemies were defeated. He quickly moved among the injured party members using the Restorative Ointment to keep his companions from at least the brink of death until there was time for more and better healing. He was now a little stronger and the finding of the spell books caused him to nearly forget the trouble they had just gone through. He couldn't help but spend his time reading the books and studying them whenever he got the chance.
While Pip had no interest in living or working inside the mines, he does choose to stay in Phandalin. He puts the one spell book to use in aiding Ordrin and his clan in getting the magic of the forge working again. Accepting the 10 percent future profits, or his share of, he also accepts the offer of the old mansion, Tressandor Manor, as a home. Glasstaff would have left stuff behind and there was studying and magic to explore. The future income would allow him to study in peace while providing at least some income.
Whatever future adventures were to come, Pip's self confidence had grown, as well as his power as a wizard.
Rollback Post to RevisionRollBack
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Mixum sees Pip fall and rushes over to him and slaps a healing patch on him (Cure wounds) 10
With his bonus action he directs Charlotte to make a rending attack on Mormesk.
attack 14
damage 5
She stands ready to impede Mormesk's attacks on Mixum or Pip.
Sensing the tide may be turning, Ordrin redoubles his attack on Mormesk.
Lightbringer attack: 24 Damage: 4
Spiritual Weapon: Attack: 9 Damage: 10
After throwing a quick thanks Anton's way for spearing the skeleton, Riris calls Pip back to the fight with a word of power. But such was not enough, as she'd soon after lay down the hurt on Mormesk roasting his choice wardrobes, and how she can still see the crap stains from when he shit himself in life!
Mixum is quick to take advantage of the flustered undead mage in a pointed shot for where a head might be while calling out the command word to spur Charlotte on in repairing herself. Just as tiny little mechanical arms sprouted from the defender to start bending, hammering, and sometimes even wielding bits and parts of itself back into place...
"Witless cretins... You... I could've given you everything, and this is how I'm repaid!" He rants as the cold hand of death is brought down upon Pip's still prone form. "Mired ones! Deal with that warrior!" He howls out afterwards, prompting the surviving undead to all focus their attentions upon the latest arrival.
And as per their new command, the original Undead Reinforcements(S) that yet stood gathered what wit and weapons were about them to continue their assault now fully upon Anton.
Ordin turns is now up! (Just in case there's any changes to previous actions desired. Otherwise within 24 hours, moving on.)
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)
OoC: Ordrin as in post 3311
Try as he might, and without a doubt, both Ordin and Firnat give it their best after having further embolden by the arrival Anton, yet... it's not enough. The edges of Mormesk's robes would continue to fray wherever the light of mace or hammer came dangerously close to connecting with the spirit. But by inches at times, the wraith found the strength to bodily throw himself away from harm.
"You... You. Can't. Stop. ME!! If I cannot have this wretched conjurer of cheap tricks-!!" He looks sharply over to Riris. "Then I'll have myself a jester." With that, his form once again grew distorted and hazy for a few moments while making his way to Riris.
Lair Action: As Riris began to brace herself for the inevitable, she is surprised instead as many are likely to be as Mormesk made an uplifting motion towards the scattered array of broken bones and rotted flesh of the fallen. "Rise... Rise and be counted once more... My prized collection.... Do not let that one or anyone else interfere!" He rasped while conjuring mini tornadoes that magically pull back together and revitalized the undead miners once more.
Anton curses before again calling out some assurances to Riris as he launched into in a positively dazzling array of sweeps, jabs, and even a parry and counter attack maneuver to clear himself a path to get in close to Mormesk, and by extension his pint-sized friend. But even if he should manage as much, a mixture of fear for her and venom for the Mormesk play across his features within moments of each other.
Pip turn is now up!
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)
Pip lays dazed on the ground as Mormesk suddenly scuttles away. Pip tighens his grip on his staff and smacks at Mormesk as he moves away.
AoO - Attack: 10 Damage: 1
He then gets first to his knees and then to his feet. "Whooo!" he huffs as he does so. With a wave of his wand and a short word 4 darts of power flash towards Mormesk hitting him for 12 force damage - Magic Missile Lvl 2
hmm, messed the roll up. reroll here if needed 11
Ordrin AoO:
Lightbringer: Attack: 20 Damage: 6
As Mormesk in all his haunting glory loomed larger than life over Riris, a skeletal hand is drawn high above him, somehow emitting wisps of black smoke. Such was his determination to see a permanent end to at least one troublesome member of the party, that he'd prove blind and deaf to the breathily spoken final spell from behind.
The sounds of arcane energy popping and bones snapping fill the air alongside a deathly shriek as pieces of the wraith are blown apart within seconds. Forced to look back upon being spun about by an impacting dart, Pip feels the malevolent attention of the wraith directed keenly upon himself as it tried to recover and reach out towards him. "Could've... been... mmmooor--" Mormesk's last words trail off into a final defeated sigh as the rest of his form finally dissipated.
Soon after, the sounds of bones and dead flesh hitting the ground echoes about the chamber as the remain undead fall to pieces and turn to dust; Mormesk's hold over them and mines finally being lifted with his defeat. Just as the group collective begin to sigh in relief and begin getting back their bearings, Anton lets out a curse and immediately snapped into a defensive pose as little motes of white light began appearing all throughout the room and even just outside of it as well.
'It's time..' Ordrin hears whispered just before his armor began to faintly glow. The light quickly detaches and condenses into another mote of light that flies off just a little ways and merge with the spectral weapon wielding version of Firnat, revitalizing what had been largely just a reflection of her will and desire to help till then. Once that happens, the other motes of light expand into faint and translucent spirits of Dwarves, Gnomes, and even a few humans and orcs. All which look haggard and yet relieved at the same time. Two sides of an age old conflict once trapped and now freed to pass on.
And while say nothing, the feeling of gratefulness can be felt by the party... before the spirits began to fade one by one. Firnat is the last. She regards each of the party members in turn, nodding to some and smiling to others before her gaze rests upon Odrin. She like the others hadn't the strength for words left. It was already a miracle her spirit had remained as intact up until this point. Yet she would linger for a few moments longer for any final words before joining the others in whatever after life awaited them...
Is there anything anyone wishes to say or do before she's gone? Otherwise, things will begin to rapidly as promised move into the final epilogue moments.
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)
Ordrin watches in silence as the ghostly figures fade into the darkness. His eyes bear the echo of Firnat's image for a moment longer, then he is sure he can no longer see it. The quiet, stunned shuffling of his companions are the only sounds beyond a distant, rhythmic crash of the waves. Ordrin turns around and looks each of them in the face, tallying their presence, their condition. He first looks to Riris. The poor lass was savagely pursued by Mormesk. Pip standing but clearly struggling. Charlotte dented and gashed, and Mixum wearily tending to her. Anton exhausted but smiling. Ordrin is grateful for them but his thoughts remain with Firnat and he feels a sudden ache to see his home.
Some time later, once it's clear there is no more assault and all have been tended to, Ordrin gathers his things and walks out of the room silently. He slowly, sorely, explores the cavern. Studying the ground carefully, moving from place to place, not quite satisfied. Finally, he looks behind the natural stone pillar across from the room's doors and stops. He studies the space for minutes, no outward motion. Then with care he quietly unlatches and unbuckles the green plate mail he received from Firnat outside the cave. It is unnaturally cold to the touch as he removes it and stacks it against the wall but it doesn't freeze the hand. Purposefully scanning the cavern, he retrieves an old pick ax from a long-ago miner, and sets to work. The report of the pick ax striking the ground behind the pillar rings out with short, sharp bites. The sounds seems to be in rhythm with the crash of water from the north but with occasional pauses as Ordrin sets down the tool to haul out large chunks of stone and rock with both leathered hands. These he sets neatly and deliberately near the green plate mail.
For the job, he is not long at it. He is a dwarf, after all, and it is only the brief consideration he took before starting the work that he needed to gauge the job and the best approach. Eventually he has formed what looks to be a small grave. And such it is, as he solemnly gathers up the armor and assembles it neatly in the hole. Resting there, even in the near pitch dark, it seems to have a luminescent rime upon it which catches and scatters in a million directions the glow emanating from Lightbringer as Ordrin nestles the mace under the chest piece with the head in place where it should be. Next, he unties from his waste a pouch of dirt collected at the place where Firnat last stood, the earthly surrogate of her missing form. Finally, he retrieves her journal, unread except the first few words. He lays his open palm across the soft leather cover, then touches it to his lips, kneels, and tucks the journal underneath the breastplate.
With easy, quick skill Ordrin fills in the tomb with dirt and stones, and finally assembles the larger, broken pieces of rock on top to be nearly indistinguishable from before he started, except for the extensive spider-webbing of the broken surface. When it is done, almost as if he has finished too fast, he pauses. Then he kneels again, placing his hand upon the surface, eyes closed and breathing the smell of the rock and dust that is this place he shall never see again. The fingertips curl, the nails caught against the stone pulling away from the flesh, then Ordrin stands and leaves.
Part I:
With a certainty felt more than assured of no further dangers were to be expected, the party opt to postpone departing the cavern in favor of enjoying the immediate fruits of their labor to lick their wounds, celebrate, or make their peace with the dead. A roughed up Anton joins Ordrin outside the room and offers his assistance in making the grave. But he'd just as well respect Ordrin's wishes to abstain, and instead stand nearby in companionable silence.
In time -- mere moments in fact after some have begun readying themselves to depart, a humming from the north and dim glow of a fire draws attention towards a singular undead yet remaining in the cavern. Tensions are high as Vargimmley made his appearance, as the party -- not even Anton, having faced a small horde of zombies alone -- were still not in any condition for a fight.
But fortunately, one was not in the cards! The Flame Skull in his own way congratulated the group after disparaging his former colleague, as well as assured them that no undead save himself remained in the cave system. As a reward for their deeds, the Flame Skull drifted into Mormesk's room, and revealed a hidden side lab obscured and protected by magic that had yet persisted even in death. Time had its way with much of the décor in the lab. Yet with some helpful guidance from Vargimmely, the party were yet able to find a chest. Within which had been contained 500 gold worth of various denominations of coins, a few minor magical trinkets, and most interesting to Pip at least, and a pair of spellbooks containing the wraith's collective research and spells. A cursory reading reveals not only some of the secrets of undeath exploited by Mormesk using the strange nature of the cave, but also something about a means to 'rekindle' the forge to bring it back to its fully glory.
What is done with this knowledge is something that would no doubt spark much debate, as everyone -- be it out of curiosity, a need, or for other reasons all together -- had a stake in the knowledge. In the end, it is all too much to hash out on the spot. So the group resolve to retreat back to the Rockseeker brothers and report on everything that happened. Even Vargimmley would tag along, introducing himself and offering his service as a guardian. To which the pair of dwarves were... skeptical at best.
Still, their reply is an ambiguous one, as there was yet so much more that needed be done with the mine... and the extra help would go a long way. For the time being however, it is decided that the group(excluding Vargimmley) were to return to town...
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)
Part II:
The return trip to town proved to be a slow but mercifully uneventful journey. And after stopping for a lengthy rest along the way, those most affected by Mormesk's deadly touch begin to breathe easier as the lingering effects finally leave their system, making the rest of the journey all the more pleasant.
There are many things that transpire even within the first few days upon the party's return to town. Which on the day of became a great celebration at the Stonehill Inn, as the eventual stories shared over drinks spreads like wildfire throughout the town attracting many to the Inn. Among those stories is shared personally by the Rockseeker Brothers, who after much discussion between themselves, the pair assure all that the mines would be re-opened once more! In addition, the party members are offered 10 percent of the mine's future profits as both thanks and a reward for a job well done. This is in addition to being allowed to make use of the Forge of Spells, which in Ordrin and his clan's case, proves to be more of a long sought miracle bearing fruit upon further experimentations in expanding its properties to enhance components for a powerful panacea.
The party is also given a chance to inform Sildar of whatever became of Iarno Glasstaff. While it quickly becomes clear that even changed the former wizard hadn't risked staying in town, the Lord's Alliance agent makes sure to reward the party, and even extend an invitation to all the opportunity to join the Alliance... should they ever have cause to return to Neverwinter. Overhearing this, many townsfolk are less than eager to potentially lose their new local heroes, and even suggest taking up residence in the big manor house up on the hill, Tressandor Manor and former hideouts of the Redbrands.
Although such a suggestion, if ever followed up on, would come with its own issues later on, as the party would come to find out! But such things is a tale for another time, as the first chapter of Anton, Ordrin, Pip, Riris, Mixum, and Charlotte's story concludes with promises of a future full of possibilities!
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)
Pip could only let his shoulders sag as the enemies were defeated. He quickly moved among the injured party members using the Restorative Ointment to keep his companions from at least the brink of death until there was time for more and better healing. He was now a little stronger and the finding of the spell books caused him to nearly forget the trouble they had just gone through. He couldn't help but spend his time reading the books and studying them whenever he got the chance.
While Pip had no interest in living or working inside the mines, he does choose to stay in Phandalin. He puts the one spell book to use in aiding Ordrin and his clan in getting the magic of the forge working again. Accepting the 10 percent future profits, or his share of, he also accepts the offer of the old mansion, Tressandor Manor, as a home. Glasstaff would have left stuff behind and there was studying and magic to explore. The future income would allow him to study in peace while providing at least some income.
Whatever future adventures were to come, Pip's self confidence had grown, as well as his power as a wizard.