MOVE: Jayson moves up to 15ft north transfers Hex to zombie: (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.) BONUS: Transfer Hex, pointing at Southern Zombie, up to 90ft range. ACTION: Cast Eldritch Blast, pointing at Southern Zombie. Beam #1 attack roll: 9 Damage: 9 (Force Range up to 240ft) + 5 (Hex - Necrotic Target disadvantage on Dex saves) = Unable to parse dice roll. : Beam #2 attack roll: 21 Damage: 6 (Force Range up to 240ft) + 5 (Hex - Necrotic Target disadvantage on Dex saves) = 11
Moves south 15ft back to his starting position.
Reaction: Any available
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Lorken, burned, battered and necrotising around the edges, nevertheless howls with delight as he charges back into the fray. His axe swings down with unstoppable force into the northern zombie:
Attack 1 (Great Weapon Master, advantage from Faerie Fire): To Hit 22, Damage 24
(Assuming that finishes the zombie:)
Barely breaking stride, he leaves the ruined remnants behind him as he rushes to get face-to-skull with their last foe.
Attack 2 (just raging): To Hit natural 1...
Attack 3 (bonus action from Great Weapon Master): To Hit 23, Damage 10.
With a blast of Eldritch Force, the bardic warlock’s foe falls to pieces … literally, its limbs detaching and its head chattering uselessly on the ground once it rolls to a stop.
Almost as patchwork as his opponent, the fey barbarian cleaves the Zombie nearest to him into two separate pieces. Swirls of shadowy magic cord between the falling halves of the undead but are unable to stitch it back together.
Gore is impossible with such dessicated foes, and the satyr takes advantage of this. He charges through the falling undead, into the bubble of silence around the Flameskull, his first swing passes through where its neck ought to be, only catching a glancing blow of the trailing stub that forms its spinal column.
The second blow is more effective. Lorken’s axe bites deeply into the creature’s flaming head, crunching into the space beneath like it is nothing more than egg shell. With no more than a soft sigh, the flames extinguish and the Flameskull is driven into the ground where it shatters into fragments.
Suddenly darkened again, the cavern descends into silence, except for the breathing of the living victors.
(The battle that was 1 that became 2 that became 3 is over. What now? Also, everyone can add 2,150xp)
"I'd say a rest is in order too", comments Jayson. "I'll do a song of rest for the group too."
OOC - Song of rest info:
Song of Rest+1d6 HP
PHB, pg. 54
If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
From his position on the floor, Lorken says, as if to the cavern roof, "I wonder what that... thing... was guarding. Looked like a defensible position, too."
Slowly, painfully, he chambers back to his feet, reclaims his axe and his lantern.
"Anyone else want to come take a look and see if we could rest there for a short while?"
"Sounds good. Still, I might just take a peek through the door on our way past in case anything catches my eye. And on that note..."
Lorken walks back to the fallen Jedar and begins rifling through his possessions, looking for anything that might be helpful.
(I'm hoping we can check all of the fallen adventurers. Lorken can use his Magic Awareness up to three times, so probably once in this chamber, once in the hall outside the Observer's room, and once for a peek inside that room, which should mean we find anything magical on the bodies or in the surroundings.)
The arms and armor of the three fallen warriors in the larger, more developed cavern in which the fight has concluded are beyond repair. Whether from the flame of the fireball or the edge of Lorken'saxe, without much work it would be cost far more to repair them to a saleable condition than to ignore them. On Mycete, a flame-retardent coin purse holds the equivalent of 60 gold pieces.
On Halorin there is a more intriguing find. Under his armor sits a pendant of a half decomposed skull. Grey flesh gives way to pale bone. It is utterly untarnished by the fight. As it is shown to Lorken, his nose twitches and his ears wriggle. There is magic in Halorin'spendant, of a fell, unnatural kind.
"Now this is interesting," says Lorken, gingerly inspecting the pendant. "It's certainly magical. Broma, you're a curious fellow. What do you make of it?"
Jayson adds, "Some interesting stuff there. Hopefully it will help on of you folks out. Someone be sure to get the coins too. If no one else get the Jayson will take the coin pouch for the group. I could stand with a Long Rest but understand this might not be the place to do it."
Jayson only grabs the coin pouch if no one else does.
As Broma takes the pendant for inspection the others hobble back through the passageway into the rougher cavern. There, they see the steps descending into a dark tunnel beyond the room they fought the Spectator of the Forge to the left of the room it guarded. To the right they see the escarpement and the steps that take them down to the lower half of the cavern and then the passageway back to the fungal room -- surely some working of the now dead Mycete.
The large workshop was badly damaged by the ancient spell battle that laid waste to the mine.
Worktables take up two corners of the room and are badly scorched, with any remnant of ancient plaster burned off the masonry walls. In the middle of the room, a stone pedestal holds a small brazier in which an eerie green flame dances and crackles. The brazier and its pedestal appear to have been untouched by the forces that destroyed this area and inset into small protrusions from the lip of the brazier tiny cut gems of different colours line the flame. Six of them in all. A seventh slot stands bare, the gem long gone, a noticeable absence to the formation that surround the flame.
On the scorched worktables, much is lost beyond recognition. Here there a few small items still appear as new, untouched by soot and flame.
It is not hard to imagine the Spectator of the Forge in this place before it made the wrong decision to side with the Stone-cold Raiders.
While Jayson conducts his ritual, Lorken passes amongst his companions, clapping them on the back or shoulder and saying a few encouraging words in light of their success and survival so far. Broma, Capone and Jayson each feel something more than a lift to their spirits as a portion of Lorken's wild magic flows into them, replenishing their arcane reserves.
(Broma recovers a spell slot of up to 2nd level.
Capone recovers a spell slot of up to 2nd level.
Jayson recovers a spell slot of up to 2nd level.)
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(Nice. Bring it home Broma. Flameskull is in area of silence for you)
(Sorry for the delay, saved on a 10.)
On Jayson's turn.
MOVE: Jayson moves up to 15ft north transfers Hex to zombie: (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
BONUS: Transfer Hex, pointing at Southern Zombie, up to 90ft range.
ACTION: Cast Eldritch Blast, pointing at Southern Zombie. Beam #1 attack roll: 9 Damage: 9 (Force Range up to 240ft) + 5 (Hex - Necrotic Target disadvantage on Dex saves) = Unable to parse dice roll. : Beam #2 attack roll: 21 Damage: 6 (Force Range up to 240ft) + 5 (Hex - Necrotic Target disadvantage on Dex saves) = 11
Moves south 15ft back to his starting position.
Reaction: Any available
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Lorken, burned, battered and necrotising around the edges, nevertheless howls with delight as he charges back into the fray. His axe swings down with unstoppable force into the northern zombie:
Attack 1 (Great Weapon Master, advantage from Faerie Fire): To Hit 22, Damage 24
(Assuming that finishes the zombie:)
Barely breaking stride, he leaves the ruined remnants behind him as he rushes to get face-to-skull with their last foe.
Attack 2 (just raging): To Hit natural 1...
Attack 3 (bonus action from Great Weapon Master): To Hit 23, Damage 10.
(The battle that was 1 that became 2 that became 3 is over. What now? Also, everyone can add 2,150xp)
Wow. A nice grind witH plenty of risk for those lighter in constitution. Grin poor Jayson.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
"Does anyone else want to take a rest to collect our wits?"
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
With a shudder, Lorken lets his rage fall, and drops his axe with a clang.
"Yes," he says, scrubbing his face roughly with his hands. "Yes, a rest sounds good."
With that he collapses, flat on his back and staring up at the roof of the cavern as he catches his breath.
(Will you rest here or elsewhere?)
(Elsewhere I think - he's only going to be on the floor for a moment or two.)
"I'd say a rest is in order too", comments Jayson. "I'll do a song of rest for the group too."
OOC - Song of rest info:
PHB, pg. 54
If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
From his position on the floor, Lorken says, as if to the cavern roof, "I wonder what that... thing... was guarding. Looked like a defensible position, too."
Slowly, painfully, he chambers back to his feet, reclaims his axe and his lantern.
"Anyone else want to come take a look and see if we could rest there for a short while?"
"I was eyeing the room that wraith was guarding. I wouldn't risk an overnight, but for a little bit, it would do nicely."
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
"Sounds good. Still, I might just take a peek through the door on our way past in case anything catches my eye. And on that note..."
Lorken walks back to the fallen Jedar and begins rifling through his possessions, looking for anything that might be helpful.
(I'm hoping we can check all of the fallen adventurers. Lorken can use his Magic Awareness up to three times, so probably once in this chamber, once in the hall outside the Observer's room, and once for a peek inside that room, which should mean we find anything magical on the bodies or in the surroundings.)
"Now this is interesting," says Lorken, gingerly inspecting the pendant. "It's certainly magical. Broma, you're a curious fellow. What do you make of it?"
Jayson adds, "Some interesting stuff there. Hopefully it will help on of you folks out. Someone be sure to get the coins too. If no one else get the Jayson will take the coin pouch for the group. I could stand with a Long Rest but understand this might not be the place to do it."
Jayson only grabs the coin pouch if no one else does.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Jayson will begin ritually casting Detect magic, "I will cast Detect magic ritually my friends and examine the room. Be cautious of things too."
Jayson begins his ritural near the opening to the room before going in.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
While Jayson conducts his ritual, Lorken passes amongst his companions, clapping them on the back or shoulder and saying a few encouraging words in light of their success and survival so far. Broma, Capone and Jayson each feel something more than a lift to their spirits as a portion of Lorken's wild magic flows into them, replenishing their arcane reserves.
(Broma recovers a spell slot of up to 2nd level.
Capone recovers a spell slot of up to 2nd level.
Jayson recovers a spell slot of up to 2nd level.)