Nyli decides to reduce the odds and takes aim at Vyerith. Her arrow flies true, striking Vyerith in the throat. The drow falls from the wall, landing with muffled thud in the webs.
Shortbow to hit 18. Damage 6 (4+2). Vyerith Dead
Bonus action: Steady Aim (advantage on next attack)
Even as multiple attacks rain down on him, Chase is unbreakable, his aura of heroism still palpable to his allies. Nyli sends another arrow at his attacker. Vyerith falls from the cavern wall and is caught by the web. The Spider Staff falls from her hand and is also suspended in the web (within reach of anyone on the ground). A sinister aura of magic emanates from it, detectable even with the powerful magic of the Forge of Spells nearby. The drow woman's body immediately begins to deform and melt into gray goo which drips onto the floor, leaving behind the featureless, gray blob that some (with a DC 15 Inteligence (Nature) check) would recognize as a Doppelganger.
Nezznar comes back out from behind the wall and cries out when he sees the dead "Vyerith," "Oh no!" He looks for the source of the arrows and sees Nyli. He casts a spell at her, a white beam of icy energy which collides with the web and fizzles out harmlessly. Nezznar hides behind the wall again.
Meanwhile, Mormesk does not react much to Dunkin's Starry Wisp. Not, that is, until it starts to glow. The wraith tries to brush off the glowing sparkles, and when it cannot, it hisses, "How dare you affect me with your magic!" It reaches for Dunkin again. This time, the wraith makes contact—its ghostly hand reaches inside Dunkin's body and draws out his life force.
OOC:
I've taken note of Nyli's intended action. I'll add in the attack the next time Nezznar comes out from behind the wall.
*Dunkin must make a DC 13 Con save or have his HP maximum reduced by 17 until the end of his next long rest.
At the wraith’s touch Dunkin feels half of his strength drain away (CON save=5). “Time to get out of here,” he thinks. Dunkin casts Wild Shape (combat shape bonus action) and turns into a Giant Spider. He quickly scuttles up and around the corner towards the remaining drow. As he rounds the corner he drops onto Nezznar and sinks his fangs into drow’s neck (13+5=18 to hit, 7 piercing damage, 6 poison damage).
When Nezznar sees Spider-Dunkin, he seems to recognize the spider and cries fearfully in Undercommon.
A DC 15 Wisdom (Insight) check lets a character who doesn't speak Undercommon deduce his meaning:
Nezznar says, "No! You shouldn't be here! I need more time!"
He screams when bitten and the webs he conjured fade away. Nearby, the body of the doppelganger falls to the floor with a wet thump and its Spider Staff clatters on the stone. Chase is no longer restrained, but he does see an wrathful wraith getting ready to attack him.
OOC:
Nezznar is down to 7 HP and loses concentration on Web.
Chase rushes forward at the sudden release of the webs, as he sees the wraith advancing towards him he uses Orders demand he presents his holy symbol, the wraith must succeed on a Wisdom saving throw or be charmed until the end of his next turn or until it gets damaged.
Chase raises his holy symbol. The wraith stops in its tracks. Chase can see fear in its eyes—for a moment. Then the wraith cackles, "You have no power over me, dwarf!" It reaches for Chase's chest, yet, perhaps due to some lingering fear of the cleric, it fails to reach him.
Dunkin, like many in Faerun may well have heard tales of the drow in his youth. Tales of demon-worshipping marauders who emerge from the depths of the Underdark only to pillage and slaughter surface dwellers. Tales which frighten children and adults alike. Yet here was a drow terrified of Dunkin. Nezznar turns and runs from Dunkin. He makes it about halfway across the cavern before an arrow loosed by Nyli sails right at his heart. The drow manages to create an arcane shield, but the arrow pierces straight through and kills Nezznar where he stands.
All that remains between you and the Forge of Spells is Mormesk the Wraith.
Nyli:
Attack (Shortbow) Nezznar --> 25 to hit (crit) for 17 piercing damage
OOC:
Chase can tell that Mormesk the Wraith is immune to the Charmed condition
Not wanting to get too close just yet, Nyli decides to try her arcane arts. Whispering words she doesn't fully understand she sends a blade of ice towards the wraith.The blade strikes true, embedding itself in the wraith before exploding, sending shards of ice in all directions. With that done she draws her blades, ready to get up close and personal.
Ice Knife to hit 16 Damage 4 (not sure if Mormesk takes 4 or 2 as it's magical piercing). Mormesk and Chase need a dex save (12) or take 5 cold damage.
Dunkin sees his friends engaged with the wraith when several shiny stones at his feet catch his eye. He quickly sheds his Wild Shape and pulls his sling. The halfling’s sling then whirs into action sending a Magic Stone straight at the wraith’s head. Dunkin cringes in dismay as the stone misses it’s mark, sailing wide.
With icicles and magically-enhanced stones flying all around, Mormesk finds itself beset on three sides. It speaks no more, and instead releases an inhuman screech.
It turns from Chase to Nyli and floats over, reaching for the gnome, but its direct approach means Nyli sees it coming and can easily dodge.
OOC:
I rolled the 1d4 bonus from Chase's Bless for Dunkin. With an additional +3 to hit from that, Dunkin hits Mormesk's armor class and deals 5 magical bludgeoning damage with his second Magic Stone.
Chase may make an attack of opportunity against Mormesk using his previous round's reaction.
"Vyerith the Black Spider" (Doppelganger) 0/56 HP: Dead
Mormesk the Wraith 21/44 HP: Life Drain (Nyli) --> 18 to hit for 22 necrotic damage
Nyli must succeed on a DC 13 Constitution saving throw or have her HP max be reduced by 22 until her next long rest.
@Vedar If Nyli is using a luck point to impose disadvantage on Mormesk's attack roll, you can reroll Mormesk's attack roll (+5 to hit) and can choose whether to keep the current damage roll (22) or roll again (3d8+3).
Feeling a rush of healing, and spurred on by Chase's words, Nyli spins in place, catching the wraith with an unsuspected attack. Her shortsword passes through the nebulous form, the magic in the blade separating the last remaining threads holding it together. The wraith disappears with a screech that quickly fades away.
Mormesk fades from existence once and for all. As he does, the magical flame in the Forge of Spells changes color, from green to a more natural orange, as its link with the wraith severs. With the Black Spiders and their forces defeated and the undead scourge now gone, Wave Echo Cave is safe to restart operations! Just stay away from the mimic!
In the storage closet adjacent to the Forge of Spells are the last items created there: Lightbringer and Dragonguard. They can be identified in due time:
Lightbringer. This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.
Dragonguard. This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.
There's also a treasure chest in the closet. When unlocked, it contains 1,100 cp, 160 sp, 50 gp, three diamonds (100 gp each), a wooden pipe adorned with platinum filigree (150 gp), and handful of magically preserved tomes. Most are just histories, but one has a mysterious map sewn into its cover.
Conclusion:
A more thorough sweep of the mine reveals Nundro Rockseeker, Gundren's other brother, still alive. He had been captured by Nezznar the Black Spider. Gundren is overjoyed to find him alive. Gundren and Nundro Rockseeker soon take over administration of the new mine. As promised, they gladly award our heroes (or the Church of Tymora) a 10 percent share of the mine’s profits and give them priority access to the Forge of Spells. In years to come, the restored mines of the Phandelver’s Pact will bring great riches to Phandalin and help establish peace and prosperity in the area.
With hard work and a little luck, our heroes have Rescued Gundren from the Cragmaw Goblins, defeated the Black Spiders, and undone their destructive plots in Phandalin and Wave Echo Cave. The deeds of Chase, Dunkin, and Nyli will be long remembered in this corner of the Sword Coast. No matter where they go, they'll always have a warm welcome in Phandalin.
OOC:
That just about wraps things up. Thanks for sticking with me until the end, y'all!
If you want to, I would love to read epilogues of what each PC does now that this adventure has concluded. Do they stay in Phandalin? Travel elsewhere? Does anyone track down Reidoth the druid in Thundertree? Big Sneeze and many of the Cragmaw goblins are still out there, too. And Sister Garaele and Sildar will probably need all the help they can get managing things when Phandalin becomes a boom town.
Chase spends many weeks just preparing his heartstones, ores, treatment chemicals, scrolls, ointments, oils, etc. As he begins to forge his Dwarven Thrower focus bordering on obsession.
Nyli decides to reduce the odds and takes aim at Vyerith. Her arrow flies true, striking Vyerith in the throat. The drow falls from the wall, landing with muffled thud in the webs.
Shortbow to hit 18. Damage 6 (4+2). Vyerith Dead
Bonus action: Steady Aim (advantage on next attack)
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Even as multiple attacks rain down on him, Chase is unbreakable, his aura of heroism still palpable to his allies. Nyli sends another arrow at his attacker. Vyerith falls from the cavern wall and is caught by the web. The Spider Staff falls from her hand and is also suspended in the web (within reach of anyone on the ground). A sinister aura of magic emanates from it, detectable even with the powerful magic of the Forge of Spells nearby. The drow woman's body immediately begins to deform and melt into gray goo which drips onto the floor, leaving behind the featureless, gray blob that some (with a DC 15 Inteligence (Nature) check) would recognize as a Doppelganger.
Nezznar comes back out from behind the wall and cries out when he sees the dead "Vyerith," "Oh no!" He looks for the source of the arrows and sees Nyli. He casts a spell at her, a white beam of icy energy which collides with the web and fizzles out harmlessly. Nezznar hides behind the wall again.
Meanwhile, Mormesk does not react much to Dunkin's Starry Wisp. Not, that is, until it starts to glow. The wraith tries to brush off the glowing sparkles, and when it cannot, it hisses, "How dare you affect me with your magic!" It reaches for Dunkin again. This time, the wraith makes contact—its ghostly hand reaches inside Dunkin's body and draws out his life force.
OOC:
I've taken note of Nyli's intended action. I'll add in the attack the next time Nezznar comes out from behind the wall.
*Dunkin must make a DC 13 Con save or have his HP maximum reduced by 17 until the end of his next long rest.
Monsters:
"Vyerith the Black Spider" (Doppelganger) 0/56 HP: DeadMap:
I can post a new map if you want, but no one has moved in the last round.
At the wraith’s touch Dunkin feels half of his strength drain away (CON save=5). “Time to get out of here,” he thinks. Dunkin casts Wild Shape (combat shape bonus action) and turns into a Giant Spider. He quickly scuttles up and around the corner towards the remaining drow. As he rounds the corner he drops onto Nezznar and sinks his fangs into drow’s neck (13+5=18 to hit, 7 piercing damage, 6 poison damage).
When Nezznar sees Spider-Dunkin, he seems to recognize the spider and cries fearfully in Undercommon.
A DC 15 Wisdom (Insight) check lets a character who doesn't speak Undercommon deduce his meaning:
Nezznar says, "No! You shouldn't be here! I need more time!"
He screams when bitten and the webs he conjured fade away. Nearby, the body of the doppelganger falls to the floor with a wet thump and its Spider Staff clatters on the stone. Chase is no longer restrained, but he does see an wrathful wraith getting ready to attack him.
OOC:
Nezznar is down to 7 HP and loses concentration on Web.
Chase rushes forward at the sudden release of the webs, as he sees the wraith advancing towards him he uses Orders demand he presents his holy symbol, the wraith must succeed on a Wisdom saving throw or be charmed until the end of his next turn or until it gets damaged.
Wisdom save 13
Wise as a serpent and sly as a fox.
Chase raises his holy symbol. The wraith stops in its tracks. Chase can see fear in its eyes—for a moment. Then the wraith cackles, "You have no power over me, dwarf!" It reaches for Chase's chest, yet, perhaps due to some lingering fear of the cleric, it fails to reach him.
Dunkin, like many in Faerun may well have heard tales of the drow in his youth. Tales of demon-worshipping marauders who emerge from the depths of the Underdark only to pillage and slaughter surface dwellers. Tales which frighten children and adults alike. Yet here was a drow terrified of Dunkin. Nezznar turns and runs from Dunkin. He makes it about halfway across the cavern before an arrow loosed by Nyli sails right at his heart. The drow manages to create an arcane shield, but the arrow pierces straight through and kills Nezznar where he stands.
All that remains between you and the Forge of Spells is Mormesk the Wraith.
Nyli:
Attack (Shortbow) Nezznar --> 25 to hit (crit) for 17 piercing damage
OOC:
Chase can tell that Mormesk the Wraith is immune to the Charmed condition
Monsters:
Nezznar the Black Spider 0/40 HP (Dead): Disengage; move to Chase; cast Shield"Vyerith the Black Spider" (Doppelganger) 0/56 HP: DeadMap:
Not wanting to get too close just yet, Nyli decides to try her arcane arts. Whispering words she doesn't fully understand she sends a blade of ice towards the wraith.The blade strikes true, embedding itself in the wraith before exploding, sending shards of ice in all directions. With that done she draws her blades, ready to get up close and personal.
Ice Knife to hit 16 Damage 4 (not sure if Mormesk takes 4 or 2 as it's magical piercing). Mormesk and Chase need a dex save (12) or take 5 cold damage.
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
An icy shard slides just past Chases protective armor grazing his heart stones as it opens the flesh. Hot blood pulses down Chases chest…
Wise as a serpent and sly as a fox.
Dunkin sees his friends engaged with the wraith when several shiny stones at his feet catch his eye. He quickly sheds his Wild Shape and pulls his sling. The halfling’s sling then whirs into action sending a Magic Stone straight at the wraith’s head. Dunkin cringes in dismay as the stone misses it’s mark, sailing wide.
OOC:
Cast Magic Stone = 6/miss
Chase clutches at his heart-stones now covered in his blood, the forge that would make his dreams come true…
Chase casts bless on Nyli and Dunkin and uses voice of authority to grant Dunkin another attack!
”Take out this loathsome menace, and stoke the forge fires!!”
Wise as a serpent and sly as a fox.
At Chase’s command, Dunkin’s sling whirs into action again. This time barely missing the wraith. He shudders as the being eyes him coldly.
OOC:
Magic Stone (2nd of 3) = 12/miss
With icicles and magically-enhanced stones flying all around, Mormesk finds itself beset on three sides. It speaks no more, and instead releases an inhuman screech.
It turns from Chase to Nyli and floats over, reaching for the gnome, but its direct approach means Nyli sees it coming and can easily dodge.
OOC:
I rolled the 1d4 bonus from Chase's Bless for Dunkin. With an additional +3 to hit from that, Dunkin hits Mormesk's armor class and deals 5 magical bludgeoning damage with his second Magic Stone.
Chase may make an attack of opportunity against Mormesk using his previous round's reaction.
Monsters:
Nezznar the Black Spider 0/40 HP (Dead): Disengage; move to Chase; cast Shield"Vyerith the Black Spider" (Doppelganger) 0/56 HP: DeadMap:
Chases AoO 16 to hit for 11 bludgeoning (reduced to 5), “Back to the grave with ye!”
Wise as a serpent and sly as a fox.
With blades already drawn and feeling blessed, Nyli launches herself at the wraith, a pocket sized whirling storm of blades.
Shortsword 12 to hit (miss)
Dagger 23 to hit, Damage 2 (magical blade)
Mormesk 27/44
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Undeterred by our heroes' attacks, Mormesk continues its "defense" of the Forge of Spells. It stares at Nyli and says, "This ends now."
It reaches a ghostly hand through Nyli's skull and drains her life force.
OOC:
To keep things moving, I had Chase and Dunkin use cantrips to attack Mormesk this round. Neither was successful.
Monsters:
Nezznar the Black Spider 0/40 HP (Dead): Disengage; move to Chase; cast Shield"Vyerith the Black Spider" (Doppelganger) 0/56 HP: DeadMap:
Nyli feels the wraith draining her life force. Although it leaves her near to death she manages to avoid a worse fate.
Determined to to go down without a fight, she lashes out with her weapons one last time.
Con save 14 - Success.
Shortsword to hit 21 Damage 10 (Luck point used)
Dagger - miss
Mormesk 11/44
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Chase casts healing word for 9hp on Nyli, seeing her hit and miss he yells out to ‘catch him with a back slash’
Voice of authority granting another attack!
as he rushes up warhammer ready hitting the wraith for 9 bludgeoning (4)
Mormesk 7/44
Wise as a serpent and sly as a fox.
Feeling a rush of healing, and spurred on by Chase's words, Nyli spins in place, catching the wraith with an unsuspected attack. Her shortsword passes through the nebulous form, the magic in the blade separating the last remaining threads holding it together. The wraith disappears with a screech that quickly fades away.
Shortsword to hit 17 damage 10
Mormesk - dead (again)
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Mormesk fades from existence once and for all. As he does, the magical flame in the Forge of Spells changes color, from green to a more natural orange, as its link with the wraith severs. With the Black Spiders and their forces defeated and the undead scourge now gone, Wave Echo Cave is safe to restart operations! Just stay away from the mimic!
Treasure:
The Black Spider Nezznar had a Potion of Healing in addition to his Spider Staff. Vyerith the Black Spider Doppelganger had only a Spider Staff.
In the storage closet adjacent to the Forge of Spells are the last items created there: Lightbringer and Dragonguard. They can be identified in due time:
Lightbringer. This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.
Dragonguard. This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.
There's also a treasure chest in the closet. When unlocked, it contains 1,100 cp, 160 sp, 50 gp, three diamonds (100 gp each), a wooden pipe adorned with platinum filigree (150 gp), and handful of magically preserved tomes. Most are just histories, but one has a mysterious map sewn into its cover.
Conclusion:
A more thorough sweep of the mine reveals Nundro Rockseeker, Gundren's other brother, still alive. He had been captured by Nezznar the Black Spider. Gundren is overjoyed to find him alive. Gundren and Nundro Rockseeker soon take over administration of the new mine. As promised, they gladly award our heroes (or the Church of Tymora) a 10 percent share of the mine’s profits and give them priority access to the Forge of Spells. In years to come, the restored mines of the Phandelver’s Pact will bring great riches to Phandalin and help establish peace and prosperity in the area.
With hard work and a little luck, our heroes have Rescued Gundren from the Cragmaw Goblins, defeated the Black Spiders, and undone their destructive plots in Phandalin and Wave Echo Cave. The deeds of Chase, Dunkin, and Nyli will be long remembered in this corner of the Sword Coast. No matter where they go, they'll always have a warm welcome in Phandalin.
OOC:
That just about wraps things up. Thanks for sticking with me until the end, y'all!
If you want to, I would love to read epilogues of what each PC does now that this adventure has concluded. Do they stay in Phandalin? Travel elsewhere? Does anyone track down Reidoth the druid in Thundertree? Big Sneeze and many of the Cragmaw goblins are still out there, too. And Sister Garaele and Sildar will probably need all the help they can get managing things when Phandalin becomes a boom town.
Chase spends many weeks just preparing his heartstones, ores, treatment chemicals, scrolls, ointments, oils, etc. As he begins to forge his Dwarven Thrower focus bordering on obsession.
Wise as a serpent and sly as a fox.