The wounded ghoul ignores Nyli intent on biting Chase, but it leaves itself open in its desire to feast and Nyli finishes it off with a quick stab.
Unfortunately the other ghoul doesn't ignore her, and she feels it's teeth latch on to her, leaving her at death's door. As everything begins to fade to black she manages to croak out "Help".
Dunkin hears Nyli’s yell with Ghoul ‘D’ at his feet. He swings his scimitar again, making solid contact with the horrid creature (20 to hit, 6 damage). He then tries to cast Magic Flame again, but loses his concentration in the tumult (Attack=5, miss).
Chase casts healing word on Nyli for +15hp once again calling out with voice of authority (if Nyli is able to make an attack) then Chase drops sacred flame on an undead target Dex save 13 or 2 radiant damage.
Chase's word brings Nyli back from near death just in time for her to avoid another bite from Ghoul B. Even with the numerical advantage gone, the remaining ghouls show no sign of slowing down. Ghoul D, now halfway up the ledge, digs its claws into Dunkin's ankle, leaving deep scratches behind.
A DC 15 Intelligence (Nature) or Wisdom (Medicine) check reveals:
The ghouls were recently attacked by a weapon which inflicts drow poison. The poison has had no effect on them and they appear to have recovered from their wounds.
Ghoul D (Ghoul) 12/18: Attack (claws) Dunkin --> hit for 6 slashing damage; Dunkin must make a DC 10 Constitution saving throw or be paralyzed. He may repeat this save at the end of each of his turns until he succeeds.
Map:
The map is the same except Ghoul C is now dead. Chase can move freely into the cave proper if he desires.
Reinvigorated by Chase's healing and command, Nyli wastes no time and strikes at the creature in front of her, but she hasn't quite recovered and misses. Recovering her balance she strikes again, wounding it but not enough to kill.
The ghouls continue their assault, but our heroes grow more adept at dodging or blocking their attacks.
As the battle continues, noises echo from the north. It is not the crashing of waves, but footsteps and shouts. Dunkin catches a glimpse down the hall to his right of shadowy figures running, pursued by a floating light.
OOC:
Sorry for the delay. I've been moving and it's taken up more time than I expected. I am determined to keep this game going; we are almost at the end.
@H20_Keeper I rolled a d4 for Dunkin for Chase's Bless spell. It brought Dunkin's Con save to a 10, meeting the DC and avoiding paralysis. Because I don't want to slow the game down even more than it already has, Dunkin can just take two turns in a row in this round.
@HunterOrien I had Chase cast Sacred Flame in this last round.
Determined to get her revenge Nyli strikes out with her shortsword, felling the ghoul in front of her. She then moves towards Dunkin and stabs the last ghoul with her dagger.
Shortsword 19 Dmg 8
Dagger 14 Dmg 13 (4+9)
Ghoul B - dead
Ghoul C - dead
Adding sneak attack to Dagger as an ally is within 5'
Even as the ghoul’s paralysis begins to take hold, Dunkin feels Chase’s blessing wash over him and the paralysis ceases. Dunkin swings angrily with his scimitar and connects on the second blow (10/miss, 23/hit for 6 damage). He then casts flame (again) and smiles as the creature’s hair catches fire, although it keeps coming (Bonus action produce flame, 15 to hit, 1 damage).
Bolstered by Chase's Heroism spell, Dunkin and Nyli work together to finish off the last of the ghouls. With momentary peace in Cave 9, they can hear more clearly the very similar confrontation happening just to their north:
"Clear a path! Break through these undead!" A voice shouts in an accented Common. "We must reach the Forge of Spells today!"
A reply in a familiar voice, "We kill and kill again; they don't stay dead!" Dunkin and Chase can recognize the voice of one of the bugbears who tried to attack Phandalin just a few days ago, though it now sounds more exhausted, and more desperate.
“I agree. Let’s take the eastern tunnel but quietly. I’ll be invisible for a bit and will lead.”
Dunkin pulls a clear bottle from his pack and shoots it back. He quickly shimmers and then disappears. His disembodied voice says, “This will last me an hour or until I attack something. Let’s go!”
Dunkin, invisible to the naked eye, slips through the passage. The foul stench of the zombies becomes more and more apparent—these smell even worse than the ghouls, which seemed to have stopped decomposing at some point. Turning away from the battle, Dunkin soon reaches the ultimate cave:
The Starry Cavern
Glittering minerals in the ceiling of this large cavern catch the light and send it back to create the impression of a starry night sky. Dozens of skeletons—many crushed under fallen debris—are scattered across the floor.
The cave is large enough that it contains two freestanding structures, divided by an escarpment, into which a flight of stairs has been cut. Each of these stone buildings is proportioned for human use, as opposed to the dwarf-sized doorways and furnishings you’ve seen elsewhere in the mines. Both structures have battered and blackened masonry walls, their double doors cracked and scorched.
The nearest structure's northernmost door is particularly scorched and cracked, its iron hinges partially melted; forcing it open requires a successful DC 15 Strength check. The western double doors are just as damaged but stand slightly ajar. A flickering green light emanates from within.
For Chase and Nyli, a successful DC 12 Dexterity (Stealth) check allows them to slip past the bugbears, dark elf, flameskull, and zombies unseen and unheard. On a failed check, they can still pass through, but may be pursued by some of the undead.
If you move quickly enough, you'll still have Heroism for the final showdown.
As Chase clatters along with all the stealth of a badly shod cart-horse, Nyli glares at him muttering under her breath "..dwarves...".
She waves her hands and just behind Chase an image appears of a dwarf skeleton in rusty armour. It wobbles for a moment before collapsing in a pile of bones and rust.
She looks at Chase again "I don't know if that will work, so can you try and make a little less noise?"
Nyli slips past the zombies unseen. As Chase follows, one of the zombies glances over, only to see a perfectly normal dwarven skeleton which, lacking living flesh, it ignores.
Dunkin has a few seconds alone in the starry cavern before Chase and Nyli catch up. As soon as the latter two enter the cavern, a ghostly figure rises up from the stone floor, which Chase can immediately recognize as a wraith (see below).
A wraith is the incorporeal remnant of a particularly hateful being. Most wraiths can transform those they have slain into spectral undead servitors. Mormesk chooses not to, preferring to let the dead stay dead.
It speaks in a grave whisper, "Your presence is offensive to me, your life forfeit. My treasures are mine alone, not yours to plunder!”
The wraith does not attack, for now, and it only seems to see Chase and Nyli. If asked, it gives its name, Mormesk.
A DC 10 Ingelligence (History) check tells you that Mormesk was a powerful human mage until he met his end in the climax of an orc attack on the Forge of Spells. Centuries of anger have poisoned his soul, transforming him into a hate-filled apparition.
The sounds of battle continue from behind, though the shouts of the bugbears seem to be growing louder and the groans of the zombies quieter.
You can either attack Mormesk the wraith immediately or do something else. A DC 10 Charisma (Persuasion) check will convince it to leave you alone (for now). Attempting this or another ability check takes one round.
While waiting for his friends, and emboldened by being invisible, Dunkin decides to investigate the door with the glow. He sneaks over to it and peers through the crack.
OOC:
Stealth = 16
Perception = 10
Rollback Post to RevisionRollBack
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The wounded ghoul ignores Nyli intent on biting Chase, but it leaves itself open in its desire to feast and Nyli finishes it off with a quick stab.
Unfortunately the other ghoul doesn't ignore her, and she feels it's teeth latch on to her, leaving her at death's door. As everything begins to fade to black she manages to croak out "Help".
To hit 17 Dmg 8 Ghoul C dead
Nyli Bemblade - Gnome Arcane Trickster
Kyreth 'Guile' Rolthar - Tiefling Monk
Portia Thornleaf - Halfling Rogue
Dunkin hears Nyli’s yell with Ghoul ‘D’ at his feet. He swings his scimitar again, making solid contact with the horrid creature (20 to hit, 6 damage). He then tries to cast Magic Flame again, but loses his concentration in the tumult (Attack=5, miss).
Chase casts healing word on Nyli for +15hp once again calling out with voice of authority (if Nyli is able to make an attack) then Chase drops sacred flame on an undead target Dex save 13 or 2 radiant damage.
Wise as a serpent and sly as a fox.
Chase's word brings Nyli back from near death just in time for her to avoid another bite from Ghoul B. Even with the numerical advantage gone, the remaining ghouls show no sign of slowing down. Ghoul D, now halfway up the ledge, digs its claws into Dunkin's ankle, leaving deep scratches behind.
A DC 15 Intelligence (Nature) or Wisdom (Medicine) check reveals:
The ghouls were recently attacked by a weapon which inflicts drow poison. The poison has had no effect on them and they appear to have recovered from their wounds.
OOC:
Monsters:
Ghoul A (Ghoul) 0/19 HP: DeadGhoul C (Ghoul) 0/18 HP: DeadMap:
The map is the same except Ghoul C is now dead. Chase can move freely into the cave proper if he desires.
Reinvigorated by Chase's healing and command, Nyli wastes no time and strikes at the creature in front of her, but she hasn't quite recovered and misses. Recovering her balance she strikes again, wounding it but not enough to kill.
VoC - Shortsword to hit 10
Action: Shortsword to hit 13 Damage 6
Bonus: Dagger to hit 15 Damage 2
Ghoul B 7/25
Nyli Bemblade - Gnome Arcane Trickster
Kyreth 'Guile' Rolthar - Tiefling Monk
Portia Thornleaf - Halfling Rogue
Dunkin flinches as Ghoul ‘D’ digs its claws into his ankle, and then panics as he loses all ability to move or speak (CON save=7, fail).
The ghouls continue their assault, but our heroes grow more adept at dodging or blocking their attacks.
As the battle continues, noises echo from the north. It is not the crashing of waves, but footsteps and shouts. Dunkin catches a glimpse down the hall to his right of shadowy figures running, pursued by a floating light.
OOC:
Sorry for the delay. I've been moving and it's taken up more time than I expected. I am determined to keep this game going; we are almost at the end.
@H20_Keeper I rolled a d4 for Dunkin for Chase's Bless spell. It brought Dunkin's Con save to a 10, meeting the DC and avoiding paralysis. Because I don't want to slow the game down even more than it already has, Dunkin can just take two turns in a row in this round.
@HunterOrien I had Chase cast Sacred Flame in this last round.
Monsters:
Ghoul A (Ghoul) 0/19 HP: DeadGhoul C (Ghoul) 0/18 HP: DeadMap:
The map is the same except Ghoul C is now dead. Chase can move freely into the cave proper if he desires.
Chase will cast heroism on both Nyli and Dunkin. Voice of Authority if either can use it…
Wise as a serpent and sly as a fox.
Determined to get her revenge Nyli strikes out with her shortsword, felling the ghoul in front of her. She then moves towards Dunkin and stabs the last ghoul with her dagger.
Shortsword 19 Dmg 8
Dagger 14 Dmg 13 (4+9)
Ghoul B - dead
Ghoul C - dead
Adding sneak attack to Dagger as an ally is within 5'
Nyli Bemblade - Gnome Arcane Trickster
Kyreth 'Guile' Rolthar - Tiefling Monk
Portia Thornleaf - Halfling Rogue
Even as the ghoul’s paralysis begins to take hold, Dunkin feels Chase’s blessing wash over him and the paralysis ceases. Dunkin swings angrily with his scimitar and connects on the second blow (10/miss, 23/hit for 6 damage). He then casts flame (again) and smiles as the creature’s hair catches fire, although it keeps coming (Bonus action produce flame, 15 to hit, 1 damage).
”Why won’t these things die,” he yells?!
Bolstered by Chase's Heroism spell, Dunkin and Nyli work together to finish off the last of the ghouls. With momentary peace in Cave 9, they can hear more clearly the very similar confrontation happening just to their north:
"Clear a path! Break through these undead!" A voice shouts in an accented Common. "We must reach the Forge of Spells today!"
A reply in a familiar voice, "We kill and kill again; they don't stay dead!" Dunkin and Chase can recognize the voice of one of the bugbears who tried to attack Phandalin just a few days ago, though it now sounds more exhausted, and more desperate.
Map:
The whole west side of the next cavern is a melee right now. I'll work out each monster's HP if you decide to join the fight.
"I suggest we let them wear each other down, and then deal with what's left."
OOC: She's also used healing word for 7hp :)
Nyli Bemblade - Gnome Arcane Trickster
Kyreth 'Guile' Rolthar - Tiefling Monk
Portia Thornleaf - Halfling Rogue
“I agree. Let’s take the eastern tunnel but quietly. I’ll be invisible for a bit and will lead.”
Dunkin pulls a clear bottle from his pack and shoots it back. He quickly shimmers and then disappears. His disembodied voice says, “This will last me an hour or until I attack something. Let’s go!”
Dunkin, invisible to the naked eye, slips through the passage. The foul stench of the zombies becomes more and more apparent—these smell even worse than the ghouls, which seemed to have stopped decomposing at some point. Turning away from the battle, Dunkin soon reaches the ultimate cave:
The Starry Cavern
Glittering minerals in the ceiling of this large cavern catch the light and send it back to create the impression of a starry night sky. Dozens of skeletons—many crushed under fallen debris—are scattered across the floor.
The cave is large enough that it contains two freestanding structures, divided by an escarpment, into which a flight of stairs has been cut. Each of these stone buildings is proportioned for human use, as opposed to the dwarf-sized doorways and furnishings you’ve seen elsewhere in the mines. Both structures have battered and blackened masonry walls, their double doors cracked and scorched.
The nearest structure's northernmost door is particularly scorched and cracked, its iron hinges partially melted; forcing it open requires a successful DC 15 Strength check. The western double doors are just as damaged but stand slightly ajar. A flickering green light emanates from within.
OOC:
Undead perception check: 12
Black Spider & Co. perception check: 12
For Chase and Nyli, a successful DC 12 Dexterity (Stealth) check allows them to slip past the bugbears, dark elf, flameskull, and zombies unseen and unheard. On a failed check, they can still pass through, but may be pursued by some of the undead.
If you move quickly enough, you'll still have Heroism for the final showdown.
Map:
Nyli stealth 25
Nyli Bemblade - Gnome Arcane Trickster
Kyreth 'Guile' Rolthar - Tiefling Monk
Portia Thornleaf - Halfling Rogue
As Chase clatters along with all the stealth of a badly shod cart-horse, Nyli glares at him muttering under her breath "..dwarves...".
She waves her hands and just behind Chase an image appears of a dwarf skeleton in rusty armour. It wobbles for a moment before collapsing in a pile of bones and rust.
She looks at Chase again "I don't know if that will work, so can you try and make a little less noise?"
Nyli Bemblade - Gnome Arcane Trickster
Kyreth 'Guile' Rolthar - Tiefling Monk
Portia Thornleaf - Halfling Rogue
Chase tries hard to do as Nyli suggests.
stealth with guidance (advantage/disadvantage= normal roll) 19. Thanks
Wise as a serpent and sly as a fox.
Nyli slips past the zombies unseen. As Chase follows, one of the zombies glances over, only to see a perfectly normal dwarven skeleton which, lacking living flesh, it ignores.
Dunkin has a few seconds alone in the starry cavern before Chase and Nyli catch up. As soon as the latter two enter the cavern, a ghostly figure rises up from the stone floor, which Chase can immediately recognize as a wraith (see below).
A wraith is the incorporeal remnant of a particularly hateful being. Most wraiths can transform those they have slain into spectral undead servitors. Mormesk chooses not to, preferring to let the dead stay dead.
It speaks in a grave whisper, "Your presence is offensive to me, your life forfeit. My treasures are mine alone, not yours to plunder!”
The wraith does not attack, for now, and it only seems to see Chase and Nyli. If asked, it gives its name, Mormesk.
A DC 10 Ingelligence (History) check tells you that Mormesk was a powerful human mage until he met his end in the climax of an orc attack on the Forge of Spells. Centuries of anger have poisoned his soul, transforming him into a hate-filled apparition.
The sounds of battle continue from behind, though the shouts of the bugbears seem to be growing louder and the groans of the zombies quieter.
Monsters:
OOC:
7 rounds of Heroism remain, including this one.
You can either attack Mormesk the wraith immediately or do something else. A DC 10 Charisma (Persuasion) check will convince it to leave you alone (for now). Attempting this or another ability check takes one round.
While waiting for his friends, and emboldened by being invisible, Dunkin decides to investigate the door with the glow. He sneaks over to it and peers through the crack.
OOC:
Stealth = 16
Perception = 10