... If this ******* thing belongs to the star robed wizard, I want to plant it into his ass before it's next resurrection. Otherwise we should just smash these remains into pieces. Maybe that'll keep it dead.
Fjolnir stares at the page for a moment scratching his chin, mouth agape. Though not an old dwarf, he pours over memories trying to see if he recalls the name or drawing... History 10
"I got nothin'..." as Fjolnir stares blankly at the folded document. "Do we want to hold up in here or the other room and take a break? We can toss anything that needs a pep in that brazier before we hump it further into this loud arse cave...?"
We need to rest and incapacitate this thing. (Kicks skull) it comes back aproximately on the hour. I'm going to that store room to look for a sack to drown it in. We could rest there again. Unless someone knows how to DISPEL the curse this thing is under?
Az Emberi heads to the area at the begining by the most direct non poisonous route possible to find a burlap sack.changes into a spider climbs up retrieves the sack climbs back down. Heads to the cave lake picking up rocks and rubble on the way and throwing them into the sack. Tying off the sack swinging in a circular arc tosses the bag into the lake.
Az Emberi manages to do all of this before the flameskull comes back to life. It is now inside a sack, weighed down with rocks, at the bottom of the underground lake in area 10.
You have enough food left for 2 days before you hit rations. (I think. It takes so long to get through 1 day, I forgot, but I think that's right.) Nope! Back on page 159 I noted that you had 2 days left, so you now have enough food for 1 more day here before dipping into rations. You currently have 2 days of water, too, and knowledge of a fresh water source.
Also, I think we all forgot about the things you had to identify. There was a wand, a mace and a potion that we'll assume got identified.
wand of magic missiles This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
potion of vitality When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
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.
... If this ******* thing belongs to the star robed wizard, I want to plant it into his ass before it's next resurrection. Otherwise we should just smash these remains into pieces. Maybe that'll keep it dead.
Rainbow....... Mooo....
Fjolnir stares at the page for a moment scratching his chin, mouth agape. Though not an old dwarf, he pours over memories trying to see if he recalls the name or drawing... History 10
I try to help Fjolnir 2
Rainbow....... Mooo....
You seem to recall...
That you have never heard of this place in your life.
-We are all just one failed saving throw away from someone else's fantasy...
"I got nothin'..." as Fjolnir stares blankly at the folded document. "Do we want to hold up in here or the other room and take a break? We can toss anything that needs a pep in that brazier before we hump it further into this loud arse cave...?"
*BOOM* As if on cue, another loud crash is heard.
-We are all just one failed saving throw away from someone else's fantasy...
We need to rest and incapacitate this thing. (Kicks skull) it comes back aproximately on the hour. I'm going to that store room to look for a sack to drown it in. We could rest there again. Unless someone knows how to DISPEL the curse this thing is under?
Dusty is giving the map a thorough think before hearing the boom.
17 History check
Best idea I've heard, I support it.
Rainbow....... Mooo....
Dustfinger has heard the name before in passing. It is lost, no one knows what happened there.
-We are all just one failed saving throw away from someone else's fantasy...
Az Emberi heads to the area at the begining by the most direct non poisonous route possible to find a burlap sack.changes into a spider climbs up retrieves the sack climbs back down. Heads to the cave lake picking up rocks and rubble on the way and throwing them into the sack. Tying off the sack swinging in a circular arc tosses the bag into the lake.
5
Az Emberi manages to do all of this before the flameskull comes back to life. It is now inside a sack, weighed down with rocks, at the bottom of the underground lake in area 10.
What are you doing next?
Here's what you have discovered:
-We are all just one failed saving throw away from someone else's fantasy...
Lets bunk in at site 11 with our usual watch order.
I shrug Yup.
Rainbow....... Mooo....
78
13
You camp in the hobgoblin barracks, closing both doors. Your night is quiet with the exception of the rhythmic pounding booms.
You all benefit from a long rest. What's your next move?
-We are all just one failed saving throw away from someone else's fantasy...
I check our food/water stores
"So, north from here out the west door?"
You have enough food left for
2 days before you hit rations. (I think. It takes so long to get through 1 day, I forgot, but I think that's right.)Nope! Back on page 159 I noted that you had 2 days left, so you now have enough food for 1 more day here before dipping into rations. You currently have 2 days of water, too, and knowledge of a fresh water source.Also, I think we all forgot about the things you had to identify. There was a wand, a mace and a potion that we'll assume got identified.
wand of magic missiles This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
potion of vitality When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
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.
-We are all just one failed saving throw away from someone else's fantasy...
Is Az still doing our scouting? I'm prepared to make you invisible if you want. Stealth 23 Perception 8
Rainbow....... Mooo....
I think we should exit to the west and head north
I flip my hood up Stealth. 8