Shortly after everyone goes to sleep except Lyngheid, she hears "Hail the camp!" in common. A small band of 6 moon elves step in to the fire light. They see the other moon elves and do a double take.
"Halani! You're alive!"
At this Halani wakes up and rushes over to the newly arrived elf and showering the whole group with hugs.
After much excitement at the reunion everyone settles down for the night and the newly arrived moon scouts will stand watch as well.
The morning dawns and the elves take their leave, Halani thanking you all profusely. You each also find around your necks a Charm of the Slayer, Giant. (One weapon in your possession becomes a Giant slayer for 9 days).
Everyone head back to the Yakfolk village about 5 hours away?
Nyx will sings with the elves (if they wish to), then takes a good sleep, letting others take the watches.
She will see if anyone wants the necklace of fireballs that she found. She will also slight of hand 24 to swap them around so she is giving out her old necklace with six beads, not the new one with nine.
OCC: Hey did anyone else up using that Ring of the Ram we found back in the mines?
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Yevna Galanodel - Wood Elf | Level 8 | Druid/Circle of Spores 6 - Ranger 2 - Ravnica Nyx - Satyr | Level 9 | Rouge/Swashbuckler 5 - Bard/Collage of Lore 4 - Lost Mine of Phandelver/Storm King's Thunder
Baeshra is full up on attunement, so no ring for him, and his other forms don't really have fingers, so pass on the necklace.
Baeshra begins to look around for the water wheel the elves had mentioned, "We break this and the giants come up, right? We ambush the ones that come up, then go down for the rest?"
In the stone cliff-face next to the barn at 4C, there are a pair of 20 foot tall, giant sized doors. Behind those doors you hear the rattling of heavy equipment and chains.
It doesn't take you long to find the water wheel, across the bridge and behind the #3 building. A giant wheel takes up most of the width of the river. The rattling of chains and roar of the water drown out almost all of the rest of the sounds. In the #3 building, the wheel turns a large millstone. You can see through the spokes of the water wheel that the axle connecting the millstone to the wheel also runs through the wheel into a chamber carved into the rock face (#9) and must be turning something in there as that is where the sound of the moving chains is coming from.
This post has potentially manipulated dice roll results.
Umbriel looks it over. "I have a spell that might do the trick, but I'd advise everyone to stand back, as it'll be loud and I might have to cast it a few times."
If the group agrees, he'll cast Shatter at third level, aimed at the hubs of the wheel, and will cast it twice if necessary.
(Damage for both spells was in the post - 18 and 26)
Prior to casting, Umbriel would ask everyone to step back, outside of the range of the spell. If the hub of the water wheel isn't visible from the left bank, Umbriel would head over to building 3 and do it from in there.
(Damage for both spells was in the post - 18 and 26)
Prior to casting, Umbriel would ask everyone to step back, outside of the range of the spell. If the hub of the water wheel isn't visible from the left bank, Umbriel would head over to building 3 and do it from in there.
Oh sorry, I thought those were attacks. I realize now you don't need attacks. Make a Perception check from the left bank.
Oh wow! The mist from the waterfall rolls in and obscures the water wheel. Do you want to get someone to help you so you can roll at advantage() or wait until the mist clears?
Yes, the mist clears and you are able to target right where you want the center of your Shatter to go. Even though everyone is standing far enough back, the loud ringing sound is painful for everyone, but not enough to do damage. With the first spell you see the wooden spokes of the water wheel tremble and shake, and a few even start to splinter. With the second loud ringing sound the spokes crack and shatter.
The metal axle that runs from the mill, across the river and into the cliffside is still intact, but the wood of the water wheel is cracked and splintered and most of it is carried over the edge of the waterfall by the rushing river.
The axle stops spinning, the millstone in building #3 stops turning and the loud clanking chain noises coming from the cavern across the river also stop.
Now what?
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Whistler thanks Nyx and stares into the fire, cackling.
Whistler - Lost Mines of Phandelver [Lvl 8 Barbarian] | Cinta Yuliani Lestari - My Island Home [Lvl 3 Fighter] | Shalana - Allansia Wildlands [Lvl 4 Monk] | Roger Durant - Storm King's Thunder [Lvl 8 Monster Hunter] | Rotthran - The Waterdeep Heist [Lvl 5 Thief]
Lyngheid offers to sit first watch and after goes to sleep.
Baeshra would take the last watch.
Shortly after everyone goes to sleep except Lyngheid, she hears "Hail the camp!" in common. A small band of 6 moon elves step in to the fire light. They see the other moon elves and do a double take.
"Halani! You're alive!"
At this Halani wakes up and rushes over to the newly arrived elf and showering the whole group with hugs.
After much excitement at the reunion everyone settles down for the night and the newly arrived moon scouts will stand watch as well.
The morning dawns and the elves take their leave, Halani thanking you all profusely. You each also find around your necks a Charm of the Slayer, Giant. (One weapon in your possession becomes a Giant slayer for 9 days).
Everyone head back to the Yakfolk village about 5 hours away?
(Less if we signaled the airship to follow us like I thought Umbriel was doing?)
Sure! Everyone completes a long rest. The airship picks you up and you are back at the Yakfolk village in an hour.
Nyx will sings with the elves (if they wish to), then takes a good sleep, letting others take the watches.
She will see if anyone wants the necklace of fireballs that she found. She will also slight of hand 24 to swap them around so she is giving out her old necklace with six beads, not the new one with nine.
OCC: Hey did anyone else up using that Ring of the Ram we found back in the mines?
Yevna Galanodel - Wood Elf | Level 8 | Druid/Circle of Spores 6 - Ranger 2 - Ravnica
Nyx - Satyr | Level 9 | Rouge/Swashbuckler 5 - Bard/Collage of Lore 4 - Lost Mine of Phandelver/Storm King's Thunder
Baeshra is full up on attunement, so no ring for him, and his other forms don't really have fingers, so pass on the necklace.
Baeshra begins to look around for the water wheel the elves had mentioned, "We break this and the giants come up, right? We ambush the ones that come up, then go down for the rest?"
In the stone cliff-face next to the barn at 4C, there are a pair of 20 foot tall, giant sized doors. Behind those doors you hear the rattling of heavy equipment and chains.
It doesn't take you long to find the water wheel, across the bridge and behind the #3 building. A giant wheel takes up most of the width of the river. The rattling of chains and roar of the water drown out almost all of the rest of the sounds. In the #3 building, the wheel turns a large millstone. You can see through the spokes of the water wheel that the axle connecting the millstone to the wheel also runs through the wheel into a chamber carved into the rock face (#9) and must be turning something in there as that is where the sound of the moving chains is coming from.
" Can anyone get rid of that wheel?"
Umbriel looks it over. "I have a spell that might do the trick, but I'd advise everyone to stand back, as it'll be loud and I might have to cast it a few times."
If the group agrees, he'll cast Shatter at third level, aimed at the hubs of the wheel, and will cast it twice if necessary.
First cast: 20
Second cast (if necessary): 19
If you cast it, roll damage for both casts. Where are you and everyone else standing when you cast the spells?
(Damage for both spells was in the post - 18 and 26)
Prior to casting, Umbriel would ask everyone to step back, outside of the range of the spell. If the hub of the water wheel isn't visible from the left bank, Umbriel would head over to building 3 and do it from in there.
Oh sorry, I thought those were attacks. I realize now you don't need attacks. Make a Perception check from the left bank.
Perception: 20
Oh wow! The mist from the waterfall rolls in and obscures the water wheel. Do you want to get someone to help you so you can roll at advantage() or wait until the mist clears?
Baeshra would wait about 20 feet off to the side of the giant sized doors.
Umbriel would call Nyx up. "Nyx! Can you help me? I'm having trouble seeing where to target if we're going to remove that wheel."
(assuming she helps, a second perception roll for the advantage: 6)
Nyx pulls out her crossbow and using a rag tied around the bolt head, lights it and fire it toward the wheel.
"Umbriel... follow my tracer."
Yevna Galanodel - Wood Elf | Level 8 | Druid/Circle of Spores 6 - Ranger 2 - Ravnica
Nyx - Satyr | Level 9 | Rouge/Swashbuckler 5 - Bard/Collage of Lore 4 - Lost Mine of Phandelver/Storm King's Thunder
Yes, the mist clears and you are able to target right where you want the center of your Shatter to go. Even though everyone is standing far enough back, the loud ringing sound is painful for everyone, but not enough to do damage. With the first spell you see the wooden spokes of the water wheel tremble and shake, and a few even start to splinter. With the second loud ringing sound the spokes crack and shatter.
The metal axle that runs from the mill, across the river and into the cliffside is still intact, but the wood of the water wheel is cracked and splintered and most of it is carried over the edge of the waterfall by the rushing river.
The axle stops spinning, the millstone in building #3 stops turning and the loud clanking chain noises coming from the cavern across the river also stop.
Now what?