Ooc: I think I originally had it set as armor, the gauntlet is now a wondrous item. That should allow full usage as intended.
If there's no further exploring, I'll assume we will head back through area 10, where the mine carts were.
While you were sleeping... The warlock easily cut the ropes with a left over scimitar from one of his fallen comrades using mage hand, which he cast with his first spell slot, being a warlock that finished a short rest. Several other patrols were out during the day and have since returned. Of the dozen striders you saw chains for, the party has disposed of 4, 6 have returned and 2 are unaccounted for. The warlock is beyond enraged, not only that you've decimated his tribe, but that you've desecrated their shrine when you took the old keys out if it.
Looking for a 10ft radius clearing for your tiny hut, I'd guess the northwest corner of the smelter.
The newts do not immediately return to the forge, but set up a perimeter and cordon the area as the remaining patrols return to bolster their numbers. The dwarves have been threatening to reclaim the forge and now the new invaders have come in and disrupted the newt's sanctum. If the dwarves find out about this, they will be emboldened and take the forge back. The Warlock and his warriors cannot allow this to happen. This is their last stand.
The warlock travels on the surface of the mountain to meet patrols returning from Ataaz Yklwazi (The "Gorge of Blades"). The warlock and 4 warriors mounted on striders patrol the tunnels to the South and East. A special detail consisting of 3 newts and 2 striders was sent the the East cavern, where the party entered via the slag pit.
Whoever has the best perception knows something else is in the cavern and likely assumes it's the newts again. I can only assume you'll alert the party.
Ooc: I'm really struggling narratively for a reason to give you guys the long rest, if you can't tell
Ooc2: The map from ToA is really not great for this, (it claims 12 striders can fit in area 10. They cannot. At all.) So if you engage the firenewts, expect a big flat square map with maybe some walls to replace what's there, unless the point of contact is in an especially decent place for it. Not that combat has to occur, but you and the newts have really conflicting goals and worldviews and both parties more or less know the other is there. They'll attack once the hut disappears. They want you all dead, but once bitten, twice shy... They'd rather know who they're dealing with than face a hidden enemy.
He shouldn't have been able to cast Mage Hand; he was tied up, and the spell has a somatic component.
Ooc: We're changing gears to get through this map. If you missed it in the ooc, this is not a combat encounter, it is narrative though t describes combat action.
In the midst of your long rest, with Huarache working on trying to forge something out of adamantine and Echo on lookout, she spots movement across the magma rift.
With 4 hours of rest, she barks loudly to stir the party. The group emerges from the hut as it vanishes. Firenewt warriors mounted on striders appear to block the South and West openings.
Leann wakes at the alert... Not sure if we are going the Echo waking now or the Leann on guard duty, so ignore this if it is her on guard duty instead.
Seeing the red glow from the river if magma light the cave wall behind the strider in the south entrance, Shutorn casts gust of wind.
The newt and strider fail to resist the gale and fall into the magma below. As an unknown number of firenewts close in in the party, Leann and Shutorn make their way across the magma rift, jumping and grabbing hold of the chain to carry themselves to the south rim. Below them, the strider struggles in the flowing magma, trying to stay afloat as it burns him, while the warrior swims to the wall and attempts to climb out. The pair drop onto the gantry. Before them emerges another mounted warrior. As they stand ready to fight him, Echo bursts from the tunnel, having run across the trestles that span the river of magma. She leaps to attack the strider as Huarache, close behind fires on the mounted warrior. Leann slashes at the strider as he attempts to bite her, but she deftly avoids his cruel beak. Sam jabs at the strider as Dorian and Shutorn appear alongside Huarache, having also crossed the bridge.
The caverns to the East are filled with mist, and the sounds of more firenewts and striders approaching, as well as some other strange noises can be heard through it. Heading West, the tunnel opens to the rift again. As you pass, you see a firenewt climb over the ridge and onto the gantry. The group dashes West until the minecart tracks turn south. Heading into the tunnel, you hear angry rantings of what sounds like a Dwarf in the tunnel not taken.
You're out, you've left Hrakhamar. You've gotten a safe complete long rest on you're 40 mile long trek, which you traverse much faster than the overland jungle route would allow. Before you, a carrion crawler feeds on the body of a kobold.
Lighting is dark, the creature is stationary as you approach. You can see it from 60ft away (except Shutorn, who may have a light or torch to see in the tunnel)
This post has potentially manipulated dice roll results.
The crawler spots the party and scurries toward them, effortlessly moving from floor to wall as it scurries, tentacles flailing, toward them. It ends at a spot 5ft up the wall, 35ft from the party
With fewer players, I think it's time to switch to the conventional system for Initiative:
(He's moving 20 feet forward to be within normal range.)
Attack: 19 Damage: 16
Attack: 24 Damage: 13
He then retreats 10 feet, Echo by his side to impose DADV if the CC tries to attack Huarache. Echo will also growl to try to frighten the CC away in conjunction with Huarache's blasts. Intimidation: 6 (How does a robo-doggo have a negative CHA mod? They're adorable; this should be higher. At least give them Intimidation proficiency or something; a metal dog is frightening in the right circumstances, which is to say, many.)
This post has potentially manipulated dice roll results.
To make it clear, I will reiterate, at the top of the round, the crawler and the party (those with 60ft darkvision) saw each other 60ft apart the crawler moved 25ft horizontally and 5ft vertically up the wall. Placing it 35 linear ft away from the part at a height of 5 ft. On the tunnel wall. Any movement used by PCs should be relative to that distance. I don't think this changes anything mechanically, it just seemed unclear. Now...
The bug is badly battered by the relentless assault, but it continues to attack.
The crawler moves another 30ft toward the party and lashes Leann with it's tentacles
12 for 4
DC 13 Con save or poisoned 1 minute, paralyzed until poison effect ends.
The crawler also attempts to bite Sam 14 for 5 piercing.
He shouldn't have been able to cast Mage Hand; he was tied up, and the spell has a somatic component.
Shonisaurus, Artificer Enthusiast
Ooc: We're changing gears to get through this map. If you missed it in the ooc, this is not a combat encounter, it is narrative though t describes combat action.
In the midst of your long rest, with Huarache working on trying to forge something out of adamantine and Echo on lookout, she spots movement across the magma rift.
With 4 hours of rest, she barks loudly to stir the party. The group emerges from the hut as it vanishes. Firenewt warriors mounted on striders appear to block the South and West openings.
Leann wakes at the alert... Not sure if we are going the Echo waking now or the Leann on guard duty, so ignore this if it is her on guard duty instead.
Seeing the red glow from the river if magma light the cave wall behind the strider in the south entrance, Shutorn casts gust of wind.
The newt and strider fail to resist the gale and fall into the magma below. As an unknown number of firenewts close in in the party, Leann and Shutorn make their way across the magma rift, jumping and grabbing hold of the chain to carry themselves to the south rim. Below them, the strider struggles in the flowing magma, trying to stay afloat as it burns him, while the warrior swims to the wall and attempts to climb out. The pair drop onto the gantry. Before them emerges another mounted warrior. As they stand ready to fight him, Echo bursts from the tunnel, having run across the trestles that span the river of magma. She leaps to attack the strider as Huarache, close behind fires on the mounted warrior. Leann slashes at the strider as he attempts to bite her, but she deftly avoids his cruel beak. Sam jabs at the strider as Dorian and Shutorn appear alongside Huarache, having also crossed the bridge.
The caverns to the East are filled with mist, and the sounds of more firenewts and striders approaching, as well as some other strange noises can be heard through it. Heading West, the tunnel opens to the rift again. As you pass, you see a firenewt climb over the ridge and onto the gantry. The group dashes West until the minecart tracks turn south. Heading into the tunnel, you hear angry rantings of what sounds like a Dwarf in the tunnel not taken.
{See ooc thread to avoid clutter}
You're out, you've left Hrakhamar. You've gotten a safe complete long rest on you're 40 mile long trek, which you traverse much faster than the overland jungle route would allow. Before you, a carrion crawler feeds on the body of a kobold.
Lighting is dark, the creature is stationary as you approach. You can see it from 60ft away (except Shutorn, who may have a light or torch to see in the tunnel)
Anyone may act now.
The crawler spots the party and scurries toward them, effortlessly moving from floor to wall as it scurries, tentacles flailing, toward them. It ends at a spot 5ft up the wall, 35ft from the party
With fewer players, I think it's time to switch to the conventional system for Initiative:
Sam 25
Shutorn 12
Leann 38
Huarache +Echo 29
Dorian 14
Alright, how do we ping Legion4/Samogri?
@Legion4
Shonisaurus, Artificer Enthusiast
You'd need to DM them.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Speak of the devil and he appear
It's your turn, dude.
Shonisaurus, Artificer Enthusiast
Sam will use the help action to assist Shoturn.
Huarache is up.
Haha blunderbuss go brr
(He's moving 20 feet forward to be within normal range.)
Attack: 19 Damage: 16
Attack: 24 Damage: 13
He then retreats 10 feet, Echo by his side to impose DADV if the CC tries to attack Huarache. Echo will also growl to try to frighten the CC away in conjunction with Huarache's blasts. Intimidation: 6 (How does a robo-doggo have a negative CHA mod? They're adorable; this should be higher. At least give them Intimidation proficiency or something; a metal dog is frightening in the right circumstances, which is to say, many.)
Shonisaurus, Artificer Enthusiast
So, I guess with an intimidation roll of 0, Echo is just woofing at this thing, and she is doing nothing else. (Still the imposition of DADV though.)
Shonisaurus, Artificer Enthusiast
The bug takes both blasts and keeps coming.
Shutorn is up, then Leann and Dorian (tied initiative)
Huarache, make a perception check.
With Samogri's help, Shutorn targets the crawler with chill touch. Attack: 18 Damage: 11
Dorian will do the same, also attacking with chill touch. Attack: 9 Damage: 10
His owl will move 30 feet closer, to help on the next round.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Leann throws a javelin at the thing...
Attack: 17 Damage: 5
Perception: 19
Shonisaurus, Artificer Enthusiast
To make it clear, I will reiterate, at the top of the round, the crawler and the party (those with 60ft darkvision) saw each other 60ft apart the crawler moved 25ft horizontally and 5ft vertically up the wall. Placing it 35 linear ft away from the part at a height of 5 ft. On the tunnel wall. Any movement used by PCs should be relative to that distance. I don't think this changes anything mechanically, it just seemed unclear. Now...
The bug is badly battered by the relentless assault, but it continues to attack.
The crawler moves another 30ft toward the party and lashes Leann with it's tentacles
12 for 4
DC 13 Con save or poisoned 1 minute, paralyzed until poison effect ends.
The crawler also attempts to bite Sam 14 for 5 piercing.
Stealth: 17