Session 6 - Tickling the Skeleton
originally untitled, so I made one
DM: Ted
Location:
June 18, 2016
DM: Ted
Location:
June 18, 2016
Tom (Human male) (Kaminari "Kam" Arashi)
Kenneth (DuTamn)
Kevin (Halfling male) (Alton)
Steven (Blue Dragonborn male) (Aggadah Drachedandion)
Johnnie (Human male) (Kolgrand Firebeard)
Randall (Orc female) (Veshna)
Ted (Human male) (A Phoenix Acolyte Named Slickback)
PREVIOUS
[This was left blank, so I will fill in]
The party follows a map back to a cave. Its filled with goblins, wolves, dire wolves and bugbears. We kill them all and save Sildar, he lets us know that Fluffanutta has been taken to Cragmaw Castle. Onwards!
We are all level 3 because we start doing some new stuff in this session.
Day 25; 180 days left; 8 at night; On the Western trail. (Ches 24, Year 498 AF)
We are all level 3 because we start doing some new stuff in this session.
Day 25; 180 days left; 8 at night; On the Western trail.
When we get back from recovering the loot and return the
cart we are paid for the trip. We earn 2
mithral pieces for this journey. We all
take the time in this town and recover from the battle. We have several options. We need to speak with Sildar and the Druid.
Everything that we need to go to is to the west. The druid is to the west and the Castle is to
the west.
Day 26; 179 days
left; 8 in the morning; On the Western
trail. (Ches 25, Year 498 AF)
We travel west with the intent of reaching the
Druid. We reach bridge that crosses a
stream. As we approach we are met by a
large squirrel named Dicky Betts that asks for food and tells us that he has seen
people. He asks for some cheese so we
pull out a wheel and give him two wheels. Firebeard tries to pull out the magic cheese board but pulls out a small
magic whistle. The whistle has carving
on it in druid that says "whistle"
Day 26; 179 days
left; 3 in the afternoon; On the Western
trail toward Thunder Tree
We approach a crossroads that has an old sign. Olde Owl Well points to the north and a symbol for
"Go Away" that is written in elvish.
This is most likely the mark of the banshee. We decide that we need the Silence spell for
the Banshee. We decide that we can go to
the north to the Olde Owl Well. As we are
traveling along the path we encounter the squirrel with a weasel name Willie Friend. I offer him my cheese wheel if he will go scout the area. He comes
back and tells us that the place smells but he did not see any creatures.
We encounter a crumbling keep with a bright tent next to
it. The ruins appear to be deserted and
crumbling. We approach the keep and we
get to the edge of the treeline about 60 feet from the walls. The tent is a 10 x 10 that is covered on the
sides and a cloth door. We are going to
sneak up to the tent and see what is inside. Aggadah on one side and Slickback on the other.
the tower is to the east of the road a little. Alton manages to make it to the trees to the
west of the keep. As he approaches the
trees several shambling shapes come out of the keep.
- DuTamn; moves to within 60 feet and waits to fight
- Slickback; moves to the end of the keep and gets ready for
the attack
- Alton; fires an arrow and strikes
- Kaminari; fired a bow and scored a crit for 18 damage from
crossbow for total destruction
- evil large zombie with morning star comes out of the
keep and moves to the group
- Firebeard; strikes with a hand axe and hits
- evil; man steps out of the tent and shouts, "What
is going on here".
He is a necromancer as he has a tattoo on his symbols and
on his robes.
He fires 5 magic missiles at DuTamn from the mouth of
the tent.
- Sir Timothy von Funkenstein; shouts for us that there is a mage
- Aggadah; heals DuTamn for the lowest healing possible
- Veshna; casts fireball and rolls it to the tent but the
tent is not catching fire so he rolls it into the tent. We do not know if the necromancer took damage
- Slickback; strikes the closest skeleton
- Alton; strikes and deals damage
- Kaminari; i strike It Guiding Light and deal medium damage
- evil; big zombie strikes at Aggadah
- Slickback; throws an axe
- evil; small zombies strike at the party and manages to
strike Slickback
- Aggadah; casts thunder wave but manages to only damage
them a little bit. Only one of them
falls
- Veshna; moves his fireball in the tent and some mist
comes from the tent and moves it to between the closest zombie and him
- Slickback; flurry of blows and hits damage
- Kaminari; cast sacred flame and hit for maximum
- Firebeard; uses his skills to impose disadvantage on the
email which causes it to miss DuTamn.
He uses the unidentified axe on the big undead but we can't tell if
anything happens
- Aggadah; casts another thunder wave and boosts to a 2nd
level spell and drops the big dead
- DuTamn; misses and fails the shot and drops his weapon
- Slickback; drops two of the ones closest to him
- Kaminari move and heal Aggadah with my healing kit
- Firebeard; uses the axe a second time but does not see an
effect. He also imposes disadvantage on
the one attacking DuTamn.
- evil; necromancer comes back out of the keep
- Aggadah; casts Distant Whispers and manages to deal minor
damage to the necromancer
- DuTamn; basically tickles the skeleton for some minor
damage [I like this description]
- Alton; stabs the skeleton and only minor damage
- Kaminari; use a healing kit on DuTamn
- Firebeard; with the new axe he manages to hit with the new
axe
- evil; manages to strike Firebeard but his DR takes aways
the damage
- evil; necromancer with a magic missile and manages to
deal enough damage to drop Aggadah
- Aggadah; makes his save with a nat 20 for 2 successes but
he is still out
- Veshna; rolls the fireball and deals serious damage
- DuTamn; wants to move, pick up his sword, and then
attack. He manages to get hit with AOO
and taunts the necromancer
- Slickback; manages to drop the skeleton near him
- Kaminari; i cast Guiding Light and deal some serious damage
to the necromancer and drops him
- Firebeard; moves and drops the zombie near DuTamn. When this one falls down we all hear a bell
go off. Firebeard feels a small pulse from
the weapon. [IT WAKES!]
- Aggadah; is stable and at 0 hit points
- Veshna; rolls the fireball at the zombie and deals
damage
- DuTamn; hits with advantage and deals minor
- Slickback; drops the nearest attacking zombie with attack
- Kaminari; uses my sacred flame and drops the zombie
attacking Veshna
- Slickback; strikes for the final kill [Dang, 5 skel kills]
We manage to drop all of the zombies and the
necromancer. The fires have all been put
out and we take time to search the camp.
We are able to use a short rest while we search the keep. When we explore the keep we see that there
have been some excavations and some digging.
We take time to search the tent.
- Morning Star:
This is the item that the large undead was wielding and it is a
large. It is not magical and we are not
able to use it.
- Necromancer:
- staff:
- robes:
- key:
- Tent: cot,
chair, desk, trunk, and notes. Nothing
seems to be burned or damages by the fire.
The items in here all represent
- Tent: Everything in the tent is radiating
- trunk: Alton is not able to detect any traps and
manages to open the chest. Leather bag, cloths,
- leather
bag: 49 EP (7 each), pearl, potion, bone
tube scroll case, tiny jewel box that contains an electrum ring with a marking
of a shield
- notes: the notes say that he is looking in this area
for the name of the person that built this tower. He was also looking for the ring but he does
not have any idea about what the ring did.
It appears that he was able to use the zombies for manual labor and he was
looking for other magical items. It
appears that her has been here for only a few weeks.
As we are searching the tent and the necromancer Firebeard discovers that there is another rune on the axe. The color of this rune is green.
The Timmy! is able to read celestial and is able to
determine that the rune is in celestial and is the rune for fire.
Day 27; 178 days
left; 8 in the morning; At the Old Owl
Well (Ches 26, Year 498 AF)
I am too heavy for the stairs but Alton is able to make
it up. He is able to make it to the top
and he sees trees for miles around. As
we are about to break camp we hear and see a bolt of lightning in the center of
the keep. A Coautl appears in the keep.
She introduces herself, as Elizabeth Reed, and she is an emissary of the
Vigilant Lost and she wants to know why we have not all decided to join.
DuTamn is the only one that has not joined. Elizabeth tells us that we all have to be
members before the 30 days are up. At
this point we are told that an emissary will come to us every 5 days until we
join.
During the talk with the Coautl we learn that she will
answer any question. The first riddle
is, "How far can a blind dog walk into a forest. The answer is halfway as more than halfway
you are walking out. We discover that
Fluffanutta is to the west of the crossroads.
At the second question we answer wrong, "What happens
when you throw a yellow rock into a purple river. When we get the answer wrong the Coautl
disappears in a burst of flame.
Day 27; 178 days
left; noon; At the crossroads of Old Owl
Well and Banshee
Day 27; 178 days
left; 1 in the afternoon; To the south
of the crossroads
We approach what appears to be a dome of branches and the
forest is very clear. We are entering an
area that is dark and still. There is an
ominous feel to this place. Timmy takes
off in the opposite direction of the dome.
As we approach Slickback comes near the dome and the
banshee. She traded the the book to a necromancer
named Seranoth that is an Air Genesi over 100 years ago. The Necromancer is far to the south in a city
that we do not know about. I take out
the comb and hand it over to the banshee. When we hand the comb over to the
banshee she slowly disappears and the gloom of the place gets better. Once we leave the clearing the gloom get
better and we find Timmy.
Day 27; 178 days
left; at dusk; At the keep to the north
We make it to the crossroads and north to the keep. We decide to camp here for the night then wet
out in to the morning rather than travel back to town. Nothing happens and the following morning we
go to the crossroads and head west.
Day 28; 177 days
left; noon; To the south of the
crossroads (Ches 27, Year 498 AF)
We approach the west and toward the north west we see the
tor. there is a forest area that is
devoid of trees. The clearing is about a
mile distant but we do not see any other tracks or other sign life.
The clearing appears to be natural. The tor is about another mile and a half from
where the path ends. The plan is the to
travel around the edge of the clearing to the north and if there is not a path
to the tor then we will reenter the forest to the north. As we travel around the clearing counter
clockwise we encounter a path that leads to the north and directly to the tor.
As we get closer to the tor the tracks disappear and we
notice that the ground gets harder to keep the trail. I am able to search around and locate that
the trail is getting harder. We smell
some smoke and we get to the edge of the woods.
We encounter a cave entrance roughly
150 feet and the orc is roughly 60 feet from the end of the
cave. There is not much cover but we
have the advantage if we can take him out.
We are thinking about putting him to sleep then
approaching.
Veshna is the first one as he is a half orc. Nothing appears to happen and he seems to be
asleep. We approach and we manage to
coup de grace. There is a tribal tattoo
but nothing else. We take the great axe
and leave the body. As we approach the
cave it is 10 feet wide. Timmy is
staying out of the cavern and will stay by the boulder. Veshna is able to cast Pass Without Trace on
us so that we gain bonuses for travel silently.
We think that we are moving silently through the cavern.
As we move into the cavern we see a fire pit in the
center and we hear some grunting. We
enter the cavern and year the orcs shout at us but we do not know what they are
saying. Veshna is able to shout in Orc
to wait and hold your fire. In human he
tells us to go get 'em. He is trying to
bluff the orcs into stopping firing.
Nothing else flies at us but we can see that there are several orcs and
an ogre.
- Slickback; runs into the room and uses Fangs of the Fire
Snake
- Aggadah; casts the whisper spell and hits but the evil
does not need to flee
- Alton; strikes and kills one of the orcs
- Kaminari; i strike with guiding bolt and deal more then norm
damage at the big ogre
- evil; misses
- evil; throws javelins at Slickback but he is able to
throw it back at the orcs but he misses.
They strike twice at DuTamn and both misses.
- Aggadah; casts witch bolt on the ogre and hits for max
damage
- Firebeard; swings and massive damage dealt
- Kaminari; summons the spiritual weapon and deals max damage
- evil; throw spears at DuTamn and two gets through for
serious damage
- Slickback; flurry of blows and manage to take out three of
the orcs [I call this move, Biff, Bam, Boom]
- Aggadah; cast with witch bolt and concentration and drops
the ogre
- Kaminari; i move the spiritual hammer and strike with my
mace and drop the orc
- Firebeard; uses his 2nd wind and heals himself
- Slickback; manages to kill the final one.
At the end of the battle i cast Thaumaturgy to increase
the fire in the middle of the room. We
are able to see the group of orcs and other creatures. There are not other doors or exits from this
cave.
We take time to loot the cavern.
- treasure chest:
749 CP, 63 EP, 7 MP, 3 vials of perfume
- 7 hide armor low
quality
- 1 scale mail low quality
- 8 great axe low quality
- 1 great club low quality
We take the time to clear the cave. We decide to stay in the area for the night.
IDEAS FOR SKETCH:
CROSSROADS FOR OWL WELL AND ELVEN SCRIPT CRUMBLING KEEP
WITH THE TENT LARGE ZOMBIE WITH A MACE COAUTL VISITING US DOME OF VINES AND
BRANCHES
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