Part 4: Wave Echo Cave
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Sword in hand, he peers into the opening.
The northeastern section of the cave has collapsed, forming a ten-foot-wide, twenty-foot-deep pit. A sturdy hemp rope is tied off around a nearby stalagmite and dangles down the side of the pit, at the bottom of which is a rough-hewn tunnel heading northwest and east.
Rolls
Investigation - (1d20-1)
(9) - 1 = 8
Rolls
Survival? - (1d20+5)
(12) + 5 = 17
He then examines the supplies -- does it look like they were scavenged by thieves? If not, then the killing was more of an assassination.
He'll also check out the body -- any family resemblance? -- and take a closer look at those boots.
Rolls
Perception - (1d20+1)
(3) + 1 = 4
Rolls
arcana - (1d20-1)
(6) - 1 = 5
Rolls
Perception - (1d20+5)
(8) + 5 = 13
Rolls
Perception - (1d20)
(13) = 13
Rolls
Perception for traps? - (1d20)
(20) = 20
Rolls
Gimblyn Arcana - (1d20+3)
(17) + 3 = 20
Many tunnels intersect at this natural, thirty-foot-high cavern. The walls are carved with simple reliefs showing dwarf and gnome miners hard at work. Below them, nearly two dozen skeletons in rusted scraps of armor are scattered across the cavern floor. Some are dwarf skeletons, while others are orc remains. Half a dozen large brass lanterns stand in niches or on ledges around the cavern, but none are lit.
Kama barely notices a large group of mosquito-like creatures, though much larger, on the ceiling of the cavern.
Rolls
Nature - (1d20-1)
(1) - 1 = 0
"Hmmm..."
Rolls
nature - (1d20-1)
(4) - 1 = 3
Xora looks at them for a moment and she knows instantly what they are: stirges. Large mosquito-like creatures that suck blood from their victims.
He attempts to light a few of the lamps along the wall by pouring in a little oil from one of the flasks.
"Any objections to a little light for battle? I've found that being able to see my opponent greatly improves my chance of hitting it!"
Rolls
Talon vs Stirge, Damage - (1d20+6, 1d10+4)
1d20+6 : (6) + 6 = 12
1d10+4 : (5) + 4 = 9
"Splat splat."
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creatures’ hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
Rolls
Sleep HP - (5d8)
(16111) = 10
Gimblyn releases a trio of magical bolts, which track their prey unerringly, splattering three of the little monsters.
Rolls
Xora attack w/ bow - (1d20+7, 1d8+3)
1d20+7 : (11) + 7 = 18
1d8+3 : (1) + 3 = 4
Rolls
Investigation? - (1d20-1)
(10) - 1 = 9
Stormsong turning back to the others, "Besides, it's our job to clean this place up so it can be brought back to life! And we can start reclaiming it for life and light right here."
He begins pouring some of the oil from the flasks he gathered from the entry room into the brass lanterns around the room, lighting them up, and taking a good look around.
"There, isn't that better?"
Rolls
Investigation - (1d20-1)
(18) - 1 = 17
The eastern wall contains a twisting passageway leading deeper into the cave. The north wall contains two passages, the western-most passage leads north and to mare intersective passages. The east-most passage on the north wall leads to a passage crossing east-to-west. If you follow the passage north more, it ends in a door.
Stormsong goes down the south passage and listens at each door.
He also checks to see if that southern cave-in is passable at all.
Rolls
Perception west - (1d20+1)
(18) + 1 = 19
Perception east - (1d20+1)
(12) + 1 = 13
Rolls
Investigation - (1d20-1)
(13) - 1 = 12
He enters, gingerly stepping over dwarf skeletons and viscously kicking apart orc skeletons.
"No more moans (skip), no more groans (kick), all these bones (hop), are quiet as stones (kick)"
Rolls
Talon vs Skeleton, Damage - (1d20+6, 1d10+4)
1d20+6 : (3) + 6 = 9
1d10+4 : (3) + 4 = 7
Action Surge Talon vs Skeleton, Damage - (1d20+6, 1d10+4)
1d20+6 : (6) + 6 = 12
1d10+4 : (4) + 4 = 8
Stormsong finds himself in the middle of a room, surrounded by skeletons. He assumes Kama heeds his warning and casts the one spell he knows for a situation like this...
Range: Self (15-foot cube)
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
Rolls
Thunder Damage - (2d8)
(83) = 11
Rolls
CON save - (1d20+4)
(10) + 4 = 14
Rolls
Fire bolt - (1d20+6, 1d10)
1d20+6 : (8) + 6 = 14
1d10 : (6) = 6
Stormsong's spells booms, causing everyone to have a massive headache. All of the remaining bones, weapons, and rubble go flying to crash against the opposite wall. The force washes over the skeletons, causing bones to crack and weaken, knocking several of them to the floor, but they begin to climb to their feet immediately.
Gimblyn's fire bolt crashes into the chest of U8, scorching bones black, but the skeleton remains standing.
Xora moves so that she can see into the room and fires an arrow at the same skeleton the Gimblyn just hit and the one next to it. Her first arrow takes U8 down, and her second smashes into U9's chest.
Rolls
Xora attack w/ bow U8 - (1d20+7, 1d8+3)
1d20+7 : (7) + 7 = 14
1d8+3 : (4) + 3 = 7
Horde Breaker U9 - (1d20+7, 1d8+3)
1d20+7 : (14) + 7 = 21
1d8+3 : (3) + 3 = 6
Four skeletons stab at Kama with their rusty blades. He manages to avoid getting hit by three, but the last one dodged leaves him off balance and he gets a nasty slice on his side (21 vs AC 16, 6 damage).
Rolls
Talon vs U9, Damage - (1d20+6, 1d10+4)
1d20+6 : (14) + 6 = 20
1d10+4 : (4) + 4 = 8
Battle Map
Rolls
Stone's Endurance (damage reduction) - (1d12+1)
(12) + 1 = 13
Longsword, damage - (1d20+5, 1d8+3)
1d20+5 : (2) + 5 = 7
1d8+3 : (6) + 3 = 9
Rolls
Firebolt - (1d20+6, 1d10)
1d20+6 : (17) + 6 = 23
1d10 : (6) = 6
Rolls
Attack w/Horde Breaker - (1d20+7, 1d8+3, 1d20+7, 1d8+3)
1d20+7 : (17) + 7 = 24
1d8+3 : (8) + 3 = 11
1d20+7 : (4) + 7 = 11
1d8+3 : (4) + 3 = 7
Hail of Thorns Damage (if all creatures within 5 feet fail their DEX save. Otherwise, half) - (1d10)
(2) = 2
Gimblyn's firebolt causes U5 to collapse into a pile of bones.
Xora's arrows scatters U1 to the winds, causing a spray of thorns to spray forth, hitting the adjacent skeletons. U2 and U3 take the full brunt of the attack, destroying them as well.
U4 swings at Kama with it's rusty blade, but the warrior easily blocks the blow.
Rolls
Magic Missiles! - (1d4+1, 1d4+1, 1d4+1)
1d4+1 : (2) + 1 = 3
1d4+1 : (1) + 1 = 2
1d4+1 : (3) + 1 = 4
Rolls
Talon vs U4, Damage - (1d20+6, 1d10+4)
1d20+6 : (2) + 6 = 8
1d10+4 : (2) + 4 = 6
Rolls
Firebolt - (1d20+6, 1d10)
1d20+6 : (8) + 6 = 14
1d10 : (4) = 4
Wild magic - (1d20)
(8) = 8
Rolls
Shoot! - (1d20+7, 1d8+3)
1d20+7 : (15) + 7 = 22
1d8+3 : (6) + 3 = 9
"That boom must have been heard throughout the mine," he continues. "Maybe we ought to barricade ourselves in here and wait through the night, just in cast someone comes to check."
Rolls
Arcana - More on the skeletons and magic - (1d20+3)
(6) + 3 = 9
He chugs his last healing potion and says, brightening, "Anybody for the other door?"
Rolls
Potion of heals - (2d4+2)
(34) + 2 = 9
Rolls
Cure Wounds on Stormsong - (1d8+1)
(4) + 1 = 5
Rolls
Perception - (1d20+1)
(17) + 1 = 18
He gently looks through the paperwork in the cubbies, examines the scales, and any books lying around. He'll also randomly press things around the shelves, under the counter, and along the walls, looking for secret areas.
Rolls
Investigation - (1d20-1)
(16) - 1 = 15
Perception - (1d20+1)
(20) + 1 = 21
"Looks clean to me, but it's locked. I'm going to bust it open..."
Rolls
Perception - (1d20+1)
(6) + 1 = 7
Strength to bash the lock - (1d20+3)
(20) + 3 = 23
Stormsong packs it away for later distribution and rejoins the others.
"Where to next? Any heat coming from the north passages?"
"Sorry I've been a bit impulsive -- I haven't done much work underground and it's so exciting!"
He pulls himself off of the floor and heads back into the bone scattered room and plops down on the nearest stone bunk. Seeing that it's dwarf/gnome sized, he slides sweeps away the nearby bones with his feet and lays out his bedroll on the floor and the lantern on the bunk.
After cleaning and tending to his weapons and armor, he lies down with his head propped and facing the door, munches some dry rations and reads a book of poetry by the dwindling light.
"I can keep first watch, if you like," he offers, knowing that the book is a two hour read.
Your turn!
Rolls
Talon vs U2, Damage, Divine Smite - (1d20+6, 1d10+4, 3d8)
1d20+6 : (8) + 6 = 14
1d10+4 : (5) + 4 = 9
3d8 : (225) = 9
Rolls
Talon vs U1, Damage - (1d20+6, 1d10+4)
1d20+6 : (13) + 6 = 19
1d10+4 : (1) + 4 = 5
Great Weapon Fighting reroll - (1d10+4)
(2) + 4 = 6
Seeing the slathering attackers, and that The odds are currently against Kama, he draws the wand and attempts to equalize things for his friend.
Rolls
Magic Missiles! - (3d4+3)
(422) + 3 = 11
Rolls
Poison Spray - Con Save 14+ or poison damage - (1d12)
(11) = 11
Xora?
Rolls
Attack w/Horde Breaker - (1d20+7, 1d8+3, 1d20+7, 1d8+3)
1d20+7 : (17) + 7 = 24
1d8+3 : (1) + 3 = 4
1d20+7 : (13) + 7 = 20
1d8+3 : (8) + 3 = 11
Wand of mm 7/7 charges
Rolls
Wand of MM charges restored (2 spent) - (1d6+1)
(6) + 1 = 7
There is one other door in this room, on the west side.
Rolls
Wild Magic - (1d20)
(17) = 17
Kama is able to determine that the skeletons are truly dead.
2. Twisting passages
3. Current location
4. Skeleton battle
5. Room with the lockbox
6. Old barracks
9. Room with the ghouls that Gimblyn is in. He came up the stairs on the left side.
"I'll check it out while we wait for Gimblyn's return."
...
"Doesn't look like much to me, but it may be a good place to hole up and rest if we need one later. Although it's another door to defend, an alternate exit can be very helpful."
Rolls
Perception - (1d20+1)
(10) + 1 = 11
Investigation - (1d20-1)
(5) - 1 = 4
Stormsong finds nothing of value in the old barracks. Moments later, you hear the crash of what sounds like waves on a shore echoing through the cavern. You can't tell where it comes from, but now you think that you know how the cave got its name.
Rolls
Stealth, Disadvantage - (1d20+1, 1d20+1)
1d20+1 : (14) + 1 = 15
1d20+1 : (17) + 1 = 18
Perception - (1d20)
(8) = 8
Stormsong removes his pack, weapons, leather, & boots, and dives down to examine the skeleton and it's possession.
He hands the items to Gimblyn, wrings out his clothes, and gets back into his gear.
The wand looks very similar to the wand that Stormsong currently uses. It could very well be another wand of Magic Missiles.
Map
Rolls
Perception - (1d20)
(14) = 14
Rolls
Investigation - (1d20-1)
(3) - 1 = 2
"I agree that we bust in and take them by surprise. If they're big, I'll throw a little magic at them."
"By the way, who wants the extra wand?"
He quietly slips one of the platinum rings to Gimblyn, "Don't worry, friend. Our group shares everything."
Faerie fire: all in a 20' cube, DEX save DC 13, on fail, each glow green in 10' radius, giving advantage. 1 minute, concentration
This is, in fact, a combination of the class ability bardic inspiration (attack, ability, save), and the College of Valor augmentation, combat inspiration (damage, AC). A college of Lore bard would get cutting words instead of combat inspiration, which allows bard to use a reaction to reduce a creatures attack, ability, or damage roll
Stormsong's spell goes off on the creatures, lining two of them in harmless, colored flames.
Map, you are looking into room 11 now
Rolls
Talon vs Flaming Bugbear, Adv, Damage - (1d20+6, 1d20+6, 1d10+4)
1d20+6 : (11) + 6 = 17
1d20+6 : (10) + 6 = 16
1d10+4 : (9) + 4 = 13
Action Surge, Repeat of above - (1d20+6, 1d20+6, 1d10+4)
1d20+6 : (13) + 6 = 19
1d20+6 : (2) + 6 = 8
1d10+4 : (7) + 4 = 11
Four hobgoblins remain to kill!
Rolls
Attack 1 - (1d20+7, 1d8+3)
1d20+7 : (20) + 7 = 27
1d8+3 : (4) + 3 = 7
Attack 2 - (1d20+7, 1d8+3)
1d20+7 : (18) + 7 = 25
1d8+3 : (2) + 3 = 5
Crit! - (1d8)
(8) = 8
Rolls
Fire Bolt to hit - (1d20+6)
(14) + 6 = 20
Damage - (1d10)
(8) = 8
Gimblyn's fire bolt follows behind Xora's first arrow, striking that first bugbear in the face and ending its life.
G4 launches a brutal attack, which Kama is barely able to avoid. Unfortunately, his desperate maneuver puts him right in the path of G3's attack, which hits him square in the chest (19 vs AC 17, 14 damage).
G3 is outlined in Faerie Fire still
Your turn!
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a wisdom saving throw (DC13) or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Rolls
Fire damage - (2d8)
(33) = 6
psychic damage, ignore fire damage - (1d4)
(3) = 3
Rolls
Bardic Inspiration to increase AC - (1d6)
(1) = 1
Talon vs G3, Damage - (1d20+6, 1d10+4)
1d20+6 : (9) + 6 = 15
1d10+4 : (3) + 4 = 7
Talon vs G3 Advantage - (1d20+6)
(14) + 6 = 20
Kama's blade catches G3 in the thigh as the bugbear tries to step out of the way of the blow, drawing a deep gash in his leg.
Rolls
Firebolt - (1d20+6, 1d10)
1d20+6 : (17) + 6 = 23
1d10 : (6) = 6
Wild Magic - (1d20)
(2) = 2
Rolls
Staff attack - (1d20+4, 1d6+2)
1d20+4 : (16) + 4 = 20
1d6+2 : (4) + 2 = 6
Xora's staff strikes G2 on the side of the knee, causing it to lose its balance and falter in its attacks.
Also, you don't roll for wild magic on your cantrips. Only spells that are Level 1 and above.
G3 is in too much pain to strike at Kama, still clutching its ruined face and howling in agony.
G4 takes up its weapon in both hands and launches a mighty overhead strike at the warrior, but he raises Talon and angles the blade slightly, changing the angle of the attack and causing the weapon to smash into the ground, causing cracks to run through the stone floor.
G3: 21 damage, affected by Faerie Fire, engaged with Kama
G4: No damage, engaged with Kama
Your turn again!
Rolls
Talon vs G3, Advantage, Damage - (1d20+6, 1d20+6, 1d10+4)
1d20+6 : (14) + 6 = 20
1d20+6 : (1) + 6 = 7
1d10+4 : (8) + 4 = 12
Bonus Action Second Wind HP - (1d10+2)
(9) + 2 = 11
Gimblyn moves the dropped weapon safely to the corner of the room.
G4: No damage, engaged with Kama
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration , up to 1 minute
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls or ability checks until the start of your next turn.
Rolls
Fire damage - (2d8)
(53) = 8
Xora, what's your action?
Rolls
Staff attack - (1d20+4, 1d6+2)
1d20+4 : (4) + 4 = 8
1d6+2 : (2) + 2 = 4
Xora swings at the bugbear, but the creature easily parries the blow.
G4: 8 damage, engaged with Kama, unarmed with a red-hot morningstar at its feet.
G4: 8 damage, engaged with Kama, unarmed with a red-hot morningstar at its feet.
Your turn!
Rolls
Athletics - (1d20+5)
(15) + 5 = 20
Talon vs G4, Damage - (1d20+6, 1d10+4)
1d20+6 : (13) + 6 = 19
1d10+4 : (6) + 4 = 10
Rolls
Longsword, damage - (1d20+5, 1d8+3)
1d20+5 : (1) + 5 = 6
1d8+3 : (3) + 3 = 6
G2 smiles and barks out a laugh as he easily slaps Stormsong's blade to the side.
G4: 18 damage, engaged with Kama, unarmed with a red-hot morningstar at its feet
Xora, Gimblyn?
Gimblyn, seeing that Kama's opponent still stands, launches a fire bolt at G4. His spell hits the bugbear in the chest and it hits the ground hard.
Rolls
Xora attack - (1d20+4, 1d6+2)
1d20+4 : (5) + 4 = 9
1d6+2 : (3) + 2 = 5
Gimblyn Fire Bolt - (1d20+6, 1d10)
1d20+6 : (16) + 6 = 22
1d10 : (10) = 10
You are in room 11 right now on the map
Rolls
Talon vs G2, Damage (if applicable) - (1d20+6, 1d10+4)
1d20+6 : (20) + 6 = 26
1d10+4 : (1) + 4 = 5
Concentration for Bless - (1d20+4)
(9) + 4 = 13
Great Weapon Fighting reroll + Critical + Savage Attacks - (3d10+4)
(974) + 4 = 24
A wide rift fills the eastern half of this cavern. A stream pours out of the west wall, then tumbles down into the rift and flows out again to the north. Several ropes are secured to iron stakes along the western edge of the rift, leading down to the chasm floor.
You can hear the chatter of what sounds like bugbears in the rift, and the occasional sounds of rocks shifting or breaking. Up top are two bugbears. One leans against the wall, facing in your direction. Obviously he's a guard, but he's fallen asleep at his post. The other watches the work in the pit, occasionally shouting orders.
Map
Rolls
Stealth, Disadvantage - (1d20+1, 1d20+1)
1d20+1 : (17) + 1 = 18
1d20+1 : (11) + 1 = 12
Rolls
Healing Potion - (2d4+2)
(41) + 2 = 7
Rolls
Cure Wounds - (1d8+3)
(3) + 3 = 6
The dust and debris covering the floor has been swept to one side, and a campsite of sorts now spreads in front of the statue. Half a dozen bedrolls and packs are neatly arranged around a rough-built fire pit. A wooden table stands on the west side of the room between two pillars.
Two bugbears stand by the table, flanking a dark elf dressed in black leather armor and robes. He clutches a black staff with a carved spider at the top and frowns as he sees you. "It seems that I must deal with you myself. A pity it must end this way."
Map
Tactical Map
He touches his index finger to his lips, then stretches the same hand toward their foes. "Silentium"
Cast for the sphere to be centered about 45' from the door, about 10' off the floor.
Silence Sphere
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
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. At sixth level, 8 missiles are cast, 8d4+8
Rolls
Attack! - (1d20+7, 1d8+3, 1d10)
1d20+7 : (18) + 7 = 25
1d8+3 : (1) + 3 = 4
1d10 : (7) = 7
Horde breaker (just in case) - (1d20+7, 1d8+3)
1d20+7 : (10) + 7 = 17
1d8+3 : (5) + 3 = 8
Battle Map
The bugbears stop moving forward and stare at the gnome in blank amazement, then drop their weapons.
Rolls
Magic Missile - (8d4+8)
(23324443) + 8 = 33
Under his breath, "Try again, Kama -- I just released a silence spell."
"I'm on it."
Rolls
Perception - (1d20)
(3) = 3
Rolls
Arcana - (1d20-1)
(17) - 1 = 16
Stormsong produces the key he found and tries it in the lock.
Map
Rolls
Medicine - (1d20)
(20) = 20
Rolls
Healing Potion - (2d4+2)
(32) + 2 = 7
Rolls
Perception - (1d20+1)
(7) + 1 = 8
Stormsong doesn't find anything of note in the room.
He bows and says, "Stormsong, at your service."
(After the introductions)
"What do you know about their numbers? We did take out a magical dark elf," he shows the staff with the spider on top, "and several bugbears appeared to have taken our invitation to leave, but time will tell."
"I'm sorry about your other brother. I believe these, then, belong to you," as he hands over the magical boots.
He stands to offer Nundro a hand up. "There are still some areas we haven't checked out. We're getting to them, but first I think we need to rest for a bit."
Back to full HP, 31/31.
Rolls
1 Hit Dice - (1d10+2, 1d6)
1d10+2 : (10) + 2 = 12
1d6 : (5) = 5
"I didn't want to use them without permission, but now that you're here..."
To Kama, "Let's go to work!"
He heads out and turns left, heading down the stairs to the cavern room. He'll listen for signs of the bugbears that were working there earlier before emerging.
Rolls
Perception - (1d20+1)
(2) + 1 = 3
Stealth - (1d20+3)
(20) + 3 = 23
On the other side of the chasm are two tunnels. The one furthest north looks like it was probably carved out by the stream a long time ago before the advent of the chasm diverted it. The southerly one looks like it was worked by dwarven hands during the time that the mine was operational.
Map
Rolls
Perception - (1d20)
(11) = 11
He checks how deep the chasm is, and if it is climbable.
The southern passage goes about 10 feet before it turns to the right.
I wonder if they were digging a tunnel -- or covering one up!
Running long jump 3x 16 = 48'
Running high jump 3x 6 =18'
Running long jump 3x 16 = 48'
Running high jump 3x 6 =18'
Rolls
Perception rough tunnel - (1d20+1)
(18) + 1 = 19
Perception smooth tunnel - (1d20+1)
(18) + 1 = 19
Smooth Tunnel: This tunnel turns to the south and then opens into a large room.
Stormsong moves to that part of the tunnel and prepares to pour out a couple of flasks to cover the area, after Kama returns from his mission to draw pursuit. He'll then run in retreat, while Xora waits with her fire arrow to ignite the oil.
Rolls
Perception - (1d20)
(8) = 8
Rolls
Readying arrow! - (1d20+7, 1d8+3)
1d20+7 : (5) + 7 = 12
1d8+3 : (5) + 3 = 8
More than a dozen withered corpses are scattered around the room. These slain dwarves and orcs are still wearing the remnants of their armor. Floating above them is a skull engulfed in green flame. As you step into the room, the dwarves begin to climb to their feet and stumble toward you.
He waits until the stumbling dwarves near (or if the skull should float towards him) before heading back down the hallway.
As he nears the party, he will call out, "Good news, they're not ghouls. Bad news, zombies and a flying head of fire!"
Rolls
Handaxe vs Flameskull, Damage - (1d20+5, 1d6+3)
1d20+5 : (8) + 5 = 13
1d6+3 : (6) + 3 = 9
Disadvantage if it remains beyond 20-feet - (1d20+5)
(9) + 5 = 14
Second Wind HP - (1d10+2)
(6) + 2 = 8
He draws his wand of magic missiles and tells the group, "If we're swarmed, I can thunder blast them, but you all would need to climb down, or at least be on the rope to avoid damage. It may throw some of them off the cliff, and others back into the fire."
He hums a battle hymn to inspire Kama.
Rolls
3 MM's - (1d4+1, 1d4+1, 1d4+1)
1d4+1 : (4) + 1 = 5
1d4+1 : (3) + 1 = 4
1d4+1 : (2) + 1 = 3
Casting Time: 1 Action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by a 1d8 for each slot level above first.
Rolls
Thunder damage - (3d8)
(441) = 9
Rolls
Attack - (1d20+7, 1d8+3)
1d20+7 : (9) + 7 = 16
1d8+3 : (1) + 3 = 4
As the zombies approach, Gimblyn throws his spell. A small bolt of fire flies out and strike the oil, igniting it all. The zombies walk through it heedless of the danger and their skin burns and chars from the intense flame.
A loud boom echoes through the entire complex as Stormsong completes his spell. Five of the eight zombies are blow backward beyond the flames, landing just in front of the flameskull.
Kama's axe flies out and strikes the flameskull, chipping off portions of its skull.
Xora's arrow flies out, striking the lead zombie, staggering it back a step, but not stopping it.
Don't forget about Inspiration, if you've got it!
30 feet away
FS: 9 damage
20 feet away, just beyond the flames
Z1: 14 damage
Z2: 14 damage
Z3: 14 damage
Z4: 14 damage
Z5: 14 damage
5 feet away from party
Z6: 9 damage
Z7: 5 damage
Z8: 5 damage
Your turn!
Rolls
Fireball damage - (8d6)
(44146452) = 30
Gimblyn Dex save w/ Adv from Tides of Chaos - (1d20+2, 1d20+2)
1d20+2 : (17) + 2 = 19
1d20+2 : (6) + 2 = 8
"Or retreat. I'll buy you some time," he adds quietly, before charging forward, leaping over the oil-fire to engage the flameskull in melee. As he swings Talon, Kama calls upon luck to guide his hand and smite the cackling bone-thing with Tymora's divinity.
Rolls
Dexterity Save - (1d20+1)
(8) + 1 = 9
Inspiration, Dexterity Save - (1d20+1)
(1) + 1 = 2
Athletics to jump over oil-fire? - (1d20+5)
(19) + 5 = 24
Talon vs Flameskull, Inspiration, Slashing Damage, Radiant Damage - (1d20+6, 1d20+6, 1d10+4, 3d8)
1d20+6 : (17) + 6 = 23
1d20+6 : (20) + 6 = 26
1d10+4 : (10) + 4 = 14
3d8 : (568) = 19
Critical, Savage Attacks - (1d10, 1d10)
1d10 : (5) = 5
1d10 : (2) = 2
Critical Divine Smite - (3d8)
(865) = 19
Kama
20 feet away, just beyond the flames
Z1: 14 damage
Z2: 14 damage
Z3: 14 damage
Z4: 14 damage
Z5: 14 damage
5 feet away from party
Z6: 9 damage
Z7: 5 damage
Z8: 5 damage
"Kama! More Thunder coming!" yells Stormsong, as he pulls out his wand and fires a 6th level barrage into into the nearest zombies!
Rolls
DEX save with Inspiration - (1d20+3, 1d20+3)
1d20+3 : (19) + 3 = 22
1d20+3 : (18) + 3 = 21
Stones Endurance to reduce damage - (1d12+1)
(3) + 1 = 4
4 MM for Z6 - (4d4+4)
(4142) + 4 = 15
2 MM for Z7 - (2d4+2)
(34) + 2 = 9
2 MM for Z8 - (2d4+2)
(22) + 2 = 6
Healing Word - (1d4+3)
(3) + 3 = 6
FS: Dead
Kama
20 feet away, just beyond the flames
Z1: 14 damage
Z2: 14 damage
Z3: 14 damage
Z4: 14 damage
Z5: 14 damage
5 feet away from party
Z6: Dead
Z7: 14 damage
Z8: 11 damage
Xora?
Rolls
Horde breaker - (1d20+7, 1d8+3, 1d20+7, 1d8+3)
1d20+7 : (17) + 7 = 24
1d8+3 : (1) + 3 = 4
1d20+7 : (19) + 7 = 26
1d8+3 : (1) + 3 = 4
Hang on, Kama!" Gimblyn shouts as he fires out a couple of fire bolts at the zombies on the other side of the flames. He strikes on in the chest, merely scorching it, but the other one goes right to the head, causing the rotted thing to explode
FS: Dead
Kama
20 feet away, just beyond the flames
Z1: 15 damage
Z2: Dead
Z3: 14 damage
Z4: 14 damage
Z5: 14 damage
5 feet away from party
Z6: Dead
Z7: 18 damage
Z8: 15 damage
Enemy Turn!
Rolls
Gimblyn firebolt - (1d20+6, 1d10)
1d20+6 : (3) + 6 = 9
1d10 : (1) = 1
Gimblyn Fire Bolt twinned - (1d20+6, 1d10)
1d20+6 : (8) + 6 = 14
1d10 : (9) = 9
The zombies on Kama's side of the flames converge on him and he finds himself sorely outnumbered. He takes two blows (17 and 20 vs AC, 7 and 4 damage)
FS: Dead
Kama
25 feet away, just beyond the flames, engaged with Kama.
Z1: 15 damage
Z2: Dead
Z3: 14 damage
Z4: 14 damage
Z5: 14 damage
5 feet away from party
Z6: Dead
Z7: 18 damage
Z8: 15 damage
Party turn! I believe Kama is still up thanks to the Healing Word? Also, don't forget Kama could use his reaction to use his Bardic Inspiration to roll 1d6 and add to his AC vs the first attack
Spell Slots: 0/2
Relentless Endurance: 0/1
Second Wind: 0/1
Action Surge: 0/1
Divine Sense: 0/2
Lay on Hands: 0/10 HP
2 Potions of Healing
Rolls
Reaction Bardic Inspiration to AC - (1d6)
(5) = 5
Athletics to jump across fire? - (1d20+5)
(16) + 5 = 21
Rolls
LS vs z7, damage - (1d20+5, 1d8+3)
1d20+5 : (4) + 5 = 9
1d8+3 : (6) + 3 = 9
Rolls
Horde Breaker - (1d20+7, 1d8+3, 1d20+7, 1d8+3)
1d20+7 : (7) + 7 = 14
1d8+3 : (6) + 3 = 9
1d20+7 : (2) + 7 = 9
1d8+3 : (1) + 3 = 4
Hail of Thorns Damage (if all creatures within 5 feet fail their DEX save. Otherwise, half) - (1d10)
(1) = 1
Stormsong steps up to Z7 and swings his blade, shearing through the zombies feeble defense to remove its head from its shoulders.
Xora launches a couple of arrows toward the group in the back. Her first arrow drops a zombie and sprays the others with a hail of thorns. Her second arrow finds another target, nearly dropping it, but it manages to keep going.
Gimblyn wiggles his fingers, launching four magic missiles; two at Z8, one at Z3, and one at Z4. He drops Z8, but the other two keep going.
FS: Dead
25 feet away
Z1: Dead
Z2: Dead
Z3: 22 damage
Z4: 12 damage
Z5: 15 damage
15 feet from party
Kama
5 feet away from party
Z6: Dead
Z7: Dead
Z8: Dead
REALLY bad rolls on the whole zombie "Hard to Kill" thing...
Enemy turn next!
Rolls
Magic Missile (2 @ Z8, 1 @ Z3, 1 @ Z4) - (2d4+2, 1d4+1, 1d4+1)
2d4+2 : (32) + 2 = 7
1d4+1 : (3) + 1 = 4
1d4+1 : (1) + 1 = 2
Wild Surge? - (1d20)
(13) = 13
You are able to finish off what remains of the zombies with ease.
He mutters a healing word to assist in Kama's recovery.
He'll then walk up to peer around the corner into the room the zombies came from.
Rolls
Healing Word - (1d4+3)
(3) + 3 = 6
"Mr. Rockseeker, don't be alarmed...it's us, we're back."
He lets the rest of the group in, locks the door behind them, and slumps up against the nearest wall.
"Well, we cleared two rooms. One was empty."
"Oh, and we got rid of the zombies, too. We could use a breather before pressing on -- mind if we join you?"
As he looks for available space, Kama suggests, "We should still keep watch. A locked door can still be busted down, and the undead don't need to sleep. How's about you all get some rest; I'll stay up for a bit."
Rolls
Wand recharge - (1d6+1)
(2) + 1 = 3
He wants to know it's secrets.
The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals Id6 extra poison damage on a hit when used to make a weapon attack.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required.
The staff regains Id6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.
Under his breath, Kama mutters, "Plus you know your way around better."
I quietly step forward and head in the direction indicated, keeping an eye out for any sights or sounds that spell trouble.
Rolls
Stealth - (1d20+5)
(4) + 5 = 9
Perception - (1d20+5)
(8) + 5 = 13
There is an exit to the south, which leads down a set of stairs.
Map
Speaking mostly rhetorically, Kama is ready to move on.
"To the stairs, then..."
The cave is large enough that it contains two freestanding structures. 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 cavern is divided by an escarpment, into which a flight of stairs have been cut. Passages lead out of this area to the north, south, and west.
Map
Rolls
Investigation - (1d20-1)
(15) - 1 = 14
Rolls
Strength check, advantage - (1d20+3, 1d20+3)
1d20+3 : (13) + 3 = 16
1d20+3 : (7) + 3 = 10
Map
Rolls
Strength check - (1d20+3)
(15) + 3 = 18
Behind the brazier of green flame floats a spherical creature measuring roughly four feet in diameter. Four eyestalks protrude from its central mass, two on each side. In the center of the body is a large eye that stares at you.
"Hello," says a thick, burbling voice inside your head.
Map
Rolls
Nature check? - (1d20+4)
(20) + 4 = 24
Why are you here? Did you come for the Forge? the voice speaks again in your mind, while the eyeballs focus on each one of you all at the same time.
"So what counts as misuse? Forging a badly-made sword for a baby?"
"Um, anyway. There are some dwarves that will want to start up things here again. Is that going to be a problem if they have to use the forge?"
Map
It doesn't immediately move to attack you.
Rolls
4mm - (4d4+4)
(1312) + 4 = 11
"What if I can take care of that problem for you?" Kama asks. "See to it that you won't have to be bothered with it ever again?" He takes a step toward the wraith, gauging its willingness to talk.
The half-orc then springs towards the wraith, Talon swinging around and around as radiant energy spills forth.
Rolls
Talon vs Wraith, Slashing Damage - (1d20+6, 1d10+4)
1d20+6 : (8) + 6 = 14
1d10+4 : (10) + 4 = 14
Divine Smite, if attack hits - (3d8)
(141) = 6
Action Surge Talon vs Wraith, Slashing Damage - (1d20+6, 1d10+4)
1d20+6 : (7) + 6 = 13
1d10+4 : (4) + 4 = 8
Divine Smite, if attack hits - (3d8)
(688) = 22
Also, the last battles of this have been so anticlimactic!
Rolls
History, nature, or religion - (1d20-1)
(11) - 1 = 10
1. Masterless undead losing their will to fight and merely dying again
2. Masterless undead running amok with no one to control them
3. Masterless undead simply following their last known orders
"That room full of baddies that Gimblyn saw and Xora sensed seems like it's right in the middle of this complex. There seem to be many passages to that room. Maybe we can take advantage of that to hit, run, flank, hit again and try to even the numbers up a bit."
While they talk, Kama heads over to the south door and tests whether or not it is locked.
Rolls
Perception - (1d20+2)
(14) + 2 = 16
"Let's complete our exploration before extermination so we know what we're dealing with."
Heads down the south hall, torch in his shield hand, sword ready.
Map
"Well, let's finish our scouting." He continues forward.
Rolls
Nature - (1d20+4)
(16) + 4 = 20
You do realize that the area leads to a part of the cavern you've already been to and you can just take the long way around safely.
Map
"Who was keeping track of the map?" he asks. "I'm getting turned around in here and can't recall if there are areas we didn't check out yet. This way?"
Map
"Okay, so up ahead was where Gimblyn saw all them running dead. I know Stormsong had the good idea to hit-and-run and whittle their numbers, but the more I think about it, they'll probably start chasing after whoever hit, right? What if we double-back around to the bellows (#12) and get their attention, then lure them over to our floating friend (#15) so it can help us out with them?
"I can see in the dark just fine, so I won't need a torch. I'll stay here and streak through, get them drooling over my handsome face, and join up with the rest of you at the bellows where we can fight a retreat to the brazier. How's that sound?"
Xora and Gimblyn can pick them off as long as they stay in the tunnel. If he can affix his spear somewhere and join in the killing at range, he will, otherwise he will hold the spear.
Once it looks like the ghouls are on to him, he'll cast faerie fire into the group.
What do you think? Performance roll?
Not sure what they roll to save against a sound illusion. DC13.
Rolls
Chase! - (1d20)
(16) = 16
Stormsong's magic washes over the group, bathing four of the seven in harmless faerie fire.
Casting Time: 1 Action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by a 1d8 for each slot level above first.
Rolls
Thunder damage - (3d8)
(542) = 11
Rolls
Talon vs Stormsong's Puppet, Slashing Damage - (1d20+6, 1d10+4)
1d20+6 : (13) + 6 = 19
1d10+4 : (7) + 4 = 11
Rolls
Thunderwave L2 - (3d8)
(127) = 10
Wild Surge? - (1d20)
(1) = 1
Wild Surge! - (1d100)
(56) = 56
Rolls
Longbow - (1d20+7, 1d8+3, 1d20+7, 1d8+3)
1d20+7 : (15) + 7 = 22
1d8+3 : (3) + 3 = 6
1d20+7 : (18) + 7 = 25
1d8+3 : (2) + 3 = 5
Kama's swing with Talon easily destroys the prop that Stormsong set up, breaking the skull into tiny little pieces.
Xora strikes two different ghouls with her arrows, but they continue charging up the hall toward you.
Stormsong and Gimblyn smile and release their spells at the same time. The sound of the spells going off echoes through the whole place, nearly deafening those in close proximity. The force of the blast sends the wave of ghouls flying backward
Round One: Ghouls
The undead horde continues moving toward you, but they are all too far to reach you before you can send of another wave of attacks.
Enemies
Ghoul 1: DEAD
Ghoul 2: 2/22, AC 12
Ghoul 3: 1/22, AC 12
Ghoul 4: 1/22, AC 12
Ghoul 5: 1/22, AC 12
Ghoul 6: 6/22, AC 12
Ghoul 7: 1/22, AC 12
Your turn
Rolls
Longbow - (1d20+7, 1d8+3, 1d20+7, 1d8+3)
1d20+7 : (4) + 7 = 11
1d8+3 : (4) + 3 = 7
1d20+7 : (3) + 7 = 10
1d8+3 : (2) + 3 = 5
Inspiration! - (1d6)
(5) = 5
Rolls
Thrown Dagger vs Ghoul 2, Piercing Damage - (1d20+5, 1d4+3)
1d20+5 : (6) + 5 = 11
1d4+3 : (2) + 3 = 5
"We've got them!" he shouts, hoping to inspire Kama!
Rolls
Four MM - (1d4+1, 1d4+1, 1d4+1, 1d4+1)
1d4+1 : (2) + 1 = 3
1d4+1 : (3) + 1 = 4
1d4+1 : (1) + 1 = 2
1d4+1 : (2) + 1 = 3
"Let's get Mr. Rockseeker. Maybe he can dismiss the one eyed guardian...or choose to keep it. Then we can get him back to his brother."
Kama perks up. "Wanna see?"
You lead the way to the Forge Room and the spectator still floats there, I sense that the creature that was here before is now dead? it sends into your mind, I thank you for making my task less of a burden.
Nundro stares at the odd-looking creature with wide eyes.
"Anyway, this is Nundro Rockseeker, one of the dwarves who've returned to get this mine running again." Kama nudges the dwarf forward. "Say hi," he whispers.
There is silence for a minute as the spectator responds to Nundro, who nods occasionally. Finally he speaks again, "That'll be up to ye I suppose. Me brothers... brother... and I won'd be keeping anyone on who don't wanna be working here," he says, stuttering over his words just the one time, "If ye wanna stay and help us here, we'd be glad to have ye."
More silence, "Yup, if that's what ye want... Nundro says, then continues in a more official sounding voice, "I release ye from yer service here in the mine and ye may go back to wherever it is ye came from!"
You feel a small sense of pleasure in your mind and the spectator fades from view. Nundro stands silently, watching the space where the spectator disappeared in contemplation.
"So this is the legendary forge!" He gazes around the room, then peers intently at the forge.
Rolls
Arcana - (1d20-1)
(13) - 1 = 12
As Stormsong inspects the 'forge', he can feel the powerful magics radiating from it. He can't tell anything specific, but the magic seems to be strong enough that it would probably strongly affect any sort of item in the general area, or even placed within it. He also feels no heat from it.
"So, what now?" he asks. "Gundren's back at Phandalin. And I think we have some unfinished business in the Neverwinter Woods."
Once you reach the entrance to the cave, Nundro crouches down over his fallen brother and lays a hand on his chest. He begins to whisper a prayer to his gods, but you can hear that his voice keeps breaking and he has to stop several times before he can get through it.
After a few minutes of silence, Nundro stands. He turns to you and nods, "I can't thank ye enough fer what ye did fer us. Ye'll always be welcome in the Rockseeker home. Good luck to ye in whatever ye do."
Atop your horses, it only takes about five hours to get back to town at a very leisurely pace, with a couple of short breaks. Where would you like to go first?
"They say it was a dragon what attacked their wagon!" a man shouts at another.
"Bah! A dragon, I'll believe it when I see it. Ain't been troubles with dragons 'round here is years!" the other retorts.
"Well, don't believe me then! Won't stop it from eatin' yer kids when it comes to town!"
When he finally arrives at the bar, Kama slides up to the dwarf. "Sir Rockseeker," he begins, "I bring news."
If Stormsong is present, Kama nudges him in the ribs and looks down at the Goliath's feet, before tipping his head to Gundren.
He awkwardly pulls them off and presents them to Gundren.
He turns back to you, "Thank you fer everything," he says, eyes misty, "I'll be headin' over there in the mornin'. Ye'll always be welcome here and I'll make sure ye get yer 10 percent."
Turning to the others, Kama says, "I've got to stop by the shrine. We can get some supplies and rest for the night here, set out for Reidoth in the morning."
Rolls
Performance - (1d20+6)
(1) + 6 = 7
"Oh, before I forget, did I tell you Agatha's answer?"
He coughs. "I, uh, wanted to ask about Tymora's role in a place like Phandalin. I mean, back when I pledged myself to her teachings, I was only thinking of myself. But what does she do for everybody here? What does she provide to miners and farmers, like Arik here with the wife and kid?"
And you're here at the perfect time to grant Arik some of his life back with the hook you're going to craft for him?"
"Well, lets see if I'm a better dragon hunter tomorrow than a musician today!
The half-orc then visits the shrine, where he falls to one knee in silent communion. He places one gold piece at the stone, and his inner thoughts roil around the Sister's words. He never was much for ceremony, and Kama sees no need to start now, but with both hands resting on his knee he quietly pledges himself to bring fortune to others where needed. Reasoning that luck is older than time itself, Kama vows to uphold the ancient light of Tymora's blessings.
At the shrine, Kama feels his doubts wash away for a moment, replaced briefly with serenity, as he makes his pledge.
You look over and see the bartender moving from table to table, wiping down the mess from breakfast so that he can prepare lunch.
"Goooooodmorning, hero of Wave Echo Cave! We off to hunt dragons now?"
"So, is there anything I need to know about Reidoth?"
Kama turns to the others. "You all ready? Don't know how easy it is to sneak up on a dragon, but maybe we can try to get as close as possible without alerting it. Assuming it's home."
At the top of the hill stands a round tower with a cottage attached. Both are in good condition, although half of the tower's roof is gone. A door leads into the cottage, and several arrow-slit windows are visible in the tower. You can't help but notice an eerie quiet in the area and a strange, acrid smell in the air.
The corpses of two hideous giant spiders are sprawled near the edge of the pathway, apparently dragged there. Their bloated bodies are puckered and blistered, and appear to have been mauled by a large animal.
Say, Kama -- what is our end goal here? Kill the dragon, get it to leave, get its hoard? I can attempt to magically influence it in different ways. Charm so we can get one massive hit, charm to suggest it go back to where it came from, or just make it easier to hit. I could deafen it during our approach.
No guarantees it will fall for my tricks, but I wanted you to know."
He pauses for a moment and continues, "By the way, do you know what this critter will breathe on us? It may be worth trying to fool it to use its breath on an illusion before charging in...
Rolls
Nature - (1d20-1)
(5) - 1 = 4
He takes a moment to have a meaningful moment with Kama & Xora to inspire their future deeds (+d8 to attack, damage, save, ability, or AC as reaction)
"HAIL, OH GREAT ONE! PRAY, GIVE ME A MOMENT OF YOUR TIME AND TELL ME OF YOUR GREAT DEEDS! I WISH TO WRITE A BALAD TO SHARE YOUR TERRIBLE WONDER WITH LITTLE PEOPLE OF THE WORLD SO THEY MAY WONDER AND TREMBLE!"
Accompanied by the lute.
Rolls
Performance - (1d20+6)
(15) + 6 = 21
Rolls
Stealth, Disadvantage - (1d20+1, 1d20+1)
1d20+1 : (10) + 1 = 11
1d20+1 : (4) + 1 = 5
Rolls
Stealth - (1d20+6)
(12) + 6 = 18
Rolls
Gimblyn Stealth - (1d20+2)
(20) + 2 = 22
Stormsong Stealth - (1d20+4)
(6) + 4 = 10
Rolls
Perception - (1d20)
(20) = 20
Rolls
Perception - (1d20+1)
(9) + 1 = 10
"Who are you to come to my home without invitation?" it growls at you.
Rolls
Deception - (1d20+1)
(1) + 1 = 2
"And more in here," he continues, taking out a small bag. Xora and Gimblyn would recognize the bag as the one Reidoth gave, containing magical berries. Kama loosens the drawstring and prepares to empty its contents by throwing it at the dragon.
Rolls
Deception, Advantage - (1d20+1, 1d20+1)
1d20+1 : (16) + 1 = 17
1d20+1 : (3) + 1 = 4
3rd-level illusion
• Casting Time: 1 action
• Range: 120 feet
• Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
• Duration: Concentration, up to 1 minute
You create a twisting pattern of colors that w eaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw (DC 14). On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
As it struggles. Stormsong releases his spell in an attempt to pacify the beast, but it seems too distracted by its situation to notice.
Rolls
Greataxe vs Dragon, Slashing Damage - (1d20+6, 1d12+3)
1d20+6 : (17) + 6 = 23
1d12+3 : (10) + 3 = 13
Action Surge vs Dragon, Slashing Damage - (1d20+6, 1d12+3)
1d20+6 : (12) + 6 = 18
1d12+3 : (8) + 3 = 11
Rolls
Unload the wand (6 charges) - (8d4+8)
(21223422) + 8 = 26
Rolls
Attack 1 (longbow) - (1d20+8, 1d8+3)
1d20+8 : (10) + 8 = 18
1d8+3 : (3) + 3 = 6
Attack 2 (longbow) - (1d20+8, 1d8+3)
1d20+8 : (13) + 8 = 21
1d8+3 : (2) + 3 = 5
Level 2- Hail of Thorns Damage - (2d10)
(110) = 11
Rolls
Magic Missile! - (8d4+8)
(14333124) + 8 = 29
Rolls
Advantage 1st, Advantage 2nd - (1d20+6, 1d20+6)
1d20+6 : (2) + 6 = 8
1d20+6 : (18) + 6 = 24
Rolls
Advantage! - (1d20+8, 1d20+8)
1d20+8 : (18) + 8 = 26
1d20+8 : (5) + 8 = 13
The dragon roars as the seeds keep it down and it thrashes against the vines.
Kama wastes no time in taking advantage of his opening and smashes his axe into the dragon, cracking a section of scales. Not giving up, he smashes the same spot again, breaking through to the soft skin underneath and drawing out a roar of agony from the dragon.
As the dragon tries to recover from Kama's onslaught, a flurry of magical darts flies in and slam repeatedly into the huge beast.
Xora's arrows find their home in the neck of the great beast, sticking out from its neck as morbid decorations. A spray of thorns comes out from the wound, some of them even hitting Kama (Dex save 6 vs DC 14. Damage 11)
Dragon: 42/136, AC 18
The dragon roars in rage and exhales a cone of greenish gas, which washes over Kama, Xora, and Gimblyn, choking them and making them gag. Gimblyn coughs uncontrollably and falls to the ground, motionless.
Dragon: 42/136, AC 18
Your turn!
Rolls
Constitution Save - (1d20+5)
(3) + 5 = 8
Greataxe vs Dragon, Advantage, Slashing Damage - (1d20+6, 1d12+3)
1d20+6 : (10) + 6 = 16
1d12+3 : (8) + 3 = 11
Radiant Damage (if melee attack hits) - (2d8)
(16) = 7
Second Wind - (1d10+2)
(2) + 2 = 4
Bardic Inspiration die! - (1d8)
(7) = 7
Advantage roll - (1d20+6)
(11) + 6 = 17
With a quick look and a flick of his head to direct it, he sends healing magic to Gimblyn.
"Rise up my little friend! Your time of glory is at hand!" Stormsong attempts to inspire Gimblyn to finish the dragon!
Rolls
longsword with advantage - (1d2+6, 1d20+6, 1d8+3)
1d2+6 : (1) + 6 = 7
1d20+6 : (11) + 6 = 17
1d8+3 : (8) + 3 = 11
Healing word, 2nd level - (2d4+3)
(43) + 3 = 10
oops -- reroll advantage - (1d20+6)
(16) + 6 = 22
Rolls
Con save - (1d20+2)
(19) + 2 = 21
Attack 1 w/advantage? - (1d20+8, 1d20+8, 1d8+3)
1d20+8 : (11) + 8 = 19
1d20+8 : (20) + 8 = 28
1d8+3 : (8) + 3 = 11
Attack 2 w/advantage? - (1d20+8, 1d20+8, 1d8+3)
1d20+8 : (20) + 8 = 28
1d20+8 : (9) + 8 = 17
1d8+3 : (5) + 3 = 8
Crit damage? - (2d8)
(88) = 16
Hunter's Mark! - (1d6)
(1) = 1
Hunter's Mark for second attack - (1d6)
(4) = 4
Hunter's Mark Crits! - (2d6)
(36) = 9
Stormsong joins Kama at the front and smashes his sword against the scales of the dragon, causing small cracks to appear.
Xora takes aim and lets fly with her arrows, her focus purely on the enemy in front of her. The arrows leave her bow only a fraction of a second apart. One takes the dragon in an eye, while the other smashes through a weak spot in the scales of its chest and breaks through to its heart, ending the life of the great beast.
Rolls
Nature check? - (1d20+5)
(18) + 5 = 23
Xora begins looking over the body, and discovers that nearly all of it will be salvageable, with the exception of one eye, the heart, and large sections of scales.
Rolls
Cure Wounds - (1d8+1)
(7) + 1 = 8
On the handle, just beneath the blade, is a word inscribed in dwarvish that Gimblyn reveals as saying "Hew"
"Kama -- you sure you don't want this axe!?" He feels the weight -- this is more like a Goliath's weapon, but he'd be happy to trade for Talon...
Having developed an affinity for the people, Kama settled in Phandalin. He wanted to make good on his promise to help as secondary blacksmith, farmhand, or as part of the town guard; the latter being especially relevant with the return of Wave Echo Cave to industrious prosperity.